{"id":1198,"date":"2024-09-21T00:01:00","date_gmt":"2024-09-21T03:01:00","guid":{"rendered":"https:\/\/revolutionarena.com\/english\/?p=1198"},"modified":"2024-09-20T23:51:54","modified_gmt":"2024-09-21T02:51:54","slug":"dragons-dogma-complete-walkthrough-step-by-step-strategy-guide","status":"publish","type":"post","link":"https:\/\/revolutionarena.com\/english\/dragons-dogma-complete-walkthrough-step-by-step-strategy-guide\/","title":{"rendered":"Dragon&#8217;s Dogma\u00a0\u2013 Complete Walkthrough (Step-by-Step Strategy Guide)"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\">Complete Walkthrough (Step-by-Step Strategy Guide) of Dragon&#8217;s Dogma<\/h2>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">o======================================================================o<br>|\t\t\t\t\t\t\t\t       |<br>|\t\t\t    Dragon's Dogma\t\t\t       |<br>|\t\t\t     \t\t\t\t\t       |<br>o======================================================================o<br>Version 1.02<br>Written by: Nathan Garvin<br>Email: Theendbringer (at) Hotmail (dot) com.<br>If you're going to email me about this guide, make sure you put<br>\"DRAGON'S DOGMA\" in the title, or I'll probably end up deleting it as<br>junk.<br><br>Guide Information<br>&lt;----------------------------------------------------------------------><br>This FAQ was made in Notepad, and is best viewed in a simple text<br>editor. The default text is Lucida Console at size 10 font, but any<br>fixed-width font will work.. if not with the intended aesthetics intact.<br><br>Note that this is an incredibly large FAQ, and depending on your <br>computer, internet speed, and the restlessness of computer gremlins,<br>you may have to refresh this file several times to get the whole thing<br>to load. Look for the ***END OF FILE*** line at the bottom to ensure<br>you've got the whole thing.<br><br>Legal<br>&lt;----------------------------------------------------------------------><br>I have no affiliation with Capcom, or any other parties involved with<br>this game. This is a not-for-profit fan-made guide.<br><br>Table of Contents<br>o======================================================================o<br>>>>>>>>>>>>>>>GAMEPLAY INFORMATION&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;<br><br>I. Introduction\t\t\t\t{INT001}<br>\t1. Video Walkthrough\t\t{INT002}<br>\t2. Holding Your Hand\t\t{INT003}<br>\t3. Using this FAQ\t\t{INT004}<br>\t4. Challenge Pack\t\t{INT005}<br>\t5. Item Grinding\t\t{INT006}<br>\t6. Monster Info\t\t\t{INT007}<br>\t7. NPC Affinity\t\t\t{INT008}<br>\t8. Online Play\t\t\t{INT009}<br>\t9. Quests\t\t\t{INT010}<br>\t10. Rewards\t\t\t{INT011}<br>\t11. Saves\t\t\t{INT012}<br>\t12. Treasure\t\t\t{INT013}<br>II. Character Creation\t\t\t{CHR001}<br>\t1. Appearance\t\t\t{CHR002}<br>\t  1.1 Gender\t\t\t{CHR003}<br>\t  1.2 Size Matters (Kind of...)\t{CHR004}<br>\t2. Attributes\t\t\t{CHR005}<br>\t  2.1 Hit Points\t\t{CHR006}<br>\t  2.2 Stamina\t\t\t{CHR007}<br>\t  2.3 Strength\t\t\t{CHR008}<br>\t  2.4 Magick\t\t\t{CHR009}<br>\t  2.5 Defense\t\t\t{CHR010}<br>       \t  2.6 Magick Defense\t\t{CHR011}<br>\t3. Vocations\t\t\t{CHR012}<br>\t  3.1 Vocation Types\t\t{CHR013}<br>\t  3.2 Levels 2-10\t\t{CHR014}<br>\t  3.3 Levels 11-100\t\t{CHR015}<br>\t  3.4 Levels 101-200\t\t{CHR016}<br>\t  3.5 Leveling versus Play Style{CHR017}<br>\t  3.6 Fighter\t\t\t{CHR018}<br>\t  3.7 Strider\t\t\t{CHR019}<br>\t  3.8 Mage\t\t\t{CHR020}<br>\t  3.9 Warrior\t\t\t{CHR021}<br>\t  3.10 Ranger\t\t\t{CHR022}<br>\t  3.11 Sorcerer\t\t\t{CHR023}<br>\t  3.12 Mystic Knight\t\t{CHR024}<br>\t  3.13 Assassin\t\t\t{CHR025}<br>\t  3.14 Magick Archer\t\t{CHR026}<br>\t4. Suggested Builds\t\t{CHR027}<br>\t  4.1 Justifying Offense\t{CHR028}<br>\t  4.2 Hybrid Build\t\t{CHR029}<br>\t  4.3 Magick Build\t\t{CHR030}<br>\t  4.4 Strength Build\t  \t{CHR031}<br>\t  4.5 Building a Phenom:\t{CHR032}<br>\t      Step-by-Step<br>III. Pawns\t\t\t\t{PWN001}<br>\t1. Main Pawns and Support Pawns\t{PWN002}<br>\t2. Pawn Limitations\t\t{PWN003}<br>\t3. Recruiting Pawns\t\t{PWN004}<br>\t4. An Educated Pawn\t\t{PWN005}<br>\t5. Pawn Inclinations\t\t{PWN006}<br>IV. Gameplay\t\t\t\t{GMP001}<br>\t1. Game Screen\t\t\t{GMP002}<br>\t2. Pause Menu\t\t\t{GMP003}<br>\t3. Party Screen\t\t\t{GMP004}<br>\t4. Controls\t\t\t{GMP005}<br>\t5. Elements\t\t\t{GMP006}<br>\t6. Debilitations\t\t{GMP007}<br>V. Hints and Tips\t\t\t{HNT001}<br><br>>>>>>>>>>>>>>>>>MAIN WALKTHROUGH&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;<br><br>VI. Prologue: He Who Shall Be King<br>\t1. Savan and The Tainted\t{WLK001}<br>\t   Mountain Temple<br>\t\t(8 Steps)<br>VII. Chapter 1: A New Arisen<br>\t1. Cassardis\t\t\t{WLK002}<br>\t\t(24 Steps)<br>\t2. The Encampment\t\t{WLK003}<br>\t\t(17 Steps)<br>\t3. To Gran Soren\t\t{WLK004}<br>\t\t(21 Steps)<br>\t4. Exploring the Estan Plains\t{WLK005}<br>\t\t(14 Steps)<br>\t5. Cassardis Revisted\t\t{WLK006}<br>\t\t(32 Steps)<br>\t6. Exploring the Pawn Guild\t{WLK007}<br>\t\t(12 Steps)<br>\t7. Questing Gran Soren\t\t{WLK008}<br>\t\t(32 Steps)<br>VIII. Chapter 2: The Wyrmhunt<br>\t1. Aiding A Research Team\t{WLK009}<br>\t\t(25 Steps)<br>\t2. Exploring the Vestad Hills\t{WLK010}<br>\t\t(28 Steps)<br>\t3. Investigating A Cult\t\t{WLK011}<br>\t\t(25 Steps)<br>\t4. Exploring the Deos Hills\t{WLK012}<br>\t\t(18 Steps)<br>\t5. Deciphering a Text\t\t{WLK013}<br>\t\t(10 Steps)<br>\t6. Exploring Northface Forest  \t{WLK014}<br>\t\t(20 Steps)<br>\t7. Clearing the Ancient Quarry\t{WLK015}<br>\t\t(14 Steps)<br>\t8. Exploring Devilfire Grove\t{WLK016}<br>\t\t(7 Steps)<br>\t9. Routing a Monster Infestation{WLK017}<br>\t\t(16 Steps)<br>\t10. Exploring the Verda\t\t{WLK018}<br>\t    Woodlands<br>\t\t(21 Steps)<br>IX. Chapter 3: Rise of the Fisher Knight<br>\t1. Hearing the Duke's Directive\t{WLK019}<br>\t\t(18 Steps)<br>\t2. More Missions in Gran Soren\t{WLK020}<br>\t\t(8 Steps) <br>\t3. Exploring the Frontier\t{WLK021}<br>\t   Caverns and Fighting Off<br>\t   Assassins<br>\t\t(9 Steps)<br>\t4. Saving Selene, and Other\t{WLK022}<br>\t   Stuff<br>\t\t(23 Steps)<br>\t5. Questing the Castle\t\t{WLK023}<br>\t\t(10 Steps)<br>\t6. Returning to the Catacombs\t{WLK024}<br>\t\t(10 Steps)<br>\t7. Exploring the Wilted Forest\t{WLK025}<br>\t\t(13 Steps)<br>\t8. Exploring Cursewood and\t{WLK026}<br>\t   Heavenspeak Fort<br>\t\t(15 Steps)<br>\t9. Exploring the Barta Crags\t{WLK027}<br>\t\t(14 Steps)<br>\t10. Exploring Soulflayer Canyon\t{WLK028}<br>\t\t(18 Steps)<br>X. Chapter 4: The Duke's Directives<br>\t1. Aiding the Corps on a\t{WLK029}<br>\t    Hunting Expedition<br>\t\t(7 Steps)<br>\t2. Exploring the Pastona Cavern\t{WLK030}<br>\t\t(11 Steps)<br>\t3. Exploring Bluemoon Tower\t{WLK031}<br>\t\t(20 Steps)<br>\t4. Gathering Evidence for an\t{WLK032}<br>\t   Important Trial<br>\t\t(10 Steps)<br>\t5. Recovering a Stolen Item\t{WLK033}<br>\t\t(10 Steps)<br>\t6. Assisting Ser Mercedes\t{WLK034}<br>\t\t(8 Steps)<br>\t7. The Cockatrice Conspiracy\t{WLK035}<br>\t\t(6 Steps)<br>\t8. Exploring the Blighted Manse\t{WLK036}<br>\t\t(18 Steps)<br>\t9. Merchant Matters\t\t{WLK037}<br>\t\t(10 Steps)<br>\t10. Salvation's Last Stand\t{WLK038}<br>\t\t(14 Steps)<br>XI. Chapter 5: The Ever-Turning Wheel<br>\t1. The Tainted Mountain Temple\t{WLK039}<br>\t\t(16 Steps)<br>\t2. Showdown with the Dragon\t{WLK040}<br>\t\t(14 Steps)<br>\t3. Wandering Through a Ruined   {WLK041}<br>\t   World<br>\t\t(12 Steps)<br>\t4. Unfinished Business\t\t{WLK042}<br>\t\t(14 Steps)<br>\t5. Exploring the Everfall\t{WLK043}<br>\t\t(30 Steps)<br>\t6. Ascension\t\t\t{WLK044}<br>\t\t(8 Steps)<br>XII. New Game+\t\t\t\t{WLK045}<br><br>Total Walkthrough Length: 690 Steps<br><br>>>>>>>>>>>>>>>>VIDEO PLAYTHROUGH&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;<br><br>1. Savan and the Tainted Mountain Temple{VID000}<br>https:\/\/www.youtube.com\/watch?v=lNOCIpNSi-0<br><br>2. Cassardis\t\t\t\t{VID001}<br>https:\/\/www.youtube.com\/watch?v=ZLH2tsBj3c4<br><br>3. Seabreeze Trail\t\t\t{VID002}<br>https:\/\/www.youtube.com\/watch?v=M0dIpMikROE<br><br>4. Call of the Arisen\t\t\t{VID003}<br>https:\/\/www.youtube.com\/watch?v=vPQ4E7Xy1R0<br><br>5. Escorting Madeline\t\t\t{VID004}<br>https:\/\/www.youtube.com\/watch?v=e2YoXrXd9v8<br><br>6. Strength in Numbers\t\t\t{VID005}<br>https:\/\/www.youtube.com\/watch?v=7yyTMQmRnRs<br><br>7. A Rude Awakening\t\t\t{VID006}<br>https:\/\/www.youtube.com\/watch?v=zCSpl3dxtxQ<br><br>8. Off With Its head\t\t\t{VID007}<br>https:\/\/www.youtube.com\/watch?v=6DOmdfwfW9o<br><br>9. Deep Trouble\t\t\t\t{VID008}<br>https:\/\/www.youtube.com\/watch?v=RRJSxyQOlCY<br><br>10. Low Level Bluemoon Tower Run\t{VID009}<br>https:\/\/www.youtube.com\/watch?v=3wMgJt5b-vY<br><br>11. Low Level Heavenspeak Fort Run\t{VID010}<br>https:\/\/www.youtube.com\/watch?v=FraM3b5LfAU<br><br>12. Exploring the Barta Crags\t\t{VID011}<br>https:\/\/www.youtube.com\/watch?v=1PjyokvEYV4<br><br>13. Low Level Soulflayer Canyon Run\t{VID012}<br>https:\/\/www.youtube.com\/watch?v=nn4lg-YKV1g<br><br>14. Lost and Found\t\t\t{VID013}<br>https:\/\/www.youtube.com\/watch?v=PGotIHwDCtg<br><br>15. An Uninvited Guest\t\t\t{VID014}<br>https:\/\/www.youtube.com\/watch?v=8QNCW0TbdQ4<br><br>16. A Troublesome Tome\t\t\t{VID015}<br>https:\/\/www.youtube.com\/watch?v=QIq1sCGTqmQ<br><br>17. Exploring the Vestad Hills\t\t{VID016}<br>https:\/\/www.youtube.com\/watch?v=s4yvUBBTXxM<br><br>18. Exploring the Verda Woodlands\t{VID017}<br>https:\/\/www.youtube.com\/watch?v=GrnPmhWFP_w<br><br>19. No Honor Among Thieves\t\t{VID018}<br>https:\/\/www.youtube.com\/watch?v=OJoZs8QPiG0<br><br>20. Deeper Trouble\t\t\t{VID019}<br>https:\/\/www.youtube.com\/watch?v=LxAVsc8i0wI<br><br>21. Lure of the Abyss\t\t\t{VID020}<br>https:\/\/www.youtube.com\/watch?v=xfArFhINNEY<br><br>22. Chasing Shadows\t\t\t{VID021}<br>https:\/\/www.youtube.com\/watch?v=McbcV9Fhcjs<br><br>23. Of Merchants and Monsters\t\t{VID022}<br>https:\/\/www.youtube.com\/watch?v=iPszZbivSHI<br><br>24. Dying of Curiosity\t\t\t{VID023}<br>https:\/\/www.youtube.com\/watch?v=zfm9p3-Z4gk<br><br>25. Exploring Gran Soren\t\t{VID024}<br>https:\/\/www.youtube.com\/watch?v=Yjpj-_T4OnA<br><br>26. Land of Opportunity\t\t\t{VID025}<br>https:\/\/www.youtube.com\/watch?v=wIhazAnVaug<br><br>27. The Cypher\t\t\t\t{VID026}<br>https:\/\/www.youtube.com\/watch?v=PU13RQPyhLc<br><br>28. A Fortress Besieged\t\t\t{VID027}<br>https:\/\/www.youtube.com\/watch?v=in4hIFkTH-w<br><br>29. Escort Duty\t\t\t\t{VID028}<br>https:\/\/www.youtube.com\/watch?v=03s_bGp0Xco<br><br>30. Seeking Salvation\t\t\t{VID029}<br>https:\/\/www.youtube.com\/watch?v=7fABh-cfIfI<br><br>31. The Watergod's Altar\t\t{VID030}<br>https:\/\/www.youtube.com\/watch?v=TW0tReDeN-k<br><br>32. Come to Court\t\t\t{VID031}<br>https:\/\/www.youtube.com\/watch?v=2z3Rmzvufow<br><br>33. Exploring the Frontier Caverns\t{VID032}<br>https:\/\/www.youtube.com\/watch?v=QFbY83Ze_5I<br><br>34. Witch Hunt\t\t\t\t{VID033}<br>https:\/\/www.youtube.com\/watch?v=V7VIdzxrw1U<br><br>35. Farwell, Valmiro\t\t\t{VID034}<br>https:\/\/www.youtube.com\/watch?v=OXo7huK7o5A<br><br>36. Mettle Against Metal\t\t{VID035}<br>https:\/\/www.youtube.com\/watch?v=gCOcKf6Mbek<br><br>37. The Dragon's Tongue\t\t\t{VID036}<br>https:\/\/www.youtube.com\/watch?v=7te2iH7v5hA<br><br>38. Supply and Demands\t\t\t{VID037}<br>https:\/\/www.youtube.com\/watch?v=Ea7ePmZpucw<br><br>39. An Innocent Man\t\t\t{VID038}<br>https:\/\/www.youtube.com\/watch?v=cPyauO5PGpQ<br><br>40. Arousing Suspicion\t\t\t{VID039}<br>https:\/\/www.youtube.com\/watch?v=makxER9TycE<br><br>41. The Conspirators\t\t\t{VID040}<br>https:\/\/www.youtube.com\/watch?v=84StwPYM1aQ<br><br>42. Rise of the Fallen\t\t\t{VID041}<br>https:\/\/www.youtube.com\/watch?v=EbMy-dbZN6Q<br><br>43. Griffin's Bane\t\t\t{VID042}<br>https:\/\/www.youtube.com\/watch?v=mFKfmSCRCz4<br><br>44. Nameless Terror\t\t\t{VID043}<br>https:\/\/www.youtube.com\/watch?v=RreVw245osE<br><br>45. Trial and Tribulations\t\t{VID044}<br>https:\/\/www.youtube.com\/watch?v=vjgDJz1E3aU<br><br>46. The Wyrmking's Ring\t\t\t{VID045}<br>https:\/\/www.youtube.com\/watch?v=_LbEL4r0GZo<br><br>47. Pride Before A Fall\t\t\t{VID046}<br>https:\/\/www.youtube.com\/watch?v=Se2wqw8eglw<br><br>48. Honor and Treachery\t\t\t{VID047}<br>https:\/\/www.youtube.com\/watch?v=2ON5BNZ0AOg<br><br>49. Bad Business\t\t\t{VID048}<br>https:\/\/www.youtube.com\/watch?v=9aw2MT11fzg<br><br>50. Talent in Bloom\t\t\t{VID049}<br>https:\/\/www.youtube.com\/watch?v=A3AsqUZ3EsM<br><br>51. A Parting Gift\t\t\t{VID050}<br>https:\/\/www.youtube.com\/watch?v=osL_TA6jqN8<br><br>52. Reward and Responsibility\t\t{VID051}<br>https:\/\/www.youtube.com\/watch?v=899ybYDCgZk<br><br>53. Duchess in Distress\t\t\t{VID052}<br>https:\/\/www.youtube.com\/watch?v=K8HATaTc__E<br><br>54. Deny Salvation\t\t\t{VID053}<br>https:\/\/www.youtube.com\/watch?v=XZKxw6fvbio<br><br>55. Exploring the Tainted Mountain\t{VID054}<br>    Temple<br>https:\/\/www.youtube.com\/watch?v=2nvNAW7KKYg<br><br>56. The Final Battle\t\t\t{VID055}<br>https:\/\/www.youtube.com\/watch?v=2ruuXsRKQkg<br><br>57. Return to Gran Soren\t\t{VID056}<br>https:\/\/www.youtube.com\/watch?v=u_wDiQ8c9IQ<br><br>58. A Warm Welcome\t\t\t{VID057}<br>https:\/\/www.youtube.com\/watch?v=NCOJEcaDR5Q<br><br>59. Chamber of Confusion\t\t{VID058}<br>https:\/\/www.youtube.com\/watch?v=oiRSHkuRqnQ<br><br>60. Chamber of Anxiety\t\t\t{VID059}<br>https:\/\/www.youtube.com\/watch?v=s1Rbw9EcWKQ<br><br>61. Chamber of Absence\t\t\t{VID060}<br>https:\/\/www.youtube.com\/watch?v=hN2xJTd8G2A<br><br>62. Chamber of Hesitation\t\t{VID061}<br>https:\/\/www.youtube.com\/watch?v=Td3rU4n1rG4<br><br>63. Chamber of Apprehension\t\t{VID062}<br>https:\/\/www.youtube.com\/watch?v=lwopkS4QHpI<br><br>64. Chamber of Remorse\t\t\t{VID063}<br>https:\/\/www.youtube.com\/watch?v=DzxVrv7ArXs<br><br>65. Chamber of Tragedy\t\t\t{VID064}<br>https:\/\/www.youtube.com\/watch?v=Pf4vxzsRX1Q<br><br>66. Chamber of Lament\t\t\t{VID065}<br>https:\/\/www.youtube.com\/watch?v=aBMl6MwLvPU<br><br>67. Chamber of Fate\t\t\t{VID066}<br>https:\/\/www.youtube.com\/watch?v=TWiS5MXigBY<br><br>68. Chamber of Distress\t\t\t{VID067}<br>https:\/\/www.youtube.com\/watch?v=nkf_QIywPmU<br><br>69. Chamber of Estrangement\t\t{VID068}<br>https:\/\/www.youtube.com\/watch?v=LSpDQ7CY2_Y<br><br>70. Chamber of Woe\t\t\t{VID069}<br>https:\/\/www.youtube.com\/watch?v=rcmNzjPiNZQ<br><br>71. Chamber of Sorrow\t\t\t{VID070}<br>https:\/\/www.youtube.com\/watch?v=ipucyzeyEN8<br><br>72. Chamber of Resolution\t\t{VID071}<br>https:\/\/www.youtube.com\/watch?v=9_RGcfkAYCM<br><br>73. Chamber of Inspiration\t\t{VID072}<br>https:\/\/www.youtube.com\/watch?v=O2Ug4_pElu0<br><br>74. Chamber of Hope\t\t\t{VID073}<br>https:\/\/www.youtube.com\/watch?v=Z6Hb6LeB6a0<br><br>75. Final Judgment\t\t\t{VID074}<br>https:\/\/www.youtube.com\/watch?v=5jsf3VOW5Sc<br><br>>>>>>>>>>>>>>>>>>MISCELLANEOUS&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;<br><br>XIII. Enemies\t\t\t\t{EMY001}<br>XIV. Notice Board Quests\t\t{NBQ001}<br>XV. Placing Portcrystals \t\t{PRT001}<br>XVI. Quests\t\t\t\t{QST001}<br>XVII. Treasure\t\t\t\t{TRE001}<br>XVIII. Update\/Thanks\t\t\t{UPD001}<br><br>o======================================================================o<br>|\t\t\t\t\t\t\t\t       |<br>|\t\t\t Introduction {INT001}\t\t\t       |<br>|\t\t\t\t\t\t\t\t       |<br>o======================================================================o<br>Not so long ago, I was playing through Final Fantasy VI. I came to the<br>game late, I didn't have a SNES, I was a SEGA kid. Anyways, it's a great<br>game from the golden age of JRPGs, and needless to say, it's a pretty<br>complicated game. Since I didn't care to play through the game a dozen<br>times so I could learn all about it, I decided to get a FAQ for it. I<br>wanted to actually beat the game, without having to spend quite as much<br>time figuring everything out for myself-probably like many of you<br>reading this right now. Since I share the hobby of FAQ-writing, I<br>decided to send the author of the guide I was using a good old fashioned<br>thank you E-mail (us FAQ-writers live on such fare). The author, being a<br>responsible chap, looked up my claim that I wrote FAQs myself and noted<br>that I \"was in the business of western RPGs\". It's true. Most of you<br>reading this will know me from my Fallout 3 and Baldur's Gate FAQs. But<br>honestly, I'm a pretty diverse gamer, although I carry a special spot in<br>my heart for RPGs. Any game that will keep me playing for 60+ hours is<br>just a good investment of my limited money. It's sad, but it seems that<br>the JRPG has become an endangered species, and given the mediocrity<br>being spewed forth by Square-Enix lately, it doesn't seem like the<br>traditional sources of JRPG greatness are up to snuff anymore. In steps<br>Capcom with Dragon's Dogma. I heard great things about this game via<br>word of mouth (figuratively, text still counts as conversaton), and<br>decided to give it a try. Great combat and character customization, they<br>said, and they were right. It's got enough character customization<br>options to (almost) satisfy my girlfriend, who was absolutely livid when<br>Skyrim didn't have a RGB color slider for the hair. It's easily my<br>favorite RPG of 2012-and my favorite JRPG since Dragon Quest VIII,<br>although to be fair, it's more of a WRPG made in Japan. At least Capcom<br>has decided to step up and adopt the new RPG conventions, instead of<br>rehashing tired old melodrama and androgenous leads, or retreating into<br>hand-held remakes. If you are intrigued by Shadows of the Colossus-esque<br>boss battles, Devil May Cry-ish combat, and character customization that<br>puts Skyrim and Kingdoms of Amalur to shame, you'll like Dragon's<br>Dogma... so long as you're willing to ignore the story.<br><br>Video Walkthrough\t\t\t\t\t\t{INT002}<br>o======================================================================o<br>The video walkthrough was created some time after the text guide for<br>the game-with a different protagonist, heck, even on a different<br>console! The video walkthrough does not follow the guide step-by-step.<br>Whereas the text walkthrough often attempts to be efficient-picking up<br>quests and completing them when it's more convenient, often much later<br>and inter-mixed with other quests. The video walktrhough, however,<br>compartmentalizes each quest, and each video covers a step from start<br>to finish (albeit often with pointless travel omitted). That being the<br>case, it's obviously impossible to have the two mirror each other.<br>Sometimes the video walkthrough segments are posted in the walkthrough<br>when a quest\/exploration is actually being performed. Other times, the<br>video is posted when a quest is assigned-even if the text guide doesn't<br>tackle said quest until later... again, usually as part of another<br>quest. On top of that, my previous videos (often created to highlight a<br>specific critter) were not integrated into the video walkthrough. Videos<br>that cover quests\/exploration have a [VID###] tag, whereas tactics<br>videos do not. View the videos as enhancements to-not substitutes<br>for-the text walkthrough.<br><br>Holding Your Hand\t\t\t\t\t\t{INT003}<br>o======================================================================o<br>Many of my guides tend towards hand-holding. In the walkthroughs, I tend<br>to discuss everything, no matter how minute, for the sake of<br>completionism. Not so for this game. In Dragon's Dogma, there's lots of<br>miscellaneous looting that can be done, which will result in typically<br>insignificant (not to mention random) rewards. Side quests where you<br>have to escort NPCs, kill 'X' amount of 'X' monster, or gather 'X'<br>amount of 'X' ingredient also abound. Often these have random triggers<br>(raising your affinity with said NPC, for example, or completing a<br>number of previous fetch quests), which translates to a bit of a<br>nightmare from a writing perspective. Instead of omiting them entirely,<br>they are included in their own section 'Side Quests' [SDQ001], removed<br>from the main walkthrough. They will not be covered in as great of<br>detail as the main quests, but since they're entirely optional anyways,<br>it shouldn't matter too much. The main walkthrough will be dedicated<br>to two things-completing every main quest in the game, and scoring the<br>best gear you can possibly get. Picking flowers I leave to you.<br><br>Using this FAQ\t\t\t\t\t\t\t{INT004}<br>o======================================================================o<br>Below I will list some of my quirks, organizational methods, and various<br>other tidbits that will help you navigate this guide. For starters,<br>during the main FAQ I'll break up the various chapters and <br>organizational components of the guide with a large heading:<br><br>o======================================================================o<br>|\t\t\t\t\t\t\t\t       |<br>|\t\t              Large Heading  \t\t\t       |<br>|\t\t\t\t\t\t\t\t       |<br>o======================================================================o<br><br>During the FAQ, I'll break up different areas with a thick line:<br><br>Thick line<br>o======================================================================o<br><br>Multiple parts of a mission in the same area will be broken up with a <br>thin line. This breaks up the missions into a series of steps, and <br>limits how much unbroken text you'll have to read at once. Nobody likes<br>wordiness:<br><br>Thin line<br>&lt;----------------------------------------------------------------------><br><br>Of course, I reserve the right to break my own rules during the FAQ..<br>mostly due to being scatter-brained and working on the FAQ in shifts<br>over the course of time. Life and all. So cut me some slack. Besides,<br>this organizational scheme is mostly for consistency and ease-of-use.<br><br>Sequence of Events\t\t\t\t\t\t<br>&lt;----------------------------------------------------------------------><br>Unlike some of my other guides, this FAQ does hold your hand through the<br>game. As I go through areas I will list what I do sequentially. To help<br>streamline the guide and make your life easier, I've included a list of<br>steps at the beginning of each section, so you can see in what order I<br>am about to do things. Each different Sequence of Events is separated by<br>a large heading, while each step is divided by a thick line (if we<br>travel to a different area) or a thin line (if we don't.)<br><br>Challenge Pack: A Trial For Adventurers\t\t\t\t{INT005}<br>o======================================================================o<br>In December 2012 Capcom released a free DLC which contained two new<br>challenge modes for the game. Free stuff is cool, so it'll be mentioned<br>in this guide. As a concession for wussies, Easy Mode was added, but<br>the more important features added by this Challenge Pack include Hard<br>Mode and Speed Run Mode. Why are they more important? Because you can<br>score a bit of extra gear for completing these modes. Even so, they will<br>nevertheless be ignored in the main walkthrough, which assumes a normal<br>run through the game by new players with new characters. Hard Mode<br>runs are discussed in the Hard Mode Section of the guide [HRD001], while<br>Speed Run Mode runs are discussed in the Speed Run Section of the guide<br>[SPD001].<br><br>Item Grinding\t\t\t\t\t\t\t{INT006}<br>o======================================================================o<br>Items in chests contain the gear you'll need to make your character<br>super-awesome like. Sure, you could always buy it from shopkeepers,<br>but there's plenty of gear you can find in chests long before anybody<br>will sell it... and for free, and there's some gear that no shopkeeper<br>will sell. There are two ways you can get this yummy chest loot. Be a<br>chump and clear, clear, and reclear a dungeon a hundred times, or be<br>an obnoxious loot grinder. I'm the latter. If you save your game BEFORE<br>you open a chest that has some bit of loot in it you want, you can open<br>the chest and-if you don't get what you want-reload until you find<br>something better. Some things to note-most of the really great loot has<br>a low chance of spawning (sometimes as low as 2%), which can make this<br>process tedious. Another thing that conspires against you is the fact<br>that you'll have to manually save, then go to the title screen, and<br>reload your game, and for some absurd reason this game takes FOREVER to<br>check your hard drive, load your character, then allow you to wait as it<br>loads the game. If you loot-grind, loot grind for gear that matters. If<br>it can ever be purchased, purchase it. This pretty much means you can<br>wait until the end of the game to loot grind. On that note, there are<br>areas with numerous chests that are easy to loot-grind in bulk... unless<br>you have stupid Pawns traveling with you picking up crap you don't want.<br>So long as you don't pick something up (looking is fine, touching is<br>bad) you can save\/load if you do\/don't like what you got. If you want<br>to loot several chests in one run, and you get crap in the first few<br>chests, but something you want to keep in the third chest, only pick up<br>what's in the third chest, then save\/load when your run is done. Since<br>Pawns are cleptomaniacs, they will pick everything up... so, when loot<br>grinding chests late in the game, it's a good idea to ditch your Pawns.<br><br>Monster Info\t\t\t\t\t\t\t{INT007}<br>o======================================================================o<br>Whenever new monsters are encountered in the walkthrough, they will be<br>briefly discussed under the heading ***MONSTER INFO***. Here I'll<br>generally talk strategy-their attacks, soft spots, weaknesses, etc.<br>You can find more detailed information about monsters in the Monster<br>Section of the guide [MON001].<br><br>NPC Affinity\t\t\t\t\t\t\t{INT008}<br>o======================================================================o<br>NPCs in Dragon's Dogma will gain (or lose) affinity for you depending on<br>your actions. Most of the NPCs are poorly fleshed out, and there's no<br>obvious indicator that an NPC has gained affection for you save at<br>certain benchmarks. For example, if you significantly improve an NPC's<br>affinity, they'll be surrounded by an aura, and their cheeks will be<br>flushed. Again, however, since there is no way to see exactly how much<br>affinity somebody has for you, the best that can be done is to check<br>your 'History' menu to see how many people have maximum affinity for<br>you. <br><br>***SPOILERS***<br>There is a romance sub-plot in this game, but it is, like most quests<br>in Dragon's Dogma, poorly fleshed out. You might be near the end of the<br>game before you realize that the game is forcing a romance upon you...<br>and it doesn't care what your gender is, what the gender of the NPC is,<br>or their respective ages. It's a huge, huge fail on the part of Capcom<br>here.<br><br>Online Play\t\t\t\t\t\t\t{INT009}<br>o======================================================================o<br>As people who read my other FAQs might know, I do not have a stable<br>internet connection at home. I do not play games online. Yes, I know the<br>pawn system was built for online play, and I know that I can't discuss<br>trading, fighting the online Ur-Dragon, and certain uber gear because of<br>this. I also won't be discussing any DLC for this game. Find your online<br>information elsewhere-it shouldn't affect your gaming if you use this<br>guide, since this game is-first and foremost-a single player RPG with a<br>few online elements you can interact with.<br><br>Quests\t\t\t\t\t\t\t\t{INT010}<br>o======================================================================o<br>Quests are the substance of RPGs... but like so many things in life, not<br>all are created equal. Major quests (ones not scored off some Notice<br>Board or another) will be recorded under the ***QUESTS*** heading. This<br>will occur in the walkthrough when the quest is assigned... although<br>the quest will later be completed... well, whenever the hell I feel like<br>it. If you don't want to read the walkthrough's often scattered (but<br>detailed!) quest information, check out the Quest Section [QST001] for<br>more condensed information about each quest.<br><br>Rewards\t\t\t\t\t\t\t\t{INT011}<br>o======================================================================o<br>Complete quests, get rewards. Rewards gained during play will be<br>recorded under the ***REWARDS*** section, listing the gold, experience,<br>Rift Currency, and items obtained from a particular action, as<br>applicable.<br><br>Saves\t\t\t\t\t\t\t\t{INT012}<br>o======================================================================o<br>Oh boy, it's a Capcom game, and if you've played Dead Rising, you know<br>that Capcom is frustratingly capable of making a fun game bungled with<br>an absurd saving system. Dragon's Dogma can be one of those games. You<br>essentially have two save slots, a conventional 'hard' save (you know,<br>you save the game manually, and expect everything to be peachy). You<br>also have two 'autosave' slots that save independently of one<br>another, and at different times. One is a true autosave-it'll save when<br>you enter\/leave areas and complete quests (this overwrites your hard<br>save). You also have a checkpoint autosave (in the Save\/Load submenu of<br>the Pause Menu, you'll see one of the options is 'Return to last<br>Checkpoint'-this refers to that save slot), which is saved specifically<br>when you rest at inns or when you visit Riftstones. If you die and find<br>yourself back at the start of a dungeon, it's because the game restored<br>your autosave slot. If you 'Restart from last Checkpoint' and find<br>yourself ten levels back at the last inn you rested at, it's because the<br>game loaded the last checkpoint save. Your manual save can only be<br>reloaded from the main menu.<br><br>Treasure\t\t\t\t\t\t\t{INT013}<br>o======================================================================o<br>Treasure is good. We all like treasure. In fact, one of the reasons<br>people play RPGs is to score cool loot! What would an RPG be like<br>without it? Probably like Mass Effect 2, which to say, not an RPG.<br>Anyways, all loot isn't created equally, as we should all know, and<br>much of it is not worth my time to record, nor your time to read.<br>Anything that can be equipped or worn, however, will be recorded in<br>the guide under the ***ITEMS*** heading... along with the container<br>in which the treasure is found. If you don't want to read the<br>descriptive text in the walkthrough to find a particular bit of loot,<br>consult the Treasure Section of the guide [TRE001].<br><br>o======================================================================o<br>|\t\t\t\t\t\t\t\t       |<br>|\t     \t\t  Character Creation {CHR001}\t\t       |<br>|\t\t\t\t\t\t\t\t       |<br>o======================================================================o<br>Being an action-RPG, character creation is, of course, an important part<br>of the game. This section should, perhaps, be called 'party creation',<br>as you not only need to worry about creating your protagonist-the<br>Arisen, but you'll need to create your Main Pawn. For the most part,<br>the same rules that apply to one apply to the other. Just keep in mind<br>that the goal of this section will not just be the creation of one<br>character on their own merits-but two characters, who will be joined by<br>two other characters. Your gameplay preferences will determine how you<br>should build your Arisen and Main Pawn.<br><br>Appearance\t\t\t\t\t\t\t{CHR002}<br>o======================================================================o<br>Before you get to any of the numbers, vocations, or other immensely<br>important gameplay issues, you'll have to create your character's<br>appearance. This actually matters somewhat in Dragon's Dogma, unlike in<br>most RPGs.<br><br>Gender\t\t\t\t\t\t\t\t{CHR003}<br>&lt;----------------------------------------------------------------------><br>First, know that your gender will not change too much throughout the<br>game. Everybody refers to you as 'Arisen' or 'Ser', and what 'romances'<br>exist in this game are largely blind to gender. Pick whatever you prefer<br>aesthetically. There are a few slight benefits towards playing a female,<br>however. First, there's a quest that either requires you to be female...<br>or dress in drag to complete. Not a big deal either way. Second, there<br>are many female-only clothes and pieces of armor in the game, which<br>cannot be worn by male characters. Many of them are quite strong...<br>especially considering how early you can get some of them. There are no<br>male-only pieces of equipment in the game. On the other hand, your<br>armor\/clothing isn't a big deal, so don't feel compelled to play a<br>female based upon item considerations.<br><br>Size Matters (Kind Of...)\t\t\t\t\t{CHR004}<br>&lt;----------------------------------------------------------------------><br>Another, much more important aspect of your apperance is your height<br>and weight. According to the manual:<br><br>\"How a Character's Body Type &amp; Gender Affects Gamplay: The bigger the<br>body, the heavier the character. Although this increases the amount the<br>character can hold, it decreases the speed at which Stamina is restored.<br>In addition, although the character will have a wider attack range,<br>there is increased susceptibility to enemy attacks. The opposite holds<br>true for characters with smaller body types. There are also instances<br>where gender affects in-game elements as battles and storylines.\"<br><br>I'll be honest, I didn't check this out as much as I probably should<br>have. A few things that your height may affect includes your jumping<br>distance, how easy it is for your character to get soaked, and a few<br>areas can only be accessed by very small characters... leading to<br>inconsequential loot. As for running speed, Stamina drain\/recovery,<br>all I bothered to note empirically was the difference between two<br>characters I had-one a female with a height\/weight of 186\/73, and the<br>other a male with a height\/weight of 197.9\/99. It took the heavier<br>(male) character 2:04:12 to recover his stamina meter fully, while the<br>lighter (female) character needed only 1:46:88. Stamina consumption,<br>however, seemed higher on the lighter character than the heavier... so,<br>I really just suggest picking for aesthetics. Either way, Stamina is<br>easy enough to recover with items.<br><br>Attributes\t\t\t\t\t\t\t{CHR005}<br>o======================================================================o<br>One might assume that your Vocation would be the next most important<br>part of character creation... and it's true, it's a very important part,<br>indeed. However, a large part of why it's so important is that it<br>determines how your attributes increase, and there's no point in<br>worrying about that if you don't know what your attributes are, what<br>they're good for, and so on. I assume everybody understands the<br>general idea-attributes include such parameters as your Hit Points,<br>Stamina, Strength, Magick... you know, those old gameplay conventions.<br><br>Hit Points\t\t\t\t\t\t\t{CHR006}<br>&lt;----------------------------------------------------------------------><br>How much punishment you can take before you die. Your Pawns die, no big<br>deal, you go over and give them a hand, and life goes on. If you die,<br>however, it's game over, so these are somewhat important... at least,<br>for your Arisen.<br><br>  -->\tEvery time you suffer damage, 25% of the damage taken is<br>        semi-permanent damage, which can only be recovered by resting,<br>        using healing items, or entering a healing spring. The rest<br>        of the non-permanent damage (75% of damage taken) is displayed<br>        as grey on your Hit Point meter, while semi-permanent damage<br>        is black.<br><br>Still, there are a few reasons why I don't consider Hit Points to be<br>terribly important... I mean, it's always nice to have more, but it's<br>not a primary attribute concern. First, your Hit Points are only as<br>good as your Defense and Magick Defense. Having loads of Hit Points<br>means little if it's not mitigated by Defenses. The classes that are<br>high in Hit Points (Fighter and Warrior) also have good Defense, but<br>you will never have high Hit Points, Defense AND Magick Defense.<br>Second, since you can enter your inventory at any time and use healing<br>items (even while scaling a foe or in mid-swing) Hit Points are<br>somewhat less of an issue than they might have been, if the game was<br>less generous about inventory access... third, there are several ways<br>to mitigate damage. Not getting hit is good, dodging should always be<br>your first option, but blocking works too... in fact, if you plan to<br>use a shield, having high Stamina (to block multiple attacks) is better<br>than having high Hit Points... lastly, Invisibility outrights makes you<br>immune to most damage. You've got plenty of reasons to focus on other<br>attributes.<br><br>Stamina\t\t\t\t\t\t\t\t{CHR007}<br>&lt;----------------------------------------------------------------------><br>You use Stamina to sprint, block, cast spells, climb, use skills, and<br>perform special attacks. Yeah, everything uses Stamina, and since using<br>skills, casting spells, and climbing are the best ways to kill most<br>foes, Stamina essentially funds your offense. It's a very, very<br>important attribute, only diminished in importance due to the fact that<br>you can use recovery items at will to heal it in the midst of combat.<br><br>  -->\tStamina regeneration does not improve as your Stamina does, so<br>        keep in mind that having more Stamina only affects what you can<br>        do before you're forced to take (increasingly longer) breaks to<br>        recover Stamina.<br><br>On the other hand, there are no ways to mitigate Stamina usage the same<br>way damage can be reduced or avoided. You will use Stamina in every<br>fight, or from just running from place to place-you won't always be<br>getting injured. All in all, I find it best to have a good fund of<br>Stamina... if you had to choose between Hit Points and Stamina.<br><br>Strength\t\t\t\t\t\t\t{CHR008}<br>&lt;----------------------------------------------------------------------><br>Strength determines the damage you deal with physical attacks-be it<br>with bows, fists or swords. If you plan to make any sort of melee<br>character or archer, this attribute is essential.<br><br>A few things might seem to impair its usefulness-your weapons will<br>probably have as much of an influence on damage as your base Strength,<br>for example, and there are several skills that boost your Strength, but<br>the two greatest boosters-Autonomy and Bloodlust-actually improve your<br>ultimate attacking power based upon your base Strength (modified by<br>other skills and your weapons, of course). So, your Strength score is<br>exceedingly important to your overall offensive prowess, and you should<br>focus on it-or Magick-exclusively. After all, Hit Points and Stamina can<br>be restored by inventory items at will, and Defense and Magick Defense<br>only mitigates damage taken... Considering how easy it is to restore<br>Hit Points and Stamina, you should focus on offense. Pick one, and do<br>it well.<br><br>Magick\t\t\t\t\t\t\t\t{CHR009}<br>&lt;----------------------------------------------------------------------><br>The damage you deal with magical attacks-spells and weapons with<br>elemental properties, for example. If you wish to play a magic-user,<br>this attribute is essential.<br><br>Magick functions exactly like Strength-it's boosted by skills and<br>weapons. Both Strength and Magick-based builds are viable options, and<br>should be your only real goal when leveling up. Just keep in mind that<br>Magick is more difficult to level up, as playing a Sorcerer is...<br>tiresome, and if you make a Magick build, do so with the intention of<br>playing a Magick Knight, Mystic Archer, or Assassin-not a Mage or<br>Sorcerer. Pawns do the latter roles just as well.<br><br>Defense\t\t\t\t\t\t\t\t{CHR10}<br>&lt;----------------------------------------------------------------------><br>Reduces the physical damage you take from attacks. There are several<br>reasons this attribute is... not worthy of consideration. First, Hit<br>Points can be healed easily enough, and damage can be avoided. Second,<br>even with a rather low base Defense, with skills and gear you can reduce<br>the damage you take down to negligibility... save from stronger foes,<br>who hit hard enough that they likely won't ever deal negligible damage.<br>Plus... you know the saying 'the best defense is a good good offense'?<br>Well, it's true. Dead foes don't deal damage very well, and I prefer to<br>be a death-maker than a damage soaker.<br><br>Magick Defense\t\t\t\t\t\t\t{CHR011}<br>&lt;----------------------------------------------------------------------><br>Reduces the magical damage you take from attacks... same thing as<br>Defense, really, with the same suggestion. One thing to note, however,<br>is that magical attacks tend to be more powerful at their worst than<br>physical attacks.<br><br>Vocations\t\t\t\t\t\t\t{CHR012}<br>o======================================================================o<br>Your Vocation-or class, job, profession, role... whatever gameplay<br>convention you've grown up calling it-is the most important part of<br>character creation. It determines what weapons you can wield, what armor<br>you can wear, which skills you can use, and how your attributes improve<br>every time you level up. It's the last part that matters most, really,<br>as everything else can be changed at a whim. I will start by talking<br>about how the vocations work... and we'll worry about the differences in<br>play-style later.<br><br>Vocation Types\t\t\t\t\t\t\t{CHR013}<br>&lt;----------------------------------------------------------------------><br>There are three types of Vocations; Basic, Advanced, and Hybrid. Basic<br>Vocations (Fighter, Strider, and Mage) are the only three initially<br>available, whereas Advanced and Hybrid Vocations become avaiable later,<br>after you've hit level 10, reached Gran Soren, and you have the<br>Discipline to spend on changing Vocation. Advanced Vocations are...<br>well, like the Basic ones, but typically stronger. The three Advanced<br>Vocations are Warrior, Ranger, and Sorcerer. Finally, the Hybrid<br>Vocations combine the perks of two Basic Vocations-the Fighter\/Strider<br>Vocation is the Assassin, the Fighter\/Mage Vocation is the Mystic<br>Knight, and the Strider\/Mage Vocation is the Magick Archer. Only the<br>Arisen can assume a Hybrid Vocation, Pawns only have access to Basic and<br>Advanced Vocations.<br><br>Levels 2-10\t\t\t\t\t\t\t{CHR014}<br>&lt;----------------------------------------------------------------------><br>When you start the game you can only choose one of three 'Basic<br>Vocations'-Fighter, Strider, and Mage. Not only is this an arbitarily<br>limited selection (which will not persist very long), but the growth<br>rates of each of these classes is quite different in the early levels<br>than they will be later on... simply put, the first ten levels are<br>just getting you into the game. You just got to get them over with as<br>best you can before you can really start making any strategic leveling<br>plans. Your starting stats, and the first few growth levels of each of<br>the three Basic Vocations are listed below:<br><br>\t\to===============================================o<br>\t\t|                 Starting Stats\t\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>Fighter\t\t|  450\t|  540\t|  80\t|  60\t|  80\t|  60\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Strider\t\t|  430\t|  540\t|  70\t|  70\t|  70\t|  70\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Mage\t\t|  410\t|  540\t|  60\t|  80\t|  60\t|  80\t|<br>o===============o=======o=======o=======o=======o=======o=======o<br><br>\t\to===============================================o<br>\t      \t|         Basic Vocations Levels 2-10\t\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>Fighter\t\t|  30\t|  20\t|   4\t|   2\t|   3\t|   2\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Strider\t\t|  25\t|  25\t|   3\t|   3\t|   3\t|   2\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Mage\t\t|  22\t|  20\t|   2\t|   4\t|   3\t|   3\t|<br>o===============o=======o=======o=======o=======o=======o=======o<br><br>The early growth for each class is more general than it will be later<br>on, but for the first few levels, there are no extraordinary gulfs in<br>power... at least, not compared to how specialized your growth will<br>become later on.<br><br>Levels 11-100\t\t\t\t\t\t\t{CHR015}<br>&lt;----------------------------------------------------------------------><br>Once you hit level 10 you can change vocations (provided you have the<br>Discipline and have reached Gran Soren). Also, growth becomes more<br>dynamic. Now is the time when you really must choose how you want to<br>play the rest of the game... two-thirds or so of your growth will occur<br>during this stretch of time. The growth rates for all classes from<br>levels 11 to 100 are as follows:<br><br>\t\to===============================================o<br>\t        |         Basic Vocations Levels 11-100\t\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>Fighter\t\t|  37\t|  15\t|   4\t|   2\t|   4\t|   1\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Strider\t\t|  25\t|  25\t|   3\t|   3\t|   3\t|   2\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Mage\t\t|  21\t|  10\t|   2\t|   4\t|   1\t|   4\t|<br>o===============o=======o=======o=======o=======o=======o=======o<br><br>\t\to===============================================o<br>\t        |       Advanced Vocations Levels 11-100\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>Warrior\t\t|  40\t|  10\t|   5\t|   2\t|   3\t|   1\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Ranger\t\t|  21\t|  30\t|   4\t|   3\t|   2\t|   2\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Sorcerer\t|  16\t|  15\t|   2\t|   5\t|   1\t|   5\t|<br>o===============o=======o=======o=======o=======o=======o=======o<br><br>\t\to===============================================o<br>\t        |        Hybrid Vocations Levels 11-100\t\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>Mystic Knight\t|  30\t|  20\t|   2\t|   3\t|   3\t|   3\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Assassin\t|  22\t|  27\t|   6\t|   2\t|   2\t|   1\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Magick Archer\t|  21\t|  20\t|   2\t|   3\t|   3\t|   4\t|<br>o===============o=======o=======o=======o=======o=======o=======o<br><br>Levels 101-200\t\t\t\t\t\t\t{CHR016}<br>&lt;----------------------------------------------------------------------><br>After you've hit level 100, your growth rate slows down considerably.<br>By this time, you've certainly maxed whatever Vocaction(s) you've found<br>the most interesting, and have probably beaten the game. Only the most<br>power-gamey folks out there (my brothers and sisters in gaming) will<br>bother with these levels:<br><br>\t\to===============================================o<br>\t        |        Basic Vocations Levels 101-200\t\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>Fighter\t\t|  15\t|   5\t|   1\t|   0\t|   3\t|   0\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Strider\t\t|   5\t|  15\t|   1\t|   1\t|   1\t|   1\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Mage\t\t|  10\t|  10\t|   0\t|   2\t|   0\t|   2\t|<br>o===============o=======o=======o=======o=======o=======o=======o<br><br>\t\to===============================================o<br>\t        |       Advanced Vocations Levels 101-200\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>Warrior\t\t|  15\t|   5\t|   2\t|   0\t|   2\t|   0\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Ranger\t\t|   5\t|  15 \t|   2\t|   0\t|   1\t|   1\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Sorcerer\t|  10\t|  10\t|   0\t|   3\t|   0\t|   1\t|<br>o===============o=======o=======o=======o=======o=======o=======o<br><br>\t\to===============================================o<br>\t        |        Hybrid Vocations Levels 101-200\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|<br>\t\to=======o=======o=======o=======o=======o=======o<br>Mystic Knight\t|  15\t|   5\t|   1\t|   1\t|   1\t|   1\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Assassin\t|   5\t|  15\t|   3\t|   0\t|   1\t|   0\t|<br>&lt;---------------|-------|-------|-------|-------|-------|-------|<br>Magick Archer\t|  10\t|  10\t|   0\t|   1\t|   0\t|   3\t|<br>o===============o=======o=======o=======o=======o=======o=======o<br><br>Leveling Versus Play Style\t\t\t\t\t{CHR017}<br>&lt;----------------------------------------------------------------------><br>Now, I've discussed earlier what the attributes do, so you should be<br>able to scan over the attributes here and-if you trust my words-see<br>something obvious. The Assassin and Sorcerer have the best Strength<br>and Magick scores, respectively, and since they're the most important<br>attributes (one or the other), they're what you should shoot for. While<br>leveling, you should be playing an Assassin or a Sorcerer. Period...<br>which pretty much means for the entire game, until level 200, when<br>leveling obviously isn't an issue anymore.<br><br>Of course, we're talking leveling. You only need to be the vocation<br>you want to level as the moment you get enough experience to level up.<br>The rest of the time, your play style should determine what vocation<br>you are (and what you'll ultimately end up playing as once you hit<br>level 200.) To be safe, I'd advocate just sticking to your leveling<br>class for... most of the levels between 10 and 100. Still, since it <br>matters how the classes play, lets take a look at each vocation in<br>depth.<br><br>Three things (besides attributes, which we've discussed enough to<br>cause even the most interested and patient gamers to have a nose<br>bleed by now) that matter the most when looking at the vocations are<br>their skills (both the skills they can learn, and the skills they can<br>use), their weapon selection (usually tied to what skills they can<br>use, has a huge affect on gameplay) and what they can wear... so when<br>discussing the vocations, that's what we'll worry about. Okay, and<br>I'll reiterate attributes, too. They're important, dammit!<br><br>Fighter\t\t\t\t\t\t\t\t{CHR018}<\/pre>\n\n\n\n<pre id=\"faqspan-2\" class=\"wp-block-preformatted\">&lt;----------------------------------------------------------------------><br>Type: Basic Vocation<br>Primary Weapon: Sword<br>Secondary Weapon: Shield<br><br>Attributes:<br>-----------<br>Many gamers will probably walk out of Cassarids with a Rusty Sword in<br>hand... the Fighter is just an obvious choice for getting used to the<br>game. An innocent gamer may be tricked into thinking that... oh, I don't<br>know, the Fighter would have the best combat stats in the game... but<br>it's not so. The Fighter does have the 2nd best Hit Points in the game<br>(and by a fairly wide margin), and the best Defense... but their<br>Strength is tied for 3rd (and since there are only nine classes...)<br>They have one of the worst Stamina progressions in the game, and their<br>Magick Defense is abyssmal. All in all, they're the best physical tank<br>build in the game, but if you've been reading along, I don't put much<br>stock in tanking in this game.<br><br>Gameplay:<br>---------<br>The Fighter is your basic tank-block with the shield, do damage with<br>the sword. Typical fantasy fare. Although I don't find them much for<br>leveling, once appropriately leveled, the Fighter is a fairly decent<br>class to play as. One should note that more Stamina will allow you to<br>block more attacks, and also, some attacks (and all spells) cannot be<br>blocked. The Fighter doesn't really have much in the way of mobility<br>to counter this short-coming, nor will one have much Magick Defense if<br>they're built anywhere near proper. Still, they're a tough nut to crack<br>when it comes to physical defense, and the sword is a proper agent of<br>destruction in the hands of a Fighter, who arguably gets the best<br>physical damage sword attacks in the game. Heavenward Slash somewhat<br>mitigates their lack of ranged attack, and Burst Strike is great for<br>quick offensives. They do not, however, have anything in the way of<br>mobility-enhancement, no Double Vault and no Levitation, so navigation<br>will be more difficult as a Fighter. They've got three Augments worth<br>looking at-Sinew allows you to carry more crap, which can be useful if<br>you're an avowed pack-rat, while Vehemence increases your Strength...<br>although not as much as Clout. Still, for a Strength build, it's a<br>useful skill. The real catch, however, is Exhilaration, which massively<br>increases your Strength and Magick when your life is low (the Hit Point<br>bar is red.) Stacked with Autonomy and Bloodlust (Assassin skills) this<br>turns any character into a phenom.<br><br>All in all, it's a mediocre class to play as, and a poor leveling<br>choice, although having a Pawn to soak up damage might not be a bad<br>idea.<br><br>Strider\t\t\t\t\t\t\t\t{CHR019}<br>&lt;----------------------------------------------------------------------><br>Type: Basic Vocation<br>Primary Weapon: Daggers<br>Secondary Weapon: Bow<br><br>Attributes:<br>-----------<br>The most balanced class in the game, the Strider excels at... well,<br>Stamina growth is 3rd, overall, and equal to their Hit Points.<br>Really, though, a host of mediocres does not a great build make. To<br>make the point crystal clear, though, this class isn't even good for<br>balanced builds; a pure (level 200) Strider build will score 467<br>Strength and 467 Magick over 200 levels (934 offense overall).<br>An Assassin\/Sorcerer hybrid (Strider until level 10, Assassin 11-100,<br>and Sorcerer 101-200) on the other hand would end up with 637 Strength<br>and 597 Magick (1234 offense). That's a difference of 300 points.<br>Enough said.<br><br>Gameplay:<br>---------<br>Bows are just wonderful in Dragon's Dogma. Really, they are. I can't<br>imagine going through this game without some kind of directed, aimed<br>attack. Fortunately, four classes have them, although the Strider is<br>possibly the weakest when it comes to their bow skills. They get<br>Fivefold Flurry and Pentad Shot, sure, but no long-range sniping<br>skill, which both Assassin and Ranger have. Their Dagger skills are<br>likewise basic-passable, but nothing special. Speaking of which,<br>Daggers are fast weapons that are as handy in a fight as a sword, but<br>they lack a definitive 'rush' attack like Burst Strike... or rather,<br>they lack a *good* one. Cutting Wind, besides sounding hilarious, just<br>doesn't... cut it... for me. Probably because it, unlike Burst Strike,<br>doesn't offer much in the way of stagger or knockdown, which is an<br>issue that plagues daggers regardless of skills used. For defense, all<br>they really have is the 'Forward Roll' ability, which has to be learned.<br>Only rarely does this actually come in handy, as it's quite slow. I<br>know, we gamers are used to characters who can roll around quickly and<br>endlessly... but alas, not in this game. A better defense-and a great<br>mobility\/navigation skill-is Double Vault, an absolute essential as<br>far as I'm concerned. This skill makes some high\/far ledges accessible,<br>and makes already accessible jumps that much easier. One also shouldn't<br>underestimate the humble daggers skill Reset\/Instant Reset, which<br>essentially returns you to a neutral stand position, which is a great<br>way to prevent follow up attacks if you get staggered or knocked down.<br>Perhaps the best advantage to being a Strider is a hidden one-they are<br>the fastest climbers in the game by quite a margin, which arguably<br>makes them the best Vocation in the game for grappling and taking down<br>large foes... if you ignore an Assassin's Invisibility skill, and ignore<br>the fact that the Ranger and Magic Archer both have superior bow skills,<br>and hence don't benefit as much from grappling. As for their augments,<br>they're forgettable. Many of them deal with retaining composure and<br>climbing\/moving faster\/more economically.<br><br>Another poor leveler, and a good play class, the Strider is just<br>ultimately outshadowed by the superior Hybrid and Advanced Vocations<br>that do most of what they do-but better. If you're considering a<br>Strider, look to the Assassin, Magic Archer, or Ranger, instead.<br><br>Mage\t\t\t\t\t\t\t\t{CHR020}<br>&lt;----------------------------------------------------------------------><br>Type: Basic Vocation<br>Primary Weapon: Staff<br>Secondary Weapon: None<br><br>Attributes:<br>-----------<br>Well... ah... the Mage... Anything the Mage does, the Sorcerer does<br>better, when it comes to attributes. Except for Hit Points, Strength,<br>and Defense, but who cares about those-you're a Mage! They've got the<br>2nd best Magick and Magick Defense in the game, but are tied for last<br>when it comes to Stamina growth. Ultimately, if you want to do a<br>Magick build you're better off playing a Sorcerer, and no more needs to<br>be said.<br><br>Gameplay:<br>---------<br>Mages in Dragon's Dogma suffer quite a bit. Their spells have rather<br>lengthy casting times, only moderate range, and despite skills that<br>promise prevention, they're pretty easy to knock out of their spells.<br>Taking some along as Pawns is fine-recommendable, even, but playing one<br>is not. Anything that moves fast and attempts to get in close to a Mage<br>is bad news-Wolves, Direwolves, Goblins, Harpies, Snow Harpies...<br>they'll all plague you. Sitting back and casting spells is a luxury that<br>you can rarely indulge in, and since you're out-ranged by every<br>bow-weilding bandit in the game... it's a recipe for frustration. Sad,<br>then, that the Magick build requires you to play as a Mage (briefly)<br>then as a Sorcerer. For dodging\/defense, the Mage has none. No shield,<br>no dodge, no Double Vault. Again, youre a Mage. Your higher Magick<br>Defense will allow you to weather more magic damage, however, which<br>is... soemthing. The staff is the source of your power-no staff, no<br>spells. No spells... well, what kind of Mage has no spells? The Mage is<br>less potent in offensive spells than the Sorcerer, and not all spells<br>are shared between the two (although many are). The basics-Ingle, Levin,<br>etc., are sufficiently powerful for most foes, and Comestion is just a<br>great offensive spell. The Mage, however, is a more versatile caster,<br>having access to both healing (Anodyne) and status-curing (Halidom)<br>spells that the Sorcerer just doesn't have. Simply put, you'll want a<br>Mage around to heal you and enchant your weapons, but you won't want to<br>play one. For their Augments, they have two decent abilities:<br>Attunement, which increases Magick, and Apotropaism, which decreases<br>magic damage. The Sorcerer has superior versions of both.<br><br>A poor leveler, and a poor play, the Mage should be left to Pawns...<br>and even then, preferably to Pawns who've leveled as Sorcerers, first.<br><br>Warrior\t\t\t\t\t\t\t\t{CHR021}<br>&lt;----------------------------------------------------------------------><br>Type: Advanced Vocation<br>Primary Weapon: Heavy Weapons<br>Secondary Weapon: None<br><br>Attributes:<br>-----------<br>The Warrior has the second-best Strength score in the game and the best<br>Hit Point growth. On the other hand, they've got the worst Stamina<br>progression, mediocre Defense and abyssmal Magick Defense growth. By<br>now, you know that the latter two are largely unimportant. The fact<br>that they have such good Strength growth, however, makes them appeal<br>as build classes for Strength-based Pawns. Whether you want a Warrior,<br>Fighter, or Ranger Pawn, leveling them as a Warrior (at until 100th<br>level) will get you a stronger Pawn in the end.<br><br>Gameplay:<br>---------<br>I'll be honest, I've seen people talking about playing the Warrior, but<br>I don't see the appeal. They've got one damning weakness in my eyes-<br>a pathetically slow attack speed that seems to be becoming a hallmark<br>of two-handed weapons in RPGs. The Warrior specialized in 'Heavy<br>Weapons', in this case, two-handed swords and war hammers. The class is<br>clearly around absorbing great amounts of abuse (aided by Augments to<br>retain composure) while charging devastating weapon attacks... so,<br>essentially they place like a Mage\/Sorcerer, using physical damage to<br>obliterate foes with charged attacks during which they're largely<br>immobile... except spell-casters at least have some range. Like the<br>Mage, the Warrior too has no real defense. They cannot dodge, Double<br>Vault, or block, so really, they're just relying on their Hit Points<br>and Defense. They've got a variety of attacks, but few sweeping<br>area-of-effect attacks like you'd expect, and many attacks have<br>surprisingly limited range, making it a class that takes some finesse<br>to use correctly. For my money, the most reliable attack is their<br>jumping heavy attack... but Exodus Slash and Arc of Deliverence are<br>both handy, too... if you can hit anything. For all that trouble, their<br>best weapons have about a 20% damage advantage over the strongest<br>one-handed weapons, which really makes me wonder... why bother? When<br>an Assassin and Ranger can dodge better and deal more damage at a<br>range (or even up close, considering they strike faster), and a Fighter<br>or Mystic Knight both have shields, better weapons skills, and only a<br>small decrease in damage... why actually play as a Warrior? What<br>really annoys me is that, although they only have one weapon, they<br>cannot assign skills to both bumpers like the Mage and Sorcerer can.<br>Having only three active skills at a time sucks, and it's a disadvantage<br>no other vocation has. They do, at least, have a handful of Augments<br>that are worthwhile. Clout massively increases Strength, and makes<br>maxing this Vocation a must for any Strength build, while Bastion is<br>great for early-game defense.<br><br>A good leveler (for Pawns) with some great Augments, I can see the<br>appeal... but this Vocation really isn't to my taste.<br><br>Ranger\t\t\t\t\t\t\t\t{CHR022}<br>&lt;----------------------------------------------------------------------><br>Type: Advanced Vocation<br>Primary Weapon: Daggers<br>Secondary Weapon: Longbow<br><br>Attributes:<br>-----------<br>The Ranger's watchword, like the Strider's, is balance. They have<br>slower Hit Point and Defense growth, but more than balance it out with<br>the best Stamina growth in the game, and a superior Strength. All in<br>all... a somewhat better choice for a build, but still not great. After<br>level 100 their stats are somewhat more noticable, as their Strength<br>growth-although not as good as an Assassin's-is still decent, which<br>makes them a worth-while consideration for Pawn leveling.<br><br>Gameplay:<br>---------<br>As far as mobility and daggers go-they differ little from their<br>Strider roots. They climb slower, and have lackluster dagger skills,<br>but they get Double Vault and dodge for defense\/mobility. The issue,<br>then, is the Longbow. Simply put, it's the best ranged weapon in the<br>game-out damaging the normal bow and coming with a host of superior<br>skills. Tenfold Flurry instead of Fivefold Flurry, for example, and<br>a long-ranged sniping skill in Comet Shot. The best part of the<br>Longbow, however, is that it's basically the ranged equivilent of a<br>Longsword. It comes with tremendous stagger and knockdown power, and<br>some foes are just incapable of responding to it. The Longbow does<br>have some downsides, though-drawing and firing speeds are both slower<br>than with normal bows, and you move much slower with an arrow nocked.<br>If you can handle that, the Ranger is a great class to play as,<br>indeed. Their Augments, however, are somewhat lack-luster, mostly<br>dealing with mobility and improving their archery... but not in<br>terribly useful ways.<br><br>A mediocre build, but a great playing class, the Ranger is one of the<br>best Pawn Vocations... but an Assassin-leveled Arisen-Ranger is more<br>fearsome, still.<br><br>Sorcerer\t\t\t\t\t\t\t{CHR023}<br>&lt;----------------------------------------------------------------------><br>Type: Advanced Vocation<br>Primary Weapon: Archistaff<br>Secondary Weapon: None<br><br>Attributes:<br>-----------<br>Since the only two attributes worth a damn are Strength and Magick,<br>and since this class has the best Magick growth in the game... yeah,<br>the Sorcerer is one of the few Vocations worth actually leveling as.<br>Their Hit Points are the lowest in the game, and their Stamina isn't<br>much better... but healing items are plentiful, and their Magick<br>Defense mitigates damage somewhat. If you plan to play as a Mystic<br>Knight or Magick Archer, the Sorcerer is a good-if awfully tedious-<br>build, and in the case of the former, heavy armor and a shield will go<br>a long way towards addressing their vulnerability to physical damage.<br><br>Gameplay:<br>---------<br>Just like a Mage, with all the same problems. The Sorcerer, in fact,<br>exacerbates them by having more awesome-and time consuming-spells... And<br>calling down meteors, causing earthquakes and tornados, or perhaps just<br>a friendly ice spike are all awesome, indeed. Perhaps the best two new<br>Sorcerer spells (certainly the two I used the most often) are Miasma, a<br>high-damage, persistent cloud of poison, and Gicel, which summons an<br>ice spike from the ground. Good luck trying to get these spells off,<br>however. That's what you need-luck, or a ledge to climb on-to manage as<br>a Sorcerer. Pawns ultimately fare better, as foes seem to care about<br>them less. I'm also partial to the 'High Voidspell' ability, as it's the<br>only means of curing petrification save Secret Softener, Cocatrice<br>Liquor or outright immunity. Aside from their spells, however, the<br>Sorcerer has Augments that any spell-caster simply cannot do without.<br>Awareness, at the get-go, lowers magic damage recieved, Gravitas makes<br>it more difficult for you to get interrupted while casting spells,<br>Articulacy allows you to cast spells faster-a godsend for any spell-<br>casting class-Acuity great augments your Magick, making it a necessity<br>for any Magick build and last and probably least, Suasion increases the<br>money you make when you sell stuff-very handy when mass-selling Sour<br>Beast Steaks, Wakestones, Putrid Dragon Scales, and other easy-to-farm<br>items.<br><br>The best Magick-growth in the game ensures this Vocation the top spot<br>for Magick builds, however, it's horrible to actually play as. Life is<br>tough for dedicated Magick builds out there, but it's easy enough to<br>level a Pawn like this.<br><br>Mystic Knight\t\t\t\t\t\t\t{CHR024}<br>&lt;----------------------------------------------------------------------><br>Type: Hybrid Vocation<br>Primary Weapon: Sword &amp; Mace, Staff<br>Secondary Weapon: Magick Shield<br><br>Attributes:<br>-----------<br>When you think Mystic Knight, you might get dreams in your head of<br>some badass mage-warrior... but from their stats, you'd be disappointed.<br>The Mystic Knight has decent Hit Point and Stamina growth, but they<br>waste their attribute gains on defense. In fact, they're tied with the<br>Magick Archer for the worst combined Strength\/Magick progression in the<br>game, and with a hybrid phsyical\/magic character like the Mystic<br>Knight... that's not really what we're looking for. There are three<br>options for leveling the Mystic Knight-a Strength build, which I<br>personally find foolish considering how many of their skills are<br>Magick-based... really, if you wanted to go Strength, why not play a<br>Fighter? On the other hand, the Magick and hybrid builds have more<br>merit. The class uses both Strength and Magick for many of its skills,<br>although some favor one more than the other (or entirely.) But since<br>you can find enchanted weapons, or enchant your own, and since their<br>bread-and-butter skills seem to favor Magick, you should consider<br>Magick somewhat superior to Strength. A straight Magick build is simple,<br>if tedious-play a Sorcerer when you level. The hybrid build usually<br>involves some combination of Assassin and Sorcerer (although the<br>Ranger's seven points of Strength\/Magick per level is equal to the<br>Sorcerer's.) Ultimately, however, your offensive prowess will come at<br>the cost of Hit Points, Defense, and Magick Defense... acceptable<br>losses, in my book.<br><br>Gameplay:<br>---------<br>On paper, it seems like the Mystic Knight would place like the Fighter,<br>with some spells. True, they can block, wear heavy armor, and weild<br>swords, and true, they get Burst Strike and many other sword skills...<br>but for really taking down big game (or lots of little game), Magick<br>Cannon\/Great Cannon steals the show. Create two of these, then smack<br>them to release 'spellshot' at foes. You can't aim it too well, but an <br>offensive-minded Mystic Knight can pulverize groups of foes with this<br>attack... especially if they enchant their weapon with an element<br>beforehand, which passes said element onto the cannon. Other than the<br>cannon and Fighteresque skills, the Mystic Knight thrives on<br>counter-attacks, which I find tedious, even if they can be effective.<br>Standing around waiting for foes to attack doesn't suit me, and I<br>prefer to take the offensive myself. They can also forgo the traditional<br>sword\/mace and use a Staff, instead, where they can use the standard<br>elemental attacks (including Comestion), but this just seems like a<br>horrible waste to me. Their Magick Shield enchantments are stronger than<br>the traditional staff ones, and none of their other skills really<br>compare to cannon. As for their Augments... lots of counter-and-blocking<br>ones, a few Pawn-boosters, and Fortitude, which really should belong to<br>the Fighter, as it decreases physical damage recieved. All in all,<br>however, this class is kind of clunky, and personally, I don't see the<br>appeal. Perhaps I just prefer quicker, more hectic, less formulaic<br>combat, but the Mystic Knight really only shines when they're using<br>Magic Cannon. This requires them to cast up one or two of them,<br>potentially cast an enchantment, and to keep things off of them while<br>doing it, perhaps placing a Ruinous Sigil... it's a lot of casting, <br>setting the field, and... I just find it tedious. Compared to the<br>Ranger, Assassin, or Magick Archer, it's really just a much clunkier,<br>delayed way to do what any of them can do by holding down the bumper and<br>spamming archery skills.<br><br>Overall, a poor leveler, but potentially a good class to play... you<br>really need to plan out your Mystic Knight, though, if you want them<br>to be any good... which unfortunately involves playing most of the<br>game as another class. Such is life... It involves a slower, more<br>deliberate approach to combat than most other classes, but unlike<br>straight spell-casters, it's much less vulnerable while setting up its<br>attacks.<br><br>Assassin\t\t\t\t\t\t\t{CHR025}<br>&lt;----------------------------------------------------------------------><br>Type: Hybrid Vocation<br>Primary Weapon: Sword, Daggers<br>Secondary Weapon: Shield, Bow<br><br>Attributes:<br>-----------<br>Oh Assassin... how I love you, let me count the ways... You've got the<br>best Strength progression in the game. Done. Yeah, I only need one<br>good reason. Their eight combined Strength\/Magick also gives them the<br>best overall offensive progression. On the other hand, their Hit Points<br>are only mediocre, and their defenses... the worst in the game. Still,<br>it's all about the offense, and nobody does it better.<br><br>Gameplay:<br>---------<br>The Assassin's cup runneth over, it seems. Daggers are versatile<br>already, despite their low stagger power. They get the standard Hundred<br>Kisses (good for grappling and smacking around stunned or prone foes),<br>Instant Reset, and on top of it, two new abilities no other class has.<br>Gale Harness, a charged skill that hastens your attack and movement<br>speed, and Invisbility. Invisiblity just breaks the game, as it makes<br>you almost immune to attack. Some attacks can still hit you, especially<br>grapples, and enemies can still target you... but you'll laugh as their<br>attacks pass harmlessly through you. You really can't hit what you can't<br>see, in Dragon's Dogma. Well, the computer can't, anyways. You can do<br>so just fine. On top of this, the Assassin has both swords and shields,<br>but compared to their dagger and bow skills, they're nothing special.<br>Speaking of bows-they get the traditional Fivefold Flurry, as well as<br>Lyncean Sight, a handy sniper ability... and then there's the Augments.<br>Seriously, somebody at Capcom favored the Assassin, as they have two<br>abilities that are absolutely mandatory for all builds-Bloodlust and<br>Autonomy. Bloodlust massively boosts your Strength and Magick-but only<br>at night. Fair enough, fight big foes at night for big rewards.<br>Autonomy does the same, but only when you travel alone. Again, fair<br>enough. Chuck your Pawns to the Brine, load up with Clout\/Acuity,<br>Bloodlust, and Autonomy, and you'll see your Strength\/Magick jump into<br>the thousands. Take a high-Strength Assassin with powerful weapons,<br>use Invisibility with Clout, Bloodlust, and Autonomy active, and you're<br>a nearly invincible agent of absolute destruction.<br><br>The best class to level Strength as, it also has the best defensive<br>ability (Invisibility), a good buff (Gale Harness) and Augments that<br>everybody wants. The Assassin is just win.<br><br>Magick Archer\t\t\t\t\t\t\t{CHR026}<br>&lt;----------------------------------------------------------------------><br>Type: Hybrid Vocation<br>Primary Weapon: Daggers, Staff<br>Secondary Weapon: Magick Bow<br><br>Attributes:<br>-----------<br>Like the Mystic Knight, the Magick Archer sucks at offense, but<br>excels at defense-boasting the best defensive growth in the game (seven<br>points per level). Their Hit Point growth is poor, and their Stamina<br>growth is only mediocre. Another Vocation that is better played than<br>leveled. It shares in common with the Mystic Knight the need for both<br>Strength and Magick, although to be fair, in this case many of the<br>Magick Archer's attacks are purely Magick in nature (including all<br>attacks with their Magick Bow.) A hybrid build will only improve their<br>daggers, making me much more partial to a pure Magick build... of<br>course, since both builds support both Vocations, you can switch<br>between Magick Archer and Mystic Knight as you see fit... much like<br>how a Strength build makes for a great Fighter, Ranger, or Assasin<br>play.<br><br>Gameplay:<br>---------<br>The Magick Archer makes the fourth dagger-using Vocation in the game,<br>and they get the typical skills-Hundred Kisses, Cutting Wind, Instant<br>Reset... all good, but their unique dagger skills... well, they've<br>actually got some interesting ones, but none so powerful that they<br>exclude mentioning of others, like the Mystic Knight's Magic Cannon.<br>I find Sunflare to be a welcome addition to the arsenal, being an<br>area-of-effect attack dealing moderate damage, while Grand Scension<br>does pretty lethal damage, potentially at a range, to all foes in a<br>line... if you can get it charged quick enough, anyways. Immolation<br>can also be surprisingly powerful, and since you can turn it on and<br>off as needed, your 'tactical ambushes' as a Magick Archer really can<br>be as simple as charging Immolation, running up to a foe, and jumping<br>on its face. The damage isn't too severe, either... but it is rather<br>unnecessary when the Magick Archer has other fine attacks that don't<br>require damage or proximity. As for their staff skills... I don't find<br>them to be anything special, really. The standard elements, Comestion,<br>and Brontide all make up a typical-and unexceptional-set of spells.<br><br>With that out of the way, then, let's focus on their Magick Bow, which<br>is easily their most interesting weapon. It's like a bow... but magic!<br>Okay, maybe not that interesting... it shoots out bolts of pure magical<br>energy instead of the infinite supply of shafts the Strider, Ranger,<br>and Assassin have. The Magick Bow is, however, not a normal bow that<br>just deals magick damage... no that would have been simple. When you<br>aim the Magick Bow, you'll have a large reticle-instead of <br>free-shooting, foes inside that reticle will be targeted by another,<br>smaller circle. When fired at a targeted foe, your attacks will be<br>unerring... more or less. You CAN free-aim with a Magick Archer, but<br>the range of their arrows isn't as great as the traditional archer's<br>bows... targeted or not. Many of their bow skills are charged-up<br>attacks that will ONLY hit foes if they are specifically targeted, which<br>may not be to everyone's tastes. So, now that the downsides-slower<br>skill use rate, and limited range-have been covered, let's talk about<br>these skills. I really only have a few favorite Magick Bow skills (just<br>enough to fill up all my skill slots, as it turns out)-Sixfold Shot<br>should need little introduction-but keep in mind that although the<br>number is higher, the fire rate is much lower... also, the jackass<br>missiles often like to screw around a while before actually hitting<br>their target, which I find annoying. Then there is Hunter Bolt, which<br>allows you to target numerous foes (or many parts of one foe) and<br>unleash a hail of arrows. Each bolt is relatively weak, and whether<br>each one hits the targeted part is a matter of luck, really. Still, a<br>good Hunter Bolt can do enormous damage to one large foe, or... well,<br>paltry damage to many weaklings. Finally, Ricochet Shot can, in ideal<br>circumstances-do absolutely wretched damage to foes... although there<br>are plenty of areas open enough to negate this skill's usefulness<br>entirely, it does shine often enough to keep it ready.<br><br>Ultimately with the Magick Archer, you trade off the freedom to perform<br>longer-ranged free-aimed shots for (usually) reliable mid-ranged shots.<br>Their shots are more ponderous than a Strider\/Assassin, but not so slow<br>as a Ranger's... but their skills, being Magick in nature, tend to have<br>a charge-up period, so their offense at its most intense is quite a bit<br>slower, more deliberate. Also note the with the Magick Archer, you're a<br>slave to your targeting reticle-if it doesn't decide to lock-on to a<br>foe, your shot will be largely ineffective.<br><br>A poor class for leveling, the Magick Archer is one of the best ways to<br>utilize the Magick build, having powerful, Magick-based Magick Bow<br>attacks as well as versatile Dagger skills.<br><br>Suggested Builds\t\t\t\t\t\t{CHR027}<br>o======================================================================o<br>\"Finally!\" cries the nerd with glee, rubbing his (or her) hands<br>together in glee \"What I was looking for!\" The nerd begins to casually<br>look over the 'Suggested Builds' section, ignoring all the advice<br>given elsewhere in the guide. Such is life...<br><br>In this section I'll cover three 'suggested' builds. These aren't the<br>only 'viable' builds, I mean, I've heard of people talking about their<br>gosu Warrior build and... you know what? I'm not going to be neutral-the<br>site boards are full of idiots and liars. Yes, you can succeed with<br>a variety of 'builds' in the game, but these are the best, because<br>offense is the best, for reasons I've explained above. What Vocation you<br>like best is subjective, but regardless of that choice, they'll do<br>better with one of the builds below. Therefore, depending on your<br>playstyle, you're likely to find one of the following approaches to be<br>the build you want to emulate-the Strength-based build, the Magick-based<br>build, and the Hybrid build.<br><br>The builds below are split into steps-basic changes in their growth<br>rates as determined by their level and Vocation. These steps are<br>cumulative, and track attribute gains at the apogee of each step. Base<br>shows the base-or starting-attributes of the initial Vocation (Fighter,<br>Strider, or Mage) that you choose. Levels 2-10 shows their advancment<br>to for said levels in their base Vocation-the numbers shown in this<br>row will be the character's stats as of level ten. Levels 11-100 shows<br>the growth during the next 90 levels (ideally you'll get to Gran Soren<br>and change your Vocation depending on what you want your build to be<br>by level ten). The stats in this row will will be the character's<br>stats as of level 100, which will constitute around 75% of the<br>character's overall growth. Finally, the Level 101-200 shows their<br>stats as of level 200, the ideal finished version of the build.<br><br>Justifying Offense\t\t\t\t\t\t{CHR028}<br>&lt;----------------------------------------------------------------------><br>The defining premise of the builds below is that offense trumps all,<br>so I figure I might as well justify that claim-again-because people<br>don't pay attention.<br><br>Strength\/Magick > Hit Points. Strength > Stamina. Strength > Defense.<br>All attributes can be boosted with items, but Defense is only important<br>as it fortifies your Hit Points. Hit Points are good, but unless you<br>get one-hit-killed by something (increasingly unlikely as you level up),<br>you can always gobble some consumables. Same for Stamina, save Stamina,<br>while being useful, regenerates on its own, hence needs even less<br>baby-sitting than Hit Points. Offense, however, has no upper limit,<br>and is ceaselessly beneficial. In fact, the higher your base offensive<br>stats, the more they'll gain from Augments like Acuity, Clout,<br>Bloodlust, Autonomy, and Exhiliration. Offense can be further boosted<br>by Demon's Periapts, Conquerer's Periapts, and Taglius' Miracles. The<br>upper limit of usefulness for Hit Points is based upon the damage foes<br>can do and your Defense\/Magick Defense's ability to mitigate said<br>damage. The upper limit of usefulness for your Stamina is... well, it<br>funs your offense and, in the case of shield-bearing classes, your<br>defense. Both can be restored at will with curatives. The higher your<br>offense, the faster foes die. The faster foes die, the less you need to<br>worry about your Hit Points (and by extension, defenses) and Stamina.<br>Offense trumps all. The only questions that remain are what Vocations<br>you want to play the game as, and tied to that, what type of offensive<br>scheme you want to pursue...<br><br>Hybrid Build\t\t\t\t\t\t\t{CHR029}<br>&lt;----------------------------------------------------------------------><br>This build I'm not so sure about... it was created and tested by my<br>girlfriend, who seemed to think it would make a more potent Magick<br>Archer. This build is less annoying than the Magick-build simply<br>because you can play your formative levels as an Assassin, and by the<br>time you switch to Sorcerer, you're pretty strong already... and of<br>course, you'd probably want to keep playing Assassin, only switching<br>to Sorcerer right before you level. It is tied with the Strength-build<br>for the highest combined offense in the game, and is ideal for Mystic<br>Knight players. By using all the offense-boosting skills in the game,<br>you can easily end up with jaw-dropping combined offensive powers...<br>alas for the Magick Archer, their bows only deal Magick damage. Many<br>skills, however, use both, and of course there are plenty of enchanted<br>melee weapons that use both Strength and Magick-most notably Heaven's<br>Key (daggers). To get this class up to snuff you'll need to also<br>advance in Vocation as a Warrior, Fighter and Mage... not including<br>Assassin and Sorcerer, which you should do automatically just by<br>leveling them.<br><br>\t\to=========================================o<br>\t\t|         Assassin\/Sorcerer Build\t  |<br>\t\to===============o====o====o===o===o===o===o<br>\t\t|   Vocation\t| HP | ST |STR|MGK|DEF|MDF|<br>\t\to===============o====o====o===o===o===o===o<br>Base:\t\t|    Fighter   \t| 450| 540| 80| 60| 80| 60|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 2-10: \t|    Fighter\t| 720| 720|116| 78|107| 78|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 11-100:\t|   Assassin\t|2700|3150|656|258|287|168|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 101-200:\t|   Sorcerer\t|3700|4150|656|558|287|268|<br>o===============o===============o====o====o===o===o===o===o<br><br>The Assassin's leveling stats from levels 11-100 give it the best<br>combined offense (6 Strength\/2 Magick, 8 overall) in the game, making<br>it an obvious choice for a Hybrid-build. Vocations that come close<br>include Warrior (5\/2), Ranger (4\/3) and Sorcerer (2\/5), but last I<br>checked, eight offense per level beats seven, so Assassin it is.<br>Although the Ranger is somewhat tempting as a substitute-90 fewer<br>Hit Points, 270 more Stamina, 90 fewer Strength, 90 more Magick Defense,<br>I ultimately chose offense over Stamina, for reasons I care not to<br>echo again. As for levels 101-200, Sorcerer was obvious, as it's the<br>only other class that gives three offense, and since the hybrid's<br>Strength score was 398 points higher by level 100... well, it wouldn't<br>be a Hybrid-build unless the gap was closed, right? In case you're<br>wondering, I did test (on a spreadsheet, not in-game, even I don't have<br>that much free time) alternative Assassin\/Sorcerer Hybrid-builds.<br>Sorcerer from level 11-100, Assassin from level 101-200, and another<br>build that did an even split-45\/45 from levels 11-100 and 50\/50 from<br>levels 101-200. Both had less offense, more Magick Defense (and combined<br>defense), less Hit Points, and less Stamina. Clearly not the way to go.<br>The best Hybrid-build, then, is this. Its 3700 Hit Points\/4150 Stamina<br>are actually pretty good. A combined offense of 1214 is tied for the top<br>spot, but 555 overall defense is lousy... the Hybrid-build largely apes<br>the Strength-build, but promises mediocre returns with Strength and<br>Magick. These will only shine when they're combined by enchanted weapons<br>and\/or skills.<br><br>Magick-Based Build\t\t\t\t\t\t{CHR030}<br>&lt;----------------------------------------------------------------------><br>The Magick-build is weaker than the other two builds in single-stat<br>offense as well as in combined offense. Worst of all, it forces you to<br>play 190 agonizing levels as a Sorcerer. The payoff? Probably the<br>strongest version of the Magick Archer in the game. On the plus side,<br>this build only really needs to max the Mage, Sorcerer, Magick Archer<br>and Assassin Vocations... which... well, that's still a lot of<br>Vocations. Oh well... Still, for pure Magick power, this is the way to<br>go. A potent Magick Archer can kill anything in the game... well, except<br>Metal Golems, but they're quite rare.<br><br>\t\to=========================================o<br>\t\t|              Sorcerer Build\t  \t  |<br>\t\to===============o====o====o===o===o===o===o<br>\t\t|   Vocation\t| HP | ST |STR|MGK|DEF|MDF|<br>\t\to===============o====o====o===o===o===o===o<br>Base:\t\t|     Mage   \t| 410| 540| 60| 80| 60| 80|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 2-10: \t|     Mage\t| 608| 720| 78|116| 87|107|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 11-100:\t|   Sorcerer\t|2048|2070|258|566|177|557|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 101-200:\t|   Sorcerer\t|3048|3070|258|866|177|657|<br>o===============o===============o====o====o===o===o===o===o<br><br>The Magick-build ends up 90 points of Magick behind the Strength-build's<br>Strength, and their total offense of 1124 is likewise 90 points fewer<br>than both other build's total offensive scores of 1214. Their 3048 Hit<br>Points aren't too far behind the Strength build, but the Strength-build<br>has 50% more Stamina. Ouch. On the otheir hand, their Magick Defense is<br>657-102 points higher than the total defense of the other two builds.<br>Overall the Magick-build enjoys a total defensive score of 834, plainly<br>superior to the 555 total defense of the other two builds... still,<br>offense is king. Combine that with the fact that 200 levels of<br>Sorcerer grinding is just horrible, and this is the weakest-and most<br>difficult-of the three builds to make. If you're a fan of the Magick<br>Archer, however, you'll make the sacrifice.<br><br>Strength-Based Build\t\t\t\t\t\t{CHR031}<br>&lt;----------------------------------------------------------------------><br>The Strength build has many merits. First, the Strength build is the<br>ONLY power-build in the game where the best leveling class is also the<br>best playing class, making it the easiest build to achieve. The Assassin<br>is just king. Still, this is a versatile build-it can switch to Strider,<br>Fighter, warrior, or Ranger, where it'll perform better than the base<br>Vocation would have sans Assassin leveling. Why? Because Assassin gets<br>all the Strength, and nothing else matters... okay, that's not entirely<br>fair, but despite being the weakest class in defense, the Assassin has<br>fair Hit Points and good Stamina, so no worries. The Assassin also has<br>the best Augments (Bloodlust, Autonomy) in the game and best defensive<br>skill (Invisibility), so it's really an easy Vocation for less<br>adventurous gamers out there (but ones still adventurous enough to<br>sacrifice at the altar of power-gameyness). If you choose to play<br>another Vocation between levels, the Strength-build's Stamina will also<br>provide lots of blocking power for the Fighter, and as well as an<br>enormous reserve for offense. The only weakness of the Strength-build?<br>They cannot easily harm physically-immune beings, which are thankfully<br>limited to Phantoms, Phantasms, and Specters. To fully power the<br>Strength build, you will have to max the Warrior's Vocation rank to<br>get Clout... and spending time as a Fighter to get Vehemence and<br>Exhiliration can't hurt.<br><br>\t\to=========================================o<br>\t\t|             Assassin Build\t\t  |<br>\t\to===============o====o====o===o===o===o===o<br>\t\t|   Vocation\t| HP | ST |STR|MGK|DEF|MDF|<br>\t\to===============o====o====o===o===o===o===o<br>Base:\t\t|    Fighter   \t| 450| 540| 80| 60| 80| 60|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 2-10: \t|    Fighter\t| 720| 720|116| 78|107| 78|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 11-100:\t|   Assassin\t|2700|3150|656|258|287|168|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 101-200:\t|   Assassin\t|3200|4650|956|258|387|168|<br>o===============o===============o====o====o===o===o===o===o<br><br>The Assassin-based Strength build has moderate Hit Points and phenomonal<br>Stamina. Its 956 Strength value gives it the single greatest one-stat<br>offense in the game, and with 258 Magick it has 1214 total offense-tied<br>with the Hybrid-build. On the other hand, its 555 total defensive score<br>is... well, it's abyssmal. Still, for a Strider\/Ranger\/Assassin player,<br>the defense isn't too much of an issue-whether climbing or shooting, you<br>tend not to be taking damage (especially if you're using Invisibilty!)<br><br>\t\to=========================================o<br>\t\t|              Warrior Build\t\t  |<br>\t\to===============o====o====o===o===o===o===o<br>\t\t|   Vocation\t| HP | ST |STR|MGK|DEF|MDF|<br>\t\to===============o====o====o===o===o===o===o<br>Base:\t\t|    Fighter   \t| 450| 540| 80| 60| 80| 60|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 2-10: \t|    Fighter\t| 720| 720|116| 78|107| 78|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 11-100:\t|    Warrior\t|4320|1620|566|258|377|168|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 101-200:\t|    Warrior\t|5820|2120|766|258|577|168|<br>o===============o===============o====o====o===o===o===o===o<br><br>Here's an alternative, Warrior-based build. The differences are<br>obvious-this build has an outrageous number of Hit Points, but suffers<br>by having much less Stamina. It's Strength is 190 points lower than the<br>Assassin build, and its combined offensive power is 1024. On the other<br>hand, it has 190 more Defense for a combined defensive score of 745.<br>All in all, I find the Warrior tedious to play as, and am more than<br>willing to trade the Hit Points for the Stamina, and offense for <br>defense.<br><br>\t\to=========================================o<br>\t\t|          Warrior\/Ranger Build\t\t  |<br>\t\to===============o====o====o===o===o===o===o<br>\t\t|   Vocation\t| HP | ST |STR|MGK|DEF|MDF|<br>\t\to===============o====o====o===o===o===o===o<br>Base:\t\t|    Fighter   \t| 450| 540| 80| 60| 80| 60|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 2-10: \t|    Fighter\t| 720| 720|116| 78|107| 78|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 11-100:\t|    Warrior\t|4320|1620|566|258|377|168|<br>&lt;---------------|---------------|----|----|---|---|---|---|<br>Levels 101-200:\t|    Ranger\t|4820|3120|766|258|477|268|<br>o===============o===============o====o====o===o===o===o===o<br><br>A more interesting Strength-build is the Warrior\/Ranger. It ends up<br>with the same Strength as the pure Warrior build, but trades some<br>Hit Points for Stamina, making it more balanced. It also has more<br>Magick Defense and less Defense, but the same overall defensive total<br>of 745. This is the build I suggest for Strength-build Pawns, in fact,<br>although it's arguable whether a Pawn would benefit more from Hit Points<br>or Stamina... in theory, it would let a Pawn perform more skills, but<br>good luck trying to get a Pawn to sustain an offensive that would<br>actually threaten their Stamina... on the other hand, since you can<br>bring them back to life with a button press, I'm not sure I care what<br>their Hit Points are, either.<br><br>Building a Phenom: Step-by-Step\t\t\t\t\t{CHR032}<br>o======================================================================o<br>You should now know what attributes to shoot for, and have an idea what<br>the Vocations do-you just need to pick what build you want to go for<br>when you start up the game. The second you actually start the game<br>you're forced to make a decision that influences your starting stats,<br>so... no backsies. Because information tends to be pretty spread out,<br>and it's a bit to digest at once, this section will condense that<br>information into some steps that explain in brief what to do in order<br>to develop a potent Arisen.<br><br>1) After becoming an Arisen, choose your starting Vocation, which<br>affects at the very least your first ten levels of development, as well<br>as your starting stats. Hybrid builds and Strength builds should go<br>Fighter, Magick builds should go Mage.<br><br>2) Make your way to Gran Soren by following the rather linear quests.<br>Delaying means earning extra experience, which means extra levels,<br>which means wasted attributes. Your goal should be to reach Gran Soren<br>as close to level 10 as possible, change your Vocation into your<br>leveling Vocation, and go from there. At Gran Soren the Hybrid and<br>Strength builds should change to the Assassin Vocation, while Magick<br>builds should change to the Sorcerer Vocation. Do not spend Discipline<br>before you reach Gran Soren, to ensure you'll have enough to change<br>into these new Vocations.<br><br>3) Keep Pawns around and complete quests until you're about level 25-30.<br>By which time you can seriously consider attempting to plunder<br>Heavenspeak Fort and Soulflayer Canyon, which contain some of the best<br>gear in the early-to-mid game. You will be weak, monsters will be<br>strong, you must take it slow, and when necessary, run past concentrated<br>groups of enemies to reach Soulflayer Canyon. If you can reach it, you<br>shouldn't have much trouble looting it, despite the enemies within.<br>Some gear from this place can easily deal over twice as much damage as<br>any of the initial weapons you have. The higher your Strength and<br>Magick are, the easier life will be.<br><br>4) By this time (around 30th level) you should have maxed your new<br>Vocation (Assassin or Sorcerer). Now consider changing Vocations to<br>gain Discipline and hence Vocation Rank in them, switching back only to<br>level up. Hybrid and Strength-build Assassins will want to change to<br>Warrior (for Clout) and, amusingly enough, Magick-build Sorcerers will<br>want to change to Assassin (for Bloodlust and Autonomy.)<br><br>5) Once you have either Clout or Acuity (Strength-build and<br>Magick-build, respectively), Bloodlust and Autonomy, ditch your Pawns<br>and equip those Augments. Your Strength\/Magick scores should soar to<br>over 1000 with those Augments equipped even with levels in the mid-30s,<br>so long as you have Soulflayer Canyon loot. This will make you able to<br>explore solo, which nets much more experience. Your Main Pawn will<br>catch up very quickly when you bring them back-which you might want to<br>considering doing when you do story-related quests, so they can gain<br>knowledge.<br><br>6) Play the game, complete missions, and in general, kill stuff and<br>earn experience. Your Strength\/Magick score should sky-rocket just<br>from adding levels, which should be easy to do given your already<br>decent attributes, and if you're playing sans Pawns. This should<br>easily see you through the story, whereupon you'll make further gains<br>by getting superior gear and facing mighty late-game foes.<br><br>o======================================================================o<br>|\t\t\t\t\t\t\t\t       |<br>|\t     \t\t       Pawns {PWN001}\t\t\t       |<br>|\t\t\t\t\t\t\t\t       |<br>o======================================================================o<br>I remember talking about Dragon's Dogma to one of my friends-a task<br>which inevitably involved talking about Pawns. I described them as<br>violent, talkative, vandalistic, overly excitable children... and I<br>think the description holds. Pawns are your companions throughout the<br>game, and generally should be used to compensate for your own<br>weaknesses.<br><br>Main Pawns and Support Pawns\t\t\t\t\t{PWN002}<br>o======================================================================o<br>There are two types of Pawns-your Main Pawn, which you get to customize<br>(physically and vocationally), who learns as you fight and travel with<br>him, who gains experience, and who can be equipped as you see fit. Then<br>there are support Pawns, who are either randomly generated by the game,<br>or created by other players online. Support Pawns can be equipped, but<br>items you put on Support Pawns are automatically 'gifted' to the Pawn's<br>owner, while items removed from them are simply lost to that Pawn for<br>the duration of your adventures. They do not gain experience, but they<br>can learn about places, quests, and monsters, like a Main Pawn. You<br>must have your Main Pawn to recruit Support Pawns, and if you lose your<br>Main Pawn, touching a Rifstone will automatically bring them back to<br>life.<br><br>Pawn Limitations\t\t\t\t\t\t{PWN003}<br>o======================================================================o<br>Pawns share the same loot, levels, progression, and skills as the<br>Arisen, with one major limitation-they cannot take on Hybrid Vocations.<br>No Assassin, no Mystic Knight, no Magick Archer. The main effect of<br>this is that they make weaker Strength-build characters than the<br>Arisen, and of course cannot score Augments like Autonomy (what would<br>be the point of that, anyways?) or Bloodlust. Simply put, they're bound<br>to be a good bit weaker than a well-built Arisen. I've talked about<br>builds exhaustively earlier in the guide, so I won't repeat it here.<br><br>Recruiting Pawns\t\t\t\t\t\t{PWN004}<br>o======================================================================o<br>Pawns can be recruited simply by walking up to them in the game and<br>talking to them in the world (as long as your Main Pawn is with you.)<br>Sometimes, however, this isn't quite good enough. Say you want a Pawn<br>of a specific level and Vocation? Or perhaps you don't want a crappy<br>randomly generated Pawn, you'd rather see what your fellow gamer has<br>made? Either way, visiting a Riftstone can suit your needs. In the<br>rift you can search offline or online for Pawns of specifics levels,<br>Vocations, genders, or with certain skill-sets. As a ruile, player-made<br>Pawns tend to be better equipped and better built than computer-<br>generated ones.<br><br>If a Pawn is significantly stronger than you, it'll cost your<br>Rift Currency to hire them... anywhere from a few points of it, to<br>millions. Simply put, taking along more powerful Pawns is strongly<br>discouraged. For my money, it's unnecessary, too. You'll level up<br>fairly quickly while playing the game, making new Pawns obsolete after<br>a few missions. Simply put, I don't advocate spending Rift Currency on<br>any Pawn, ever.<br><br>An Educated Pawn\t\t\t\t\t\t{PWN005}<br>o======================================================================o<br>A well-traveled Pawn is a wise Pawn. Sure, it'll still shout in wonder<br>every time you pass a particularly large tree on Manamia Trail, and<br>it'll talk about 'verdant children' living amongst tree roots... but<br>generally as Pawns explore more, complete more quests, and kill more<br>foes, they'll learn about those things more. At first, a novice Pawn<br>might question incredulously whether a Succubi is a Harpy or not, or<br>comment on the other-wordly nature of a Hellhound as compared to normal<br>Wolves. As the Pawn becomes more knowledgable, however, they'll start<br>commenting on alternative ways to complete quests, and give good<br>strategy advice for fighting foes. I'll never forget about learning how<br>to remove an armored Cyclops' helmet-a Pawn I hired, who knew more than<br>I, showed me. Your Main Pawn can be taught monster strategy by using <br>tactical manuals. Everything else, however, comes from experience.<br>Their knowledge in any subject is rated between zero and three stars.<br><br>Pawn Inclinations\t\t\t\t\t\t{PWN006}<br>o======================================================================o<br>Check the 'Profile' section of your 'Status' screen and you'll see that<br>Pawns all have 'Inclinations'. This is, essentially, their AI. A Pawn<br>is only as good as their performance, and no matter how well-equipped<br>and well-built a Pawn is, it won't do you any good if it's more<br>interested in looting treasure than fighting monsters. When you create<br>your Main Pawn, you'll be asked a series of questions that determine<\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\">your Pawn's initial inclinations. These can be later modified somewhat\nby using the Knowledge chair, or better still, buying various Elixirs\nfrom Johnathan-the Pawn who sells goodies in the Encampment in\nexchange for Rift Currency. Still, it's better to get it right the\nfirst time around. Personally, I favor the Mitigator\/Challenger as I'd\nrather have my Pawns focused on some kind of offense or another-they can\nbe prompted to heal by giving commands, or you can just use items, and\nloot can be picked up after the fight. Also, I'm not fond of the\nScather... simply because Pawns, at their best, are rarely smart enough\nto effectively tackle large foes-that's your job. Below is a list of\nall the inclinations and, in brief, what actions they facilitate:\n\nAquisitor: Seeks out and collects hidden items, even during battle.\n(Lets you die while he snipes your loot.)\n\nChallenger: Goes after foes wielding ranged weapons or magicks.\n(Attacks archers and spell-casters.)\n\nGuardian: Keeps the Arisen from danger above all else.\n(Sticks nearby and does little useful)\n\nMedicant: Fights with heed to Health and Stamina.\n(Is a pussy who avoids danger and uses skills sparingly.)\n\nMitigator: Wipes out the least dangerous of any group.\n(Wipes out annoying trash mobs.)\n\nNexus: Makes their fellow pawn's safety the highest priority.\n(Wastes time healing Pawns instead of fighting.)\n\nPioneer: Travels far and wide to seek out new locations.\n(Walks further away from the Arisen.)\n\nScather: Pursues the strongest foes.\n(Attacks bigger foes, while ignoring the weaklings.)\n\nUtilitarian: Focuses on strategies to give his allies advantages.\n(Tries to hold\/incapacitate foes so others can attack easier.)\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t     \t\t     Gameplay {GMP001}\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nAlright, as Chris Turk said in Scrubs-learn by doing. Start out a new\ngame, and once you're in control... well, get ready to learn about how\nthings work. You are in control of Savan, a pretty cool (if a bit plain)\nfighter. If you're like I was, two things are going through your head-\n\"WTF, where is my character creation?!\", and \"What the hell am I doing?\"\nFirst, wait a bit, you need to get through this 'tutorial' before you\nget to the main game. Second... well, keep reading.\n\nGame Screen\t\t\t\t\t\t\t{GMP002}\no======================================================================o\nYou have a manual, right? You should be able to look most of this up,\nbut just in case, I'll cover the basics.\n\nMini-Map: On the lower left-hand side of the screen. Before long it'll\n          be covered with white markers, orange quest circles, and all\n          kinds of other garbage. Fairly useless, from my experience.\n          If you need to navigate, you'll probably just need to check\n          out the real map (see below).\n\nHit Point Display: Next to the Mini-Map is a bright green bar, with\n                   elegants numbers over it... because really, who wants\n \t\t   to just look at a visual representation and guess\n                   how many Hit Points they have? On your Hit Point\n                   Display, the bright green bar displays your current\n                   Hit Points. As you take damage, the bar will shrink.\n                   Portions that can be recovered with magic will be\n                   grey (about 75% of damage taken each hit) and\n                   portions that cannot be healed without rest, items,\n                   etc. will be black (about 25% of damage taken each\n                   hit.)\n\nStamina Display: Below the Hit Point Display is an orange bar that\n                 indicates your current Stamina. No helpful guides\n                 numbers here, sadly. If your Stamina is full, the bar\n                 will be dark orange. If you are using\/recovering\n                 Stamina, it will turn bright oranage.\n\nButton Guide Display: Like Assassin's Creed, on the lower right-hand\n                      side of the screen will be a display of the\n                      currently active controls, so long as the 'Button\n                      Guide Display' option is on. I tend to keep it\n                      on, as it removes guesswork when you're trying to\n                      search for loot and whatnot.\n\nPause Menu\t\t\t\t\t\t\t{GMP003}\no======================================================================o\nHit \"B\" [XBOX] or \"circle\" [PS3] to bring up the Pause Menu, where you\nwill find the following options:\n\nSave\/Quit: Not Diablo style save-and-exit, you can save (almost)\n\t   anywhere, so long as you're not in combat. Save\/Loading is\n\t   pretty important for this game, and the autosave function is\n\t   a bit retarded, so be sure to read the 'Saves' part of the\n\t   introduction to this guide [INT011].\n\nHistory: This menu shows you various stats, from combat information, to\n\t old pawns, dialogue, and so forth. Right now we only have the\n\t 'Pawn Message Log' and the 'Tutorial Log'. The other parts-\n\t 'Pawns Used' and 'Adventure Log', will be added once the\n\t tutorial is done. It's not an essential bit of gameplay\n\t knowledge.\n\nMap: Shows your map, silly. Or rather, one of three maps. Right now we\n     have access to the 'Neighborhood' map, which shows what your mini-\n     map shows.. just more of it. When we're done with the tutorial we\n     will also get the 'Area' map, and the 'Gransys' map. Note the\n     location name; The Tainted Mountain Temple. We'll never be here\n     again!\n\nStatus: Finally, an interesting menu. This shows your protagonist's and\n        Pawns' stats in detail. Right now you have two characters-the\n\tArisen, Savan, and his Pawn, Salde. Both are 20th level Fighters\n\twith a Vocation Rank of 5\/9. For more information on all these\n\tcrazy numbers, see the 'Character Creation' section (CHR001).\n\nOptions: Don't be silly, you know what this is-more noise, less noise,\n         controls, etc. A few notes-first, make sure the option\n\t 'Mini-Map Rotation' is set to off. When it's on, the mini-map\n\t will rotate as your camera does. I will use the mini-map to\n\t give directions, so having a fixed mini-map will be helpful.\n\t Also, set the 'Cinematic Camera' option to off. What, no\n\t cinematic camera? No, it's annoying. It'll zoom in on your\n\t Pawns every time they grab an enemy, use Shield Summons, or\n\t generally when they use skills. It's annoying, it breaks up\n\t combat, it's a pain in the ass. Have it on for a while in the\n\t beginning to \"ooh\" and \"aah\" at all the stuff that's going on,\n\t but when you're serious about kicking ass, you'll turn it off.\n\nPhoto Sharing: If you're a dork, you can share stuff. Dork.\n\nQuests: The good old quest log. Lets you review and track quests. The\n \tquests are vaguely described, and besides setting an active\n\tquest every once in a while, this menu is useless.\n\nEquipment: A rather important menu that is, unfortunately, unavailable\n\t   to us. It allows you to equip and look at gear, so at the\n\t   beginning of the game, you'll probably just be wondering\n\t   what loot everybody has... Well, Savan has Shadow Greaves\n\t   and Shadow Gauntlets, a Divine Surcoat... ah, they just have\n\t   a whole bunch of gear you won't see again for a long, long\n\t   time...\n\nChronicle: Press \"X\" [XBOX] or \"Square\" [PS3] to bring up the Chronicle,\n\t   a journal of sorts that records main-quest progress, in case\n\t   you forget. It can be worth reading even if you are paying\n\t   attention, as these few paragraphs often contains more\n\t   story than the actual game, itself...\n\nParty Screen\t\t\t\t\t\t\t{GMP004}\no======================================================================o\nHit \"back\" [XBOX] or \"select\" [PS3] to bring up the Party Screen. The\nmanual calls this the 'Sub Menu', but I prefer to just ignore what it\nreally is called and call it the Party Menu. Why? well, it shows your\nparty stats, inventory, and quest info card, but no subs. Therefore I\nam right, and Capcom is wrong. Anyways, use this menus to trade loot\nbetween party members, and heal in the middle of combat. Hit the bumper\nbuttons to switch chacters, up and down to switch categories (some of\nwhich are locked now), and \"A\" [XBOX] or \"cross\" [PS3] to select items.\n'Use' lets you use that item on a character, 'Give' lets you select\nanother character to give it to, 'Combine' can allow you to make new\nitems out of other items, and 'Discard' destroys the item.\n\nControls\t\t\t\t\t\t\t{GMP005}\no======================================================================o\nNow we discuss what happens when you press things on your control. If\nyou do it right, you'll make a little bit of death or looting happen.\nRight now, we'll focus on Savan's options, since it's the beginning of\nthe game and all. When you gain access to new classes and weapons, you\ncan mess around more leisurely at your own pace and see what different\noptions come available, but for now... limited hand-holding.\n\nMove\n&lt;----------------------------------------------------------------------&gt;\n\"left analog\"\n\nMoves you around.\n\nCamera\n&lt;----------------------------------------------------------------------&gt;\n\"right analog\"\n\nMoves the camera around.\n\nSprint\n&lt;----------------------------------------------------------------------&gt;\nPress \"left analog\" while moving\n\nMoves significantly faster, but costs Stamina (ST). Sprint before\njumping to leap faster. You don't have to keep the left analog stick\npressed, just press it while moving to toggle sprinting on, and stop\nmoving to end sprinting.\n\nOrient Camera\n&lt;----------------------------------------------------------------------&gt;\nPress \"right analog\"\n\nCenter the camera behind the Arisen.\n\nPawn Commands\n&lt;----------------------------------------------------------------------&gt;\n\"D-Pad\"\n\nThis is the only pathetic scrap of Pawn AI control you get in the game..\nif only Dragon's Dogma had an ability slider like Mass Effect.. Anyways,\npress \"Up\" to make your pawns go in the direction you're facing, press\n\"Down\" to make them come back. In theory, at least. Your Pawns are\nusually too stupid to actually do anything. Press \"Left\" or \"Right\" to\nsolicit aid from them. If you're injured, grappled, or suffering from\na status effect, they'll usually do a fair job to get you healed or\nfreed. If you're fine, using the help command will cause a Pawn to use\na buff on you-enchanting your weapon, for example.\n\nLight Attack\n&lt;----------------------------------------------------------------------&gt;\n\"X\" [XBOX] or \"square\" [PS3]\n\nLight attacks are just great-they're what you should spend most of your\ntime doing. Or rather, all of your time. With Savan, you can perform a\nsimple three-hit combo by spamming the button, or you can do a five-hit\ncombo if you swing once, pause, then spam. This is courtesy of his\n'Dire Onslaught' Core Skill.\n\nHeavy Attack\n&lt;----------------------------------------------------------------------&gt;\n\"Y\" [XBOX] or \"triangle\" [PS3]\n\nHeavy attacks suck. They take more time, and do negligibly more damage.\nPerhaps they cause more stagger, but you have better attacks for that.\nLike 'Blink Strike'.\n\nJump\n&lt;----------------------------------------------------------------------&gt;\n\"A\" [XBOX] or \"cross\" [PS3]\n\nJump to reach ledges, breach gaps, and all that good stuff. Running\njumps cover more ground, and later, when you get access to new classes\nand skills, you can even levitate or double jump. Jumping is also good\nfor climbing enemies, which will come in handy sooner than you think..\nFighters are pretty pathetic jumpers though, so don't worry about it\ntoo much yet.\n\nDraw\n&lt;----------------------------------------------------------------------&gt;\n\"left trigger\"\n\nI don't care if it's technically L2 on the PS3, you all know what I\nmean.. although I really hope the next controller design 'borrows' the\ntrigger shape from the Xbox.. and I hope the next XBOX 'borrows' the\nD-pad placement of the PS3 controllers.. anyways, this draws your\nweapon. Attacking does the same thing, no big deal. Sprinting auto-\nsheathes your weapon.\n\nGrab\n&lt;----------------------------------------------------------------------&gt;\n\"right trigger\"\n\nGrapple enemies-either picking them up (man-sized or lighter) or\nclimbing them (significantly larger than man-sized). Grab attacks are\nvery important if you're a thiefy-type, not so much if you're not,\nand useless if you're a spell-caster. Climb grappled foes with the\nleft analogue stick (and prepare yourself for one of the worst camera\njobs this generation..) let go with \"B\" [XBOX] or \"circle\" [PS3]. Attack\nand use abilities as normal.\n\nPrimary Skills Toggle\n&lt;----------------------------------------------------------------------&gt;\n\"right bumper\"\n\nPress (and hold) to toggle your primary enabled skills, which will\nreplace the normal \"X\", \"Y\", \"B\" commands [XBOX], or \"square\",\n\"triangle\", \"circle\" commands [PS3]. This is how you perform the\nequipped skills related to your primary weapon. Savan has 'Blink\nStrike', 'Skyward Slash', and 'Hindsight Slash', respectively.\n\nSecondary Skills Toggle\n&lt;----------------------------------------------------------------------&gt;\n\"left bumper\"\n\nPress (and hold) to toggle your secondary enabled skills, which will\nreplace the normal \"X\", \"Y\", \"B\" commands [XBOX], or \"square\",\n\"triangle\", \"circle\" commands [PS3]. This is how you perform the\nequipped skills related to your secondary weapon. Savan has 'Shield\nStrike', 'Cymbal Attack', and 'Shield Summons', respectively.\n\nElements\t\t\t\t\t\t\t{GMP006}\no======================================================================o\nFire, Ice, Wind, Water... Heart? Whatever. Everybody knows what\nelements are-carry overs from a funny age of mysticism that granted\nspecial celestial correlations to differences in atomic motion and\nstructure. What do all these lovely elements do in Dragon's Dogma?\nNot too much, actually. Some enemies are weaker against certain elements\nthan others, but it's rare when this actually is important enough to\nconsider tactically.\n\nDarkness\n&lt;----------------------------------------------------------------------&gt;\nAnother uncommon element, one of the strongest foes in the game makes\nuse of this to rather devastating effect. If you plan to fight this\nUr-foe, stack up on this resistance. If not, ignore it. Offensively,\nI can think of very little reason to use it.\n\nFire\n&lt;----------------------------------------------------------------------&gt;\nThe most common element in the game, and the most useful one for you\nto use. Fire has a chance to set foes on... fire. See, this stuff\nwrites itself. This is especially useful against foes with feathers,\nas they cannot fly too well if all their fluff is burnt off. Harpies,\nSnow Harpies, and Griffins are all foes susceptible in this way. Also,\na Hydra's and Archydra's heads can be cauterized with fire-making them\nstay dead longer, and possibly forcing the Hydra to go dormant (and\nbecome vulnerable to attack) if all heads are removed. Other creatures\nweak versus fire are common, but weak enough to ignore. On the other\nhand, many foes will use fire against you. I mean, the name of the\ngame should give you clue to one of them, right? Having a good fire\nresistance will always come in handy.\n\nHoly\n&lt;----------------------------------------------------------------------&gt;\nAnother very rare element, I can only think of two creatures in the\ngame that'll use holy magic on you. Granted, they're both very powerful,\nand can do some wicked damage with this element, it's just not common\nenough to worry about. Offensively it bears more merit. It's useful\nagainst all forms of undead, corporeal and incorporeal alike.\n\nIce\n&lt;----------------------------------------------------------------------&gt;\nThe opposite of fire-very slow molecular motion. Science is fun! It's\nan uncommon element with limited usefulness. You can count on fire to\nwork against many creatures, but ice? A good clue as to whether it's\nworthwhile is... well, cold-blooded critters probably don't like it,\nright? And if it breathes fire, it probably won't like it. Also, ice\nattacks have a chance to freeze foes, and smashing things into bloody\nchunks is always fun. As a defensive consideration, I'd ignore it.\nSnow Harpies are one of the very few things that'll use it, aside from\nthe odd Mage.\n\nLightning\n&lt;----------------------------------------------------------------------&gt;\nOne of the coolest elements-I just love how lightning looks, and\nDragon's Dogma does special favors to it (and doesn't cause my game to\nfreeze, unlike in Skyrim.) Granted, it's not terribly useful\ndamage-wise, but it does have a chance to stun foes (which makes\nCyclopses child's play) and can arc to strike multiple foes, if they're\ntoo close. I like it, even though it's not terribly useful. Enemy use?\nA hostile Mage might zap you with lightning once in a while, but it's\na rare attack, overall, and not worth gearing up against.\n\nDebilitations\t\t\t\t\t\t\t{GMP007}\no======================================================================o\nBelow I'll list and discuss all the debilitations in the game. Most\nof them are fairly self-explanatory and will go away on their own.\n\nBlindness\n&lt;----------------------------------------------------------------------&gt;\nI must admit, I like the effect for this... even if I hate the\naffliction. You'll most likely see this affliction when Goblinoids\nchuck vials of crap at you. When blinded, the screen is mostly obscured\nby roiling black mist. Wise gamers can still function (albeit at much\nlower combat effectivness) by using the mini-map to maneuver, and the\ndarkness isn't all-encompassing.\n\nCaught Fire\n&lt;----------------------------------------------------------------------&gt;\nThis... rather inelegantly named debilitation nonetheless is what it\nsays-you've been immolated and your health will continuously drain for\na set duration. Fire attacks of all sorts set this debilitation.\n\nCursed\n&lt;----------------------------------------------------------------------&gt;\nLowers all your attributes temporarily. The Succubus can inflict this\ndebilitation with her song.\n\nDefenses Lowered\n&lt;----------------------------------------------------------------------&gt;\nLowers your Defense.\n\nDrenched\n&lt;----------------------------------------------------------------------&gt;\nThe most common and least worrisome debilitation, drenched characters\nare... well, they're simply wet. It'll slow you down a bit, and if you\nhave a lantern equipped, it'll douse it (simply unequip it and re-equip\nit to restore functionality, or just wait.) On the other hand, if\nyou're immolated, rolling in some water will put out the flames. You\ncannot become immune to Drenching.\n\nMagick Lowered\n&lt;----------------------------------------------------------------------&gt;\nLowers your Magick.\n\nMagick Defenses Lowered\n&lt;----------------------------------------------------------------------&gt;\nLowers your Magick Defense.\n\nPetrification\n&lt;----------------------------------------------------------------------&gt;\nPerhaps the most obnoxious debilitation in the game, it's uncommon\nthroughout most of the early part of the game, but towards the end of\nthe game you'll start encountering foes fond of using petrification\nattacks, including Gargoyles, Evil Eyes, and Cockatrices. Since it's\nultimately fatal, it's worth gathering resistance to it. It can be\ncured with High Voidspell, Secret Softener, and Cockatrice Liqour, but\nthere's plenty of gear that grants resistance. In fact, it's one of\nthe few things that influences my attire... besides simple aesthetics.\n\nPoison\n&lt;----------------------------------------------------------------------&gt;\nA common affliction caused by many creatures-Snakes, Giant Spider,\nSaurians, to name a few. Poison deals twenty points of damage every\nfew seconds, for a variable duration.\n\nPossession\n&lt;----------------------------------------------------------------------&gt;\nDespite what Pawns scream, possession resistance does NOT prevent\npossession by Phantoms, Phantasms, and Specters. What is it, then?\nWell, a very few creatures (members of the dragon family) can-when they\ngrab hold of a Pawn-attempt to dominate it mentally. This resistance\nprevents it. Since I don't tend to travel with Pawns, and since you can\nfree them by smacking the offending reptile's naughty hand, I don't\nfind possession resistance worth worrying about. If only it actually\nprevented possession from incoporeal beings...\n\nSilence\n&lt;----------------------------------------------------------------------&gt;\nPrevents one from casting spells (but doesn't prevent non-magickal\nskills). Not good for Mages and Sorcerers.\n\nSkill Stifling\n&lt;----------------------------------------------------------------------&gt;\nPrevents the use of any skills, magickal or physical. The Drake's shout\ncan inflict this debilitation.\n\nStrength Lowered\n&lt;----------------------------------------------------------------------&gt;\nLowers your Strength.\n\nSleep\n&lt;----------------------------------------------------------------------&gt;\nOne of the more common debilitations in the game, Harpies and Snow\nHarpies love circling overhead while singing, putting those underneath\nto sleep. Chimeras and Gorechimeras also are fond of using sleep.\nGranted, sleep is usually more annoying than harmful, it's still\nannoying and worth resisting.\n\nTarred\n&lt;----------------------------------------------------------------------&gt;\nMakes you more vulnerable to fire attacks. Goblinoids are fond of\nthrowing oil at you, which inflicts this status.\n\nTorpor\n&lt;----------------------------------------------------------------------&gt;\nTorpor, n. 1) A state of being dormant or inactive; temporary loss of\nall or part of the power of sensation or motion; sluggishness; stupor.\n2) Dullness; apathy. ...it means you've been slowed. You'll move and\nattack much slower than normal. It's fairly uncommon, but Giant Spiders\ncan inflict it by spitting web at you.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t    Hints and Tips\t\t       {HNT001 |\n|\t\t\t     \t\t\t\t\t       |\no======================================================================o\nMind your encumbrance-the more crap you carry around, the slower you'll\nmove. A full pack makes for poor looting and tedious adventuring.\n&lt;----------------------------------------------------------------------&gt;\nCharacters who weigh more use Stamina slower, but regain it slower, as\nwell.\n&lt;----------------------------------------------------------------------&gt;\nKeep an eye on your experience-it might be more fun to play as a Magick\nArcher in the short run, but getting Sorcerer levels will make you\nbetter in the long run.\n&lt;----------------------------------------------------------------------&gt;\nStrength and Magick are the most important attributes-level up as\nVocations that gain the most in those two attributes.\n&lt;----------------------------------------------------------------------&gt;\nIt can get pretty dark at night-be sure to bring a lantern and a few\nflasks of oil, especially if you're going to be exploring... oh, I\ndon't know... an ancient, undead-infested catacomb?\n&lt;----------------------------------------------------------------------&gt;\nIf you go in water, you'll get wet. I know, novel idea. If you're all\nwet, your lantern won't work. Dry it off by un-equipping and\nre-equpping it.\n&lt;----------------------------------------------------------------------&gt;\nPawns reduce the amount of experience (but not Discipline) you earn from\nkilling foes. The more Pawns you have around, the less experience you'll\ngain.\n&lt;----------------------------------------------------------------------&gt;\nExperience values and Discipline values do not scale proportionally.\nKilling a few big foes might level you up, but killing lots of weaker\nfoes will earn you Vocation ranks faster.\n&lt;----------------------------------------------------------------------&gt;\nNeed some money? Kill some Oxen and let their meat sour. Sour meat sells\nfor much more than normal meat.\n&lt;----------------------------------------------------------------------&gt;\nStanding near a Riftstone will heal your Pawns for free. If your Main\nPawn dies, touching a Riftstone will bring them back, good as new.\n&lt;----------------------------------------------------------------------&gt;\nGive characters gifts to raise their affinity-certain character are\nfond of certain items, so check item descriptions. Characters with a\nhigh affinity might ask you to perform escort quests, or become your\nromantic interest later in the game.\n&lt;----------------------------------------------------------------------&gt;\nHands off the duke! Most characters only get a little angry if you\ncarry them about, but if you touch the duke, you'll be spending some\ntime in the dungeon.\n&lt;----------------------------------------------------------------------&gt;\nMonsters respawn much quicker than the loot they-guard, especially since\nthere are rotating encounters for day and night. Simply put, if you have\nto run back to town, don't expect the way back to be clear. Weaker\nmonsters take less time to respawn than stronger ones.\n&lt;----------------------------------------------------------------------&gt;\nEvery monster has a weak spot... it's usually-but not always-the head.\n&lt;----------------------------------------------------------------------&gt;\nOnce you're high enough level (30~) consider playing an Assassin to\nlearn skills like Autonomy and Bloodlust. Once done, ditch your Pawns\nand see what your attack value does...\n&lt;----------------------------------------------------------------------&gt;\nDon't have enough of some rare material? Visit Mountebank at the Black\nCat and he'll duplicate it for you-for a small fee, of course...\n&lt;----------------------------------------------------------------------&gt;\nCarry Wakestones around with you-if you die, you can use one immediately\nto come back to life. It's not like anybody else will be looking at your\nstatistics anyways.\n&lt;----------------------------------------------------------------------&gt;\nFerrystones makes traveling around Gransys much easier. Always bring\na few along, and you'll find trips back to town much easier to make.\n&lt;----------------------------------------------------------------------&gt;\nIf your Main Pawn somehow finds itself far below your Arisen's level\n(say, you accidently throw them off a cliff to get some peace and\nquiet) they'll gain experience at a massively increased rate until they\ncatch up-I've had a Main Pawn go from level 40 to 100 in about an hour\nbefore.\n&lt;----------------------------------------------------------------------&gt;\nNeed free healing while out on the field? Take a dip in a Healing\nSpring.\n&lt;----------------------------------------------------------------------&gt;\nYou can heal your Pawns by standing near a Riftstone. Sadly, this will\nnot work for the Arisen, but that's what healing items are for.\n&lt;----------------------------------------------------------------------&gt;\nBe careful what items you give your Pawns-they're shameless when it\ncomes to consuming items in their inventory. Certainly you can find a\nbetter use for various Materials than restoring a bit of your Pawn's\nHealth and\/or Stamina? Point is-if your Pawns get injured, they'll\nimmediately start consuming restoratives in their inventory-don't give\nthem any to prevent this.\n\no======================================================================o\n|\t\t    Prologue: He Who Shall Be King\t\t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t         Savan and The Tainted Mountain Temple\t       \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\n\n\t\t\"In another place, in another life, another\n\t\t child of man blazes your path...\"\n\nThe Tainted Mountain Temple\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK001}\n\t\t1) Savan and Salde\n\t\t2) Dragon Taunts and Goblins\n\t\t3) Party Time!\n\t\t4) Hurtin' Hobgoblin\n\t\t5) Holding Room\n\t\t6) Introducing; Snow Harpies\n\t\t7) Cleaning the Antechamber\n\t\t8) The Chimera\n\t\n1) Alright, hopefully you have read the 'Gameplay' section of the guide,\nabove, if you are new. If not... well, a lot of hand-holding was there,\nand it won't be repeated. You are Savan, an Arisen from the past enroute\nto face the Dragon. Your main Pawn Salde will bother you with some\nlantern-lightning. Hit \"back\" [Xbox] or \"select\" [PS3], scroll down to\n'Tools', and use your Lantern if you wish. Head south-east and pick up\nsome Greenwarish near some corpses. You don't get to keep the loot in\nthis tutorial, so I won't bother going too far out of my way to point it\nall out.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Savan and the Tainted Mountain Temple\t\t      |{VID000}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=lNOCIpNSi-0\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) Continue south-east along the linear path until you reach... the\nDragon! No, seriously, there it is, perched on a rock, safely out of\nreach. Stay in the tunnel and it'll talk to you, and spit fire, like\nDragons typically do, before flying off. Continue past the Dragon and\nyour Pawn will probably start screaming about Goblins. Savan can kill\na Goblin in a few hits, so don't worry too much, just use your Light\nAttack, or if you're feeling adventurous, use 'Blink Strike'. Also, do\nmind the ledge, death by falling is easily going to be the single\nmost common cause of death in this game.\n\nNote: If you suffer Hit Point damage, you'll notice that part of your\nHit Point bar will be depleted (appearing black on your bar), while most\nof the damage you've suffered will appear white. The white indicates\nthe amount of health you can recover with healing spells, while the\nfully depleted black indicates damage that can only be recovered with\nhealing items, rest, or the rare healing spring.\n&lt;----------------------------------------------------------------------&gt;\n3) Head down a narrow tunnel to the south and jump off a ledge into a\nwatery cavern. Within you'll find your first Rift Stone-you can only do\nso much with it now, but the game will make sure you notice it. They're\nrather important. Walk up to it and press \"B\" [XBOX] or \"circle\" [PS3]\nto examine it. When you do you'll automatically summon two more Pawns-\nSupport Pawns. Enter Quince, the Strider, and Morganna, the Mage. Your\nlittle party is shaping up nicely, no? Remember your Pawn Controls-that\nalmight useless D-Pad.\n&lt;----------------------------------------------------------------------&gt;\n4) Exit the Rift Stone chamber and continue down a tunnel to the south-\neast. You'll eventually enter a chamber occupied by some Goblins and\nHobgoblins. Never fear, these critters are push-overs. Experiment with\nskills, attempt to throw exploding barrels at them (don't worry, they\ncan't hurt you, only knock you down), or just let your Pawns do all the\nwork. If you're feeling adventurous, you can jump over a wall to the\nwest and claim a Gold Pouch (1000 gold) and some Smother Sap... and\nthere's probably other loot lying around, but it's hard to get excited\nabout any of it yet, since you don't get to keep it. You're in the past,\nremember?\n\nHolding Room\no======================================================================o\n5) Venture south, head up some stairs to the east, then head into a\ndoorway to the south. You'll get to see an ominous cutscene of some\nlarge beast stalking around.. with lion feet and goat legs. What, oh\nwhat, could it be? Continue down the tunnel to the west and enter the\nwestern-most room to the south-you know, the one without bars blocking\nthe way? Kill some Goblins and talk to 'Ser Ashrore, who tells you that\nthe Duke's forces have all but been annhilated by the Dragon. But at\nleast he gives you a Panacea. Yay.. head back into the tunnels, go west,\nthen south, until you're back outside.\n\nTemple Antechamber\no======================================================================o\n6) Introduce new enemies: Snow Harpies! Harpies come in three varities;\nHarpies, Snow Harpies, and Succubi. They can perform dive attacks, but\ntheir main means of frustration is their song. Harpies will sing while\nflying overhead, and attempt to put your characters to sleep. If\nsuccessful, they're fond of picking up sleeping characters, and dragging\nthem off cliffs. Granted, their AI isn't good enough to do this often,\nand when it occurs, it's accidental, but it can still be annoying. Use\nSavan's 'Skyward Slash' to deal with them, or better yet, ignore them,\nas Fighters are poorly equipped to deal with flying critters. That's\nwhat your Strider and Mage are for. Snow Harpies can also use a frost\nbreath attack. Lure them down with 'Shield Summons', and be sure that\nwhenever one is knocked out of the air, you don't let it get back up.\n&lt;----------------------------------------------------------------------&gt;\n7) Head south and do a running jump over the break in the bridge. On\nthe southern half of the bridge you'll find some exploding barrels,\nwhich you can throw at the Goblins below. First you'll fight a wave of\nHobgoblins, then some Snow Harpies will show up. Exterminate them, and\nsome guards will come out of a gate to the south-east. You can nab a\nchest just west of the bridge, on the ground floor, if you wish, but\nagain, it's hard to care right now, since we don't get to keep\nanything we find here.\n\nGrand Hall\no======================================================================o\n8) Go through the gate the soldiers came from, heading through some\ntunnels south, then east. Eventually you'll come to a room where you'll\nfind another who-cares chest. Loot it and continue north to reach the\n'Grand Hall', wherein you'll find the game's first sub-boss-a Chimera,\nwhich makes short work of an unfortunate soldier. Let's call him Ser\nJenkins.\n\n\t\t   ***ENEMY STRATEGY: CHIMERA***\nChimeras are triple threats-their Lion front, Goat head, and Snake tail\ncan all act autonomously. The Lion roars (which knocks characters down)\nand attacks in melee. The Goat will cast spells (typically debuffs),\nwhile the Snake can spit clouds of poison, bite (even grapple), and\ncast offensive spells.\n\nFirst: Slay the Snake\nFor all that, however, they can be taken down pretty easily if they\ndon't have any support. My typical strategy is as follows-run up to the\nChimera and jump onto its hind-quarters. Climb up near the snake and\nstart hacking away. Very rarely the snake might bite you, or the lion\nwill roar and stun you, and of course the Chimera is typically fighting,\nrunning around, and, occassionally bucking, which drains your Stamina\nsomething fierce. Still, most times you'll be able to climb up and hack\noff the snake in quick order.\n\nSecond: When the Chimera is Down, the Goat thou shalt Pound\nOnce the snake is cut off, the Chimera will fall over on its side. It's\na perfect time to smite that stupid goat on its back. Simply walk to\nits back and start attacking it. If the chimera recovers, simply jump\non its back and attack the goat the same way you attacked the snake. The\nlion will be much more likely to roar when you're so close to it's\nhead, but if you get knocked down, recover some Stamina and try again.\n\nThird: Not a Laughing Lion\nOnce its two support heads are dead, the remaining lion will NOT be\nhappy. It will go berserk for a while, leaping around (often aimlessly,\nbut a several-ton Chimera landing on you still isn't healthy). Attacking\nit in straight melee is not a good idea, as it will constantly attack\nyou (it will win a slugfest right now). Climbing is tricky, as it will\ntry to shake you off often, and roar. Still, all things considered, the\nlast option is the best. Just remember the golden rule of grappling-when\nyour Stamina is low, get off. Running out of Stamina in the middle of\nthe fight leaves you a sitting duck. Keep punishing the lion and it will\ngo down, you don't necessarily have to achieve hits on the lion to deal\ndamage, but you will do a lot more if you actually hit its feline\nportions. Still, settling for damage on other parts is safe.\n\t\t\t***\t***\t***\nPoor Jenkins.. with the Chimera falls you'll get some pointless quest\nupdate. The Dragon will talk more crap, and you'll get to see a\ncutscene featuring an ominous portal, the hungry Dragon, and some\nunfortunate Harpies. Oh yeah, and you'll score the Achievement\/Trophy\n'It Begins'. After it's over.. it's character creation time!\n\no======================================================================o\n|                      Chapter 1: A New Arisen\t\t\t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t         \t      Cassardis       \t \t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK002}\n\t\t1) Some Defeats are More Triumphant than Victories...\n\t\t2) Basic Vocations\n\t\t3) Hale and Heartless\n\t\t4) Off to Slay the Dragon!\n\t\t5) Food, Water, Oil\n\t\t6) Gravity and Grave Gathering\n   \t\t7) Water is Wet, Who Knew?\n\t\t8) There's Treasure Everywhere!\n\t\t9) Looting the South Beach\n\t\t10) Flower Fetch Quest\n   \t\t11) Home Sweet Inn\n\t\t12) Pablo's Inn\n\t\t13) A Note on Notice Boards\n\t\t14) Sleeping After Sun-Down\n\t\t15) Aestella's Store\n\t\t16) Heraldo's Grocery\n\t\t17) Inez's Alehouse\n\t\t18) Iola's House\n\t\t19) Elvar's Guilt\n\t\t20) Breaking the News\n\t\t21) The Village Chapel\n\t\t22) Securing Stolen Scriptures\n\t\t23) My First Pawn\n\t\t24) Last Looting Before Leaving Cassardis\n\n\"The delightful and ever-novel pleasure of a useless occupation.\"\n\nNow, it's character creation time. I have a whole section on character\ncreation, that talks about stats, skills, leveling, classes.. all that\nuseless crap nobody cares about (CHR001). Here, I will be more brief-I\nfigure if you didn't go read it above, you just didn't care to, but I\nwill make some notes just in case-spaghetti monster forbid-you are just\nlazy and don't want to read all my ramblings.\n\nGender, Name, Build, Voice-these don't matter. The game is just getting\nyou started. Males are somewhat taller and heavier than females. This,\nhowever, DOES matter. Small characters can fit into tight spaces..\nalthough this is rather inconsequential and doesn't effect gameplay\nmuch. Taller, heavier characters move slower, but can carry more. I've\nheard that smaller characters climb faster\/better, and taller characters\ncan reacher higher ledges more easily, and can keep their lanterns dry\nin higher water, but I really haven't bothered to validate this.\n\nMy Arisen(s)\n&lt;----------------------------------------------------------------------&gt;\nMy Arisen's settings are listed below. I decided to share this just in\ncase others out there wondered how my Arisen looked. I made the choices\npurely for aesthetic reasons. Credit to Capcom for allowing you to make\ntall, short, fat, skinny, odd-eyed characters. It's a huge improvement\nover what most games offer. More customization options can be obtained\nlater (more 'flashy' hair, eye, skin, make-up colors, for example).\nAlso, once you beat the game you'll be able to customize your character\nat will. It's cool stuff.\n\n\t\t\t\"Nera\"\t\t\t\"Akosha\"\n\t\tStrength-Build Assassin\tMagick-Build Magick Archer\nStature\t\n  Height\t\t8\/9\t\t\t8\/9\n  Weight\t\t2\/5\t\t\t2\/5\n  Skin Color\t\t2\/21\t\t\t4\/21\nBuild\n  Musculature\t\t3\/5\t\t\t1\/5\n  Bust Size\t\t4\/5\t\t\t2\/5\nTorso\t\t\t2\/12\t\t\t2\/12\nArms\t\t\t3\/12\t\t\t3\/12\nLegs\t\t\t11\/12\t\t\t11\/12\nStance\n  Posture\t\t5\/5\t\t\t5\/5\n  Stance\t\t5\/5\t\t\t3\/5\nHairstyle\t\t18\/40\t\t\t21\/40\n  Hair Color\t\t18\/21\t\t\t8\/21\nFace Shape\t\t41\/48\t\t\t45\/48\n  Size\t\t\t7\/9\t\t\t7\/9\n  Skin Color\t\t2\/21\t\t\t4\/21\nEyes\t\t\t5\/36\t\t\t6\/36\n  Vertical Position\t2\/5\t\t\t1\/5\n  Spacing\t\t2\/5\t\t\t2\/5\n  Size\t\t\t4\/5\t\t\t4\/5\n  Eye Color\t\t11\/21\t\t\t10\/21\n  Left Eye Color\t11\/21\t\t\t10\/21\nBrows\t\t\t5\/40\t\t\t39\/40\n  Vertical Position\t2\/5\t\t\t2\/5\n  Spacing\t\t4\/5\t\t\t3\/5\n  Brow Color\t\t11\/21\t\t\t4\/21\nNose\t\t\t13\/36\t\t\t6\/36\n  Vertical Position\t2\/5\t\t\t1\/5\n  Size\t\t\t3\/5\t\t\t3\/5\nMouth\t\t\t29\/36\t\t\t28\/36\n  Vertical Position\t4\/5\t\t\t2\/5\nEars\t\t\t3\/16\t\t\t16\/16\n  Vertical Position\t3\/5\t\t\t1\/5\n  Position\t\t3\/5\t\t\t1\/5\nScars\t\t\t1\/48\t\t\t10\/48\nWrinkles\t\t1\/5\t\t\t1\/5\nMakeup\t\t\t5\/16\t\t\t11\/16\n  Makeup Color\t\t16\/21\t\t\t15\/21\nVoice\t\t\tType 4\t\t\tType 1\nHeight\t\t\t186\t\t\t186\nWeight\t\t\t73.0\t\t\t69\n\n1) Watch the opening cutscene. Yay, the sun is setting, everything is\npeaceful, some stupid chick waves at you, your character gasps stupidly,\nas all characters in Japanese games\/anime do. Shortly, however, the\nDragon shows up and starts trashing the place. The guards show their\nmettle and run away (I hope they get eaten by a Chimera!) and you-\nprobably light-headed from gasping so damn much-decide to pick up a\nsword and attack the Dragon. You kill it, credits roll, game ends. Good\nway to spend $60, right...?\n\n...Of course not, you, a stupid, untrained fisherman, attacks a Dragon\nbigger than any building in town. It smacks you, you cause an accidental\nboo-boo, and the Dragon retaliates by eating your heart. That's going to\nhave some repercusions, maybe.\n\n***QUESTS***\nHarbringer of Destruction\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Cassardis\t\t\t\t\t      |{VID001}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=ZLH2tsBj3c4\t\t       |\no-----o----------------------------------------------------------------o\n\nChief Adaro's House\no======================================================================o\n2) Oddly enough, however, death isn't one of them. It seems you and the\ntin man are both fine without a heart, except unlike that bogus story,\nyou don't secretly already have one, as the disfiguring scar on your\nchest will attest. The Dragon challenges you, and really, now it's just\nbeing a bully. I think if you eat somebody's heart, it's pretty clear\nyou just won the fight. Anyhow, you'll be prompted to pick your starting\nclass by choosing one of three weapons that just happen to be lying\nabout. As soon as you touch the rusted pieces of crap, the knowledge of\nrust-adventurers long since rusted depart their rust unto you, and you\nare locked in your chosen class for... well, a while.\n&lt;----------------------------------------------------------------------&gt;\n3) Of course, how does a new player know what class to pick? You don't,\nbut if you're like me, you're probably leaning Fighter, since you just\nspent a tutorial fighting as one. Plus, they tend to get all the cool\nweapons and armor, right? Well... for now, with your limited options,\nyes. First, let me explain how things work. In Dragon's Dogma, when you\nlevel up, your Hit Points, Stamina, Strength, Magick, Defense, and\nMagick Defense all raise by various rates according to your class at the\ntime-much like Final Fantasy Tactics. Your initial class also determines\nyour starting stats. Everybody fights the Dragon the first time as a\nFighter (default) but now your stats are subject to change, depending\non whether you start out as a Fighter, Strider, or Mage:\n\n\t\to===============================================o\n\t\t|                 Starting Stats\t\t|\n\t\to=======o=======o=======o=======o=======o=======o\n\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|\n\t\to=======o=======o=======o=======o=======o=======o\nFighter\t\t|  450\t|  540\t|  80\t|  60\t|  80\t|  60\t|\n&lt;---------------|-------|-------|-------|-------|-------|-------|\nStrider\t\t|  430\t|  540\t|  70\t|  70\t|  70\t|  70\t|\n&lt;---------------|-------|-------|-------|-------|-------|-------|\nMage\t\t|  410\t|  540\t|  60\t|  80\t|  60\t|  80\t|\no===============o=======o=======o=======o=======o=======o=======o\n\nWhatever class you pick now, you're stuck with for a while... so\nchoose carefully, as this initial choice not only affects your\nstarting stats, but your stat growth until you're level ten, at least.\nRight now you can only pick from Fighter, Strider, or Mage.  Up until\n10th level, these three 'Basic Vocations' are the only three choices you\nhave. Afterwards, you can change to the 'Advanced Vocations' or \n'Hybrid vocations'.\n\n\t\to===============================================o\n\t      \t|         Basic Vocations Levels 2-10\t\t|\n\t\to=======o=======o=======o=======o=======o=======o\n\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|\n\t\to=======o=======o=======o=======o=======o=======o\nFighter\t\t|  30\t|  20\t|   4\t|   2\t|   3\t|   2\t|\n&lt;---------------|-------|-------|-------|-------|-------|-------|\nStrider\t\t|  25\t|  25\t|   3\t|   3\t|   3\t|   2\t|\n&lt;---------------|-------|-------|-------|-------|-------|-------|\nMage\t\t|  22\t|  20\t|   2\t|   4\t|   3\t|   3\t|\no===============o=======o=======o=======o=======o=======o=======o\n\nNote that the growth rates of the three basic Vocations (above) only\napply until 10th level, after which they become much more varied...\nexcept for the Strider, freaks that they are. These are still\nintroductory levels, at this point your Vocation's weapon will\naffect gameplay far more than your attributes will, since variation\nis kept relatively low. For a Strength-build or Hybrid-build, I suggest\nstarting out as a Fighter, since its total offense (Strength\/Magick)\nis six, and it gets the highest number of starting Hit Points.\nMagick-builds should beging as Mages and just suck up the Hit Point\nloss.\n\n\t\to===============================================o\n\t        |         Basic Vocations Levels 11-100\t\t|\n\t\to=======o=======o=======o=======o=======o=======o\n\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|\n\t\to=======o=======o=======o=======o=======o=======o\nFighter\t\t|  37\t|  15\t|   4\t|   2\t|   4\t|   1\t|\n&lt;---------------|-------|-------|-------|-------|-------|-------|\nStrider\t\t|  25\t|  25\t|   3\t|   3\t|   3\t|   2\t|\n&lt;---------------|-------|-------|-------|-------|-------|-------|\nMage\t\t|  21\t|  10\t|   2\t|   4\t|   1\t|   4\t|\no===============o=======o=======o=======o=======o=======o=======o\n\n\t\to===============================================o\n\t        |       Advanced Vocations Levels 11-100\t|\n\t\to=======o=======o=======o=======o=======o=======o\n\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|\n\t\to=======o=======o=======o=======o=======o=======o\nWarrior\t\t|  40\t|  10\t|   5\t|   2\t|   3\t|   1\t|\n&lt;---------------|-------|-------|-------|-------|-------|-------|\nRanger\t\t|  21\t|  30\t|   4\t|   3\t|   2\t|   2\t|\n&lt;---------------|-------|-------|-------|-------|-------|-------|\nSorcerer\t|  16\t|  15\t|   2\t|   5\t|   1\t|   5\t|\no===============o=======o=======o=======o=======o=======o=======o\n\n\t\to===============================================o\n\t        |        Hybrid Vocations Levels 11-100\t\t|\n\t\to=======o=======o=======o=======o=======o=======o\n\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|\n\t\to=======o=======o=======o=======o=======o=======o\nMystic Knight\t|  30\t|  20\t|   2\t|   3\t|   3\t|   3\t|\n&lt;---------------|-------|-------|-------|-------|-------|-------|\nAssassin\t|  22\t|  27\t|   6\t|   2\t|   2\t|   1\t|\n&lt;---------------|-------|-------|-------|-------|-------|-------|\nMagick Archer\t|  21\t|  20\t|   2\t|   3\t|   3\t|   4\t|\no===============o=======o=======o=======o=======o=======o=======o\n\n*Level 200 is the maximum level\n\nPick whatever you wish, just keep the numbers in mind. If you're an\nultra-nerd like me, you may even want to consider making a spreadsheet\nto track your character's progression... at least, if you plan to mix\nand match vocations (Hybrid-build folks, I'm talking to you).\n\n***QUESTS***\nNew Arisen\n&lt;----------------------------------------------------------------------&gt;\n4) Interact with the weapons and pick your Vocation. Don't be fooled by\nthe gear you see your character in-that's just dress-up make-believe.\nYou get a Plebian Shirt and some Cloth Greaves. If you want to go back\nto looking like you fought a Dragon and lost, you can always throw the\n'Set of Fisherman's Tatters' back on. You can also talk to the injured\npeople here, for no real purpose, and loot a Blank Scroll and some\nMithridate from along the northern wall. When you're done, exit the\nroom via the doorway to the west. You'll overhear the gal from the\nopening cutscene-Quina-talking to the village chief-Adaro. You can talk\nto Quina after Adaro leaves, but she has nothing to say, and nothing\nreally comes of this cutscene. This is the theme for most quests in\nthis game-a lot of nothing that goes nowhere. Who cares, anyways?\nThere's a Dragon to follow blindly! You can loot the room to the west\nfor minor loot, but I'm starting my theme of not recording useless\ncrap early-as in now.\n\n***REWARD***\n(For Arising)\nEXP\t\t50\nRift Currency\t3\nGold\t\t2000\nItem\t\tScrag of Beast x5\n\t\tGreenwarish x5\n&lt;----------------------------------------------------------------------&gt;\n5) Leave Odaro's house and enter the village of Cassardis, where people\nare picking up the pieces after the attack. East of the doorway you'll\nfind two pots-one containing oil, the other water. These pots are common\nthroughout Gransys, all one needs is an Empty Flask and you can fill it\nup with water or oil. Both can be thrown at foes-oil makes them more\nsusceptible to fire, water drenches them. Of course, a better use for\noil is keeping your Lantern happy. These pots are unlimited, you only\nneed worry about having flasks at hand. Also, you may have picked up\nsome Berries earlier, so now is a good time to talk about food items.<\/pre>\n\n\n\n<pre id=\"faqspan-4\" class=\"wp-block-preformatted\">Many consumables have a shelf life. Carry them around too long, and\nthey'll go stale, start to mold or sour, and finally, they'll rot.\nRotten food is useless, but Scrag of Beast, Beast Steak, and Ambrosial\nMeat all gets better when it becomes sour. There are two ways to prevent\nitems from souring-first, store it in your stash at an inn. Second, put\nit in an Airtight Flask. Since this destroys the flask, however, you\nmight as well just stash it. Anyways, that's enough talking about basic\nitems, time for exploration.\n&lt;----------------------------------------------------------------------&gt;\n6) Head down the nearby stairs and before the first landing turn east\nand jump over the railing. You'll land on a little bit of land with a\nsmall tree. Slide down the cliff face (note, SLIDE, not FALL, for\nfuture reference. It doesn't matter here, but it might later) to the\nsouth-east to reach another ledge. Head north-east until you find a\ncave opening, within you'll find three chests. You'll find a bit of\njunk-Conquerer's Periapt, Light Cure, Coin Pouch (1000 gold)... I know\nI said I wouldn't mention junk, but this cave just shows I'm aware-like,\nand besides, we might need the money. Smash the crates and you might\nget some more goodies.\n&lt;----------------------------------------------------------------------&gt;\n7) Slide down another cliff-face to reach the landing below and enter\nanother cave, within which is a tombstone. Press \"B\" [XBOX] or \"circle\"\n[PS3] to gather loot near the grave. Once done, slide down the click\nagain to a rocky ledge, then down again to the beach. Now, a note about\nwater. Water, seriously? Yes, water. You can't swim in this game, but\ninstead of making you flail around pathetically like Altair in\nAssassin's Creed, if you stray too far from shore you'll be attacked\nby red parasites called 'the Brine'. It sounds and looks like a bad\nhorror flick, and it's a really, really stupid way to keep you from\nswimming. So, for future reference-falling in deep water is bad. Try to\navoid it. Also, if you enter water you may get drenched, a very common\n'debilitation' in this game. Drenched means... well, you're all wet.\nYou'll move a bit slower, and if you had a lit lantern, it'll go out.\nNever fear, though, it can be removed and re-equipped as necessary.\nA good part about being drenched? Well, it'll put out fires. Other than\nthat, it's really just a bit of goodly physics, showing that-unlike\nin Skyrim-water is wet.\n&lt;----------------------------------------------------------------------&gt;\n8) Now that we're on a beach, we've talked about water, talked about\nfalling... hrmm... what else should I mention before we go merrily\nquesting away? Ah. Look south towards the water, and you should see\nfish merrily hopping away. Now we'll discuss gathering ingredients.\nAnybody who's ever played any open-world RPG worth its salt should be\nfamiliar with this. There's stuff out there in the world, just waiting\nfor you to harvest\/steal\/gather\/catch\/mine it. I won't cover every\ndresser, pile of hay, or bit of ore you can collect in the game-it's\nnot necessary... but I'd sleep better at night if I point out a few\ninstances at the beginning, so you know what to look for, and hence,\ncan go collecting useless crap to your heart's content. Go into the\nwater at hit \"B\" [XBOX] or \"circle\" [PS3] to gather the fish... which\nwill probably net you a... Small Fish. Easy, huh? All gathering works\nlike this, and most of the crap you'll find lying around is... well,\ncrap. Consumables are nice ways to restore health, sometimes you'll\nscore various things that can be used to upgrade weapons (more on\nthis when we need to talk about it)... but much of it can either be\npurchased, gathered in such quantities that they quickly become\nunnecessary, or upgrade weapons\/combine into other items that really\naren't worth mentioning. That's right, all the good stuff you want to\nwear and weild? You need to kill big things to upgrade them. Still,\nit won't hurt to gather miscellaneous junk on your journey... it'll\njust be up to you to do for yourself.\n&lt;----------------------------------------------------------------------&gt;\n9) Continue south under a bridge and explore the coast as you see fit.\nYou can find an Empty Flask near the shore, and an Airtight Flask\nfurther down. You can also talk to a guard named Rojay, who will tell\nyou about the Brine (see, I wasn't making it up.) Keep heading south-\neast and you'll discover Starfall Bay, and there's all kinds of minor\nloot you can find, fish you can catch, birds you can bother, even some\nchests full of junk to loot. It's all so inconsequential I can't help\nmyself. Explore as you wish, but when you're sick of the beach, head\nup a path south-west of the bridge we went under earlier.\n\nNote: When in 'civilized' places, you can sprint without expending\nStamina. Makes exploring towns easier.\n&lt;----------------------------------------------------------------------&gt;\n10) The path leads west, back into Cassardis village. When you come to\na fork, turn north and enter the half-ruined building to find a lady\nwith a curious affliction-a glowing green question mark is following\nher around! She should get that checked out, my grandfather died from\nthat. No joke. Anyways, talk to her, and it seems she's fine, she just\nhas a quest for you. Talk to Benita and she'll ask you to get her some\nSunbright and Moonglow flowers, which apparently have medicinal\nproperties, like all oppositional day-night flowers do. The question\nmark over her head turns red, indicating an impending (yet confused)\nstroke. We'd better finish this quest fast!\n\n***QUESTS***\nFloral Delivery\n\nFisherman's House\/Your House\no======================================================================o\n11) ...or not. North of this ruined house you'll find a 'Fisherman's\nHouse'. It has little of interest inside, but if you climb around on\nthe roof you can score two chests, on along the northern edge of the\nbuilding complex and one on the southern. Across the street from this\nbuilding is... your house. Seriously. Inside you can score some\nInterventive, Greenwarish, and a pair of Carrots. Man, you sucked.\nStupidly enough, you can't sleep in your own bed. To sleep you must go\nnext door to the Inn and pay. Again, I must insist on my sincerity.\nCapcom might have been wise enough to realise water was wet, but man,\ndo they suck at economy, convenience, and common sense.\n\nPablos' Inn\no======================================================================o\n12) Speaking of the inn, across the street from where you met Benita\nyou'll find Pablos' Inn. Talk to Pablos and he'll comment on your quest\nto find... flowers. Yeah, epic stuff here. You can rest for 50 gold\n(you don't need to, unless you busted your face jumping off cliffs),\nand you can also 'Manage stored items'. The latter is worth doing,\nsince you can store your foodstuffs so it won't rot. Search the kitchen\nto find a Gransys Herb, a Beast-Steak, a Pumpkin, a Foreign Knife, and\na Large Fish. North of the table you can also search under a cabinet\nfor some money-either a Small Coin Pouch (100 gold), a Coin Pouch \n(1000 gold) or if you're lucky, a Large Coin Pouch (3500 gold).\n\nNote: If you keep the Beast-Steak and Pumpkin in your inventory until\nthey sour\/mold, they'll be worth more if you wish to sell them later.\nThis will shortly be a great way to make plenty of money... in fact,\nthe best way to make money for most of this playthrough.\n&lt;----------------------------------------------------------------------&gt;\n13) South of Pablos you'll see a shining 'Notice Board'. Examine it,\nand you can pick up some contracts. These side-quests tend to ask you\nto kill so many of a certain monster, get somebody some item, or\nescort some NPC somewhere. Right now you should be able to pick 'Goblin\nRaid', 'Rat Catcher', and 'He Should Be So Lucky'... these quests will\nnot expire, but you will only be able to get new, more advanced quests\nby completing old quests, and by advancing the story. For now, however,\nI suggest you ignore them. If you're power-gamey, like me, you'll want\nto reach Gran Soren at level 10-any leveling afterwards is a waste, as\nthe Assassin and Sorcerer (throw in Warrior for Pawns) are the best\nVocations to level as, and you cannot change Vocations until you reach\nGran Soren. These quests will just get you unnecessary experience we\ndon't need right now. Don't worry... it'll be okay... we'll come back\nfor them shortly, I promise.\n\nNote: From here on out, I will not be mentioning Notice Board quests for\na variety of reasons (although I will point out when we reach new\nNotice Boards). First, there's almost never any real need to run\nout and complete them conventionally. Most of the time, they are\ncompleted by killing 'X' monsters, collecting 'X' items, or escort 'X'\nNPC... in the first two cases, these are something you will do while\ntackling other, more important quests, with more definitive objectives.\nThe escort quests require you to have a high affinity with a certain\ncharacter... while many of these characters are more or less set in\nstone (characters you do quests for, do business with, help out, etc.\nwill gain affinity) others depend solely upon gift-giving. Don't care\nfor a character? Don't give them gifts? You won't get their escort\nquest. Also, if you don't finish item\/monster hunt notice board quests,\nnew, more advanced ones may not show up later in the game. Since this is\nall too variable, and really only good for further increasing affinity,\nscoring crappy items, or earning money I'm keeping it out of the main\nwalkthrough. To see all these Notice Board quests, see the... ummm...\nwell... Notice Board Quests section of the guide [NBQ001].\n&lt;----------------------------------------------------------------------&gt;\n14) Leave the Inn for now. Time to pick up some quests and go\nshopping... at least, if you still have daylight left. If not, rest at\nthe Inn until morning. 50 gold isn't too much money, even at this point\nin the game. Like most modern RPGs, folks in Dragon's Dogma have\nroutines, and many will head home for the night, like all respectable\npeople do. Since our ultimate destination is the 'Village Chapel',\nand it immitates respectable things by shutting down at night... well,\njust make sure it's day before continuing.\n\nAestella's\no======================================================================o\n15) Head south from the Inn and enter the first building to the east.\nThis is Aestella's, unpredictably owned by... Aestella. Before you buy\nanything, search under the cabinets behind the counter to score some\ngold. There's also some food items upstairs, and junk in a chest on\nthe roof. Talk to Aestella to get her to sell you stuff. You really\ndon't NEED any armor right now, as it's low-end gear that won't provide\nany significant benefit to you, but who wants to stay in rags? You\nshould at least buy the weapons she has, as befits your class, as the\nrusted ones you already have are just awful. I buy an Iron Sword, a\nRound Shield, a Traveler's Shirt, a Leather Jacket, Wooden Bands,\nTraveler's Tights, and Budget Greaves. What can I say? Stripes are\ncool. My rule of thumb about armor and clothing in Dragon's Dogma?\nFirst, buy for resistances, second, buy for looks, third, buy for\ndefense. Really, I think that little of defense. You might want to\nconsider picking up a Pickaxe, though. It costs 250G and allows you to\nmine ore from various deposits scattered around Gransys. You should\nprobably always keep one in your inventory.\n\nHeraldo's Grocery\/Fisherman's House\no======================================================================o\n16) Across the street from Aestella's you'll find Heraldo's Grocery,\nwhere you can score some produce. South of it you'll find a pair of\nFisherman's Houses, wherein more junk loot can be found. You can also\nfind loot along the street. That'll teach people to leave their food\nexposed to anybody with sticky fingers!\n\nInez's Alehouse\no======================================================================o\n17) Between the two Fisherman's Houses you'll find a street heading\nsouth-west. When the street forks, turn north-west to find Inez's\nAlehouse. This place isn't too interesting, but head upstairs and climb\na ladder to the attic and you'll find a chest that may contain the\nscroll 'Suarian Strategy Vol. I'. These strategy scrolls can be used to\nteach Pawns more about enemies, allowing them to fight them more\neffectively... of course, they also learn by doing, so it's not a huge\nscore. It is, however, worthwhile to read the descriptions of these\nitems before using them, as they often give useful insights as to how\nto fight foes, making them useful to Pawns and players alike.\n\nIola's\no======================================================================o\n18) Across the street from the second Fisherman's House is Iola's\nHouse, where Iola has set up shop. She babbles about the Dragon, how\nit was destined to show up. She sells less interesting stuff than\nAestella. If you want to pick up some Cassardi clothing instead of\nanything Aestella sold, feel free to do so. It's inferior, but a few\npoints of Defense isn't going to make a difference anyways. Search\nnear the table near the doorway, near the loom, and the cabinets behind\nthe counter to score some loot. You can find two more Fisherman's\nHouses south-east of Iola's, but they have little of interest inside.\n\nNote: Iola is a useless bitch. She stays in her store for shorter\nperiods of time than any other merchant in the game. In my experience,\nif you need to purchase anything from her, she's either walking slowly\nto her store, or standing outside gossiping. Either way, she won't\nsell you anything unless she's standing behind the counter in her\nstore.\n&lt;----------------------------------------------------------------------&gt;\n19) Continue south-east along the road. You should find Elvar walking\naround-note his glowing green question mark. If you talk to him, he'll\nask you to tell Merin that his brother Cortese died defending some\nvillagers (including Elvar) from the Dragon. Elvar is apparently so\nashamed that he just sat there like a coward and watched Cortese die,\nthat he should continue to be a coward and not tell Merin. Makes sense\nto me.\n\nNote: If Elvar isn't walking around, he should be in the temple,\npraying. Failing that, he'll be in the unmarked house south-east\nof the 'Fisherman's House' east of Inez's Alehouse.\n\n***QUESTS***\nGrim Tidings\n&lt;----------------------------------------------------------------------&gt;\n20) Keep heading uphill, pass under an arch, and leave the village\nbehind, however briefly. To the north-east you'll find a cliff. If you\nlook around, you should see a ledge you can slide down to with a chest\non it. It contains rubbish, but there are some plants on the ledge with\nit. Get it if you want and backtrack. Near the house where Benita is\ncaring for the sick you can find Merin. Talk to him and you'll inform\nhim of his brother's demise.\n\nVillage Chapel\no======================================================================o\n21) Pass through the village again following the road south-east. Keep\nfollowing it and you'll end up at the Village Chapel. You should find\nElvar on the way, or within the chapel... at least during the day. Talk\nto him to finish his quest. Simple enough. Now talk to one of the\npriests-Clemente-to pick up another quest. Apparently, somebody made\noff with his scriptures, and he needs them back, seeing as how the\ndemand for prayers just went up. Of course, he could just make any\nnonsense up, it would have the same effect... but lets indulge the\n'holy' man, there's bound to be some reward for us. Before you go,\nconsider looting the pile of books and scrolls in the small room in the\nsouth-eastern corner of the chapel, as it can yeild more tactics\nscrolls... or junk. Loot all such miscellaneous piles of literature on\nyour own accord, as you find them, or just let your Pawns learn by\ndoing. Either way, I've pointed it out and hence, have done my part.\n\n***QUESTS***\nLost Faith\n\n***REWARD***\n(For bearing Elvar's burden)\nEXP\t\t100\nRift currency\t2\nGold \t\t300\n&lt;----------------------------------------------------------------------&gt;\n22) Head outside and talk to Lewes-an awfully guilty-looking kid\noutside. He'll immediately confess to stealing the book. Apparently he\nwanted a peek, but when the Dragon attacked, he fled (like sensible\npeople do) and lost it. Never fear! Jump over the wall north of the\nchapel to find a ledge. North still you should see a crumbling pathway\njust below the ledge that connects to one of the buildings. Get on the\nroof and search near the ledge separating a higher roof from a lower\none and you'll find the Scriptures. Pick it up and return the Scriptures\nto Clemente for your reward.\n\n***REWARD***\n(For saving the Scriptures)\nEXP\t\t200\nRift Currency\t2\nGold\t\t300\n&lt;----------------------------------------------------------------------&gt;\n23) Return to Pablos' Inn and finally take the road west to the town\ngate. As you approach the gates a rift will appear and, wonder of\nwonders, a Pawn emerges. Afterwards Adaro will speak to you and inform\nyou that the man you just saw was part of the Pawn Legion-Mymidons.\nEssentially, Pawns work as mercenaries, serving the Arisen-that's you.\nAdaro will mention an encampment west of the village that's drawing\nfighting folk to it-Pawns will certainly gravitate towards such a place.\nYour first Pawn has joined your Party. You can check out Rook via the\nstatus menu. Just note for now that he's better equipped than you,\nhigher level, and can cast Ingle (single target fire spell), Fire Boon,\n(enchants weapons with fire) and Anodyne (healing). He's pretty much\ngot everything you need for a low-level Mage, and should be sufficient\nfor a bit.\n\n***QUESTS***\nUpon a Pawn\n&lt;----------------------------------------------------------------------&gt;\n24) Now leave Cassardis behind. There's loot I didn't mention, sure, but\nagain, since everything respawns, I feel like taking a big picture\napproach to this guide-I won't bother mentioning every chest, crate,\nbush, fallen branch, flower, or fishing hole that can be looted. One\nthing we should grab before we go, however... From the gate that\nleads out of Cassardis, head south to find a building (just west of\nBenita's House) with a roof just low enough to jump and climb onto.\nDo so, then climb up to a higher roof to the south. South still you'll\nsee a square chest lying near a tree. Loot it for our first real\ntreasure of the game. So, to clarify, I will not point out 'junk'\nloot during the walkthrough, but if it can be worn or equipped, I will\nrecord it. Now leave Cassardis, whereupon you'll score the\nAchievement\/Trophy 'Onward'.\n\n***TREASURE***\no--Square Chest--o\n[Leather Bandings]\n[Talismanic Beads]\n[Wooden Bands]\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t    The Encampment\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK003}\n\t\t1) Rescuing Reynard\n\t\t2) Beasties of Seabreeze Trail\n\t\t3) Introduction to Ore\n\t\t4) Scoring Square Chests\n\t\t5) To the Encampment\n\t\t6) Guided By A Pawn\n\t\t7) Elvar's Encampment Inn\n\t\t8) Test of Strength\n\t\t9) Encampment Bounty Board\n\t\t10) Slaying the Cyclops\n\t\t11) A Companion From Beyond the Rift\n\t\t12) A Full Party\n\t\t13) Training With Ser Berne\n\t\t14) Robed Freaks and Cowardly Guards\n\t\t15) Escorting Madeline\n\t\t16) Reynard's Wares\n\t\t17) Mercedes and the Hydra\n\nSeabreeze Trail\no======================================================================o\n1) Rook will babble about the Encampment, then run ahead, and the game\nwill pester you about autosaves. When you're back in control, continue\nalong the road to the north-west. Not too far ahead you'll see a\nmerchant being attacked by Goblins. The game will waste time telling you\nhow to attack-like you could have survived the tutorial if you didn't\nknow that-before leaving you to your bloody business. kill the Goblins\nand talk to the merchant-Reynard. For saving him, he'll give you a\nLeather Cape... which brings me to something else I love about this\ngame-capes! Sure, this one is a bit on the cruddy side, but we saw the\nbeautiful capes in the tutorial... how many RPGs let you wear capes?\nReally? Not enough. I love capes, and not since Temple of Elemental Evil\nhas anybody bothered to put capes in an RPG I've played. Ahh... anyways,\nReynard will run back to Cassardis.\n\n***REWARD***\n(For saving Reynard)\nItem\tLeather Cape\n\n***MONSTER INFO: GOBLIN***\nGoblins are one of the weakest and most common pests you'll encounter\nthroughout the game. Typically they pose little threat, even to a\nlow-level Arisen, but they do often come in numbers, and once in a while\nserve as fodder for stronger foes. Most are simply melee foes, attacking\nwith crude clubs. Some, however, will throw crap at you-anything from\nrocks to vials of oil to burning torches, which of course can set you\non fire. Other Goblins prefer more absurdly defensive tactics-having\nstrapped some shields to their front and back, with which they can\nrender themselves immune to all attacks. Their one real goal (besides\nwasting your time) is to lure you near and perform an awkward 'charge'\nattack, which isn't too impressive. Although they have a stupidly\ngood capability to withstand attacks, heavy weapons can knock them off\nbalance. Stronger still are the helmeted Goblins, which serve as leaders\nfor the rest. Some Goblins also come with horns, with which they'll\nsummon allies to the fray. Despite their versatility, however, Goblins\nare little more than practice dummies.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Seabreeze Trail\t\t\t\t\t      |{VID002}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=M0dIpMikROE\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) Now, to give Seabreeze Trail a brief run-down. There are Goblins\nand Wolves about, and you may encounter the odd Hobgoblin. None of the\ncritters here are worth fearing, and it's a good time to get a handle\non combat... I mean, you only have one ability, and there's no\nsophisticated dodging, so by 'get a handle on combat' I mean, 'learn\nhow to spam light attacks'. There's plenty of treasure to be had-most\nof it consumables with no long-term game impact. By all means, however,\nplay, roam explore. I prefer to get to the Encampment quickly, however,\nwithout unnecessary questing along the way. I intend to change my\nVocation as soon as possible, and grinding isn't really a good idea\nwith that goal in mind. \n&lt;----------------------------------------------------------------------&gt;\n3) There are a few detours worth taking, however. Head back east towards\nCassardis, and turn north between a ruined wagon and small stone wall.\nContinue down a ramp to reach a beach and keep going until you hit the\nwater, then turn east along the water line until you spot a small cave.\nInside is an ore vein-notice the crystal deposits hangning off the grey\nstone... this indicates it can be mined, provided you have a Pickaxe...\nwhich you probably don't have yet. Just something to keep in mind for\nnow.\n&lt;----------------------------------------------------------------------&gt;\n4) Now turn around and head along the water line to the west. Cross the\n'Unusual Beach', pass some beached ships (which may or may not be\ncrawling with Goblins) and continue until the water line terminates at\na cliff. Ther large rocks here can be scaled-and should be. First,\nhowever, grab a Seeker's Token near some crates on the beach, then\nscramble up the rocks, on top of which is a square chest containing more\nworthwhile treasure. Sweet, sweet, lootage... And there's more for the\npillaging. Along the cliff face to the north is a stone walkway you\ncan traverse until you find more scaleable rocks, atop of which is\nanother square chest. Up one more level of rocks is another Seeker's\nToken. What's a Seeker's Token? Collectables strewn about the world.\nLong story short, you can turn twenty of them in via a NOtice Board\nquest for 200,000 gold-so, each one is in effect worth 10,000 gold. Not\nbad money.\n\n***TREASURE***\no--Square Chest--o\n[Hide Armor]\n[Mace]\n[Shoulder Cape]\n  ---\no--Square Chest--o\n[Ebon Neck Wrap]\n[Iron Shield]\n[Judgement]\n&lt;----------------------------------------------------------------------&gt;\n5) Before we continue on to the Encampment, scour the area for the\nplants you need. Moonglow grows near the water, but only at night. You\nshould be able to spot it easily due to the... well, obvious glowing\nblue moths flitting around it. Sunbright has pink flowers, and grows\nnear large trees. It's less obvious, but it's also more abundant. Once\nyou've gathered five Sunbright and one Moonglow, return to Benita for\nyour reward. Once done, everything presently important before the\nEncampment has been completed. Follow the road from Cassardis west to\nreach the Encampment.\n\nNote: I should probably briefly explain the day\/night cycle this quest\nserves to expose. First, like in many RPGs, some characters have lives,\nand will only be around during the day or night. Expect shops to be\nclosed at night. Second, the game likes to have Pawns warn you of the\ndangers of night, and yes, it is dark out at night. They also suggest\nthat monster are more vicious, and... well, it's really debatable. Some\nenemy configurations do change, but not as many as you'd think, and\nwhile they're usually stronger, it's still no picnic during the day,\neither. Expect to see more undead at night. Ogres are primarily\nnocturnal, and Griffins are usually only hunting during the day. Third,\na tiny amount of loot exists only during the day or night... most of\nwhich we harvested as part of this quest. Seriously. So... the day\/night\ncycle exists, be aware of it, but aside from NPC\/monster availability,\nit's not a huge deal.\n\n***REWARD***\n(For bringing Benita flowers)\nEXP\t\t500\nRift Currency\t3\nGold\t\t1000\n\n***REWARD***\n(For reaching the Encampment)\nEXP\t\t300\nRift Currency\t3\nGold\t\t800\n\nThe Encampment\no======================================================================o\n6) Once you enter the Encampment, a disembodied voice will bother you.\nLosing your heart sure is complicated. Stupid Dragon. Rook will\nobediently run off to the north, and you should follow him. Once in a\nwhile your Pawns will be useful like, and actually lead you somewhere.\nMost of the time, however, they jump around like morons, smash crates,\nthrow or consume inventory objects with no regard to economy, and\ncomment on the geography. Head up some stairs and you'll be shown a\nshort cutscene, directing your attention to a tent, and an odd stone\nwithin. Continue north-west to find said tent.\n\n***QUESTS***\nCall of the Arisen\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Call of the Arisen\t\t\t\t      |{VID003}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=vPQ4E7Xy1R0\t\t       |\no-----o----------------------------------------------------------------o\n\nCommand Headquarters\no======================================================================o\n7) Inside are some shelves with potions worth looting and a man named\nEcbal-who functions as an innkeeper. Resting here will cost you 300\ngold... and considering how close Cassardis is, why would you waste the\nmoney? He also has a new function that stupid Pablos doesn't have-the\n'Learn or Set Skills' option. Here is where you can spend Discipline-\nearned when you defeat foes and complete quests-on skills. The selection\nof skills you can purchase depends on your class and your Vocation\nRank (which is also dependant on how much Discipline you've earned\nwhile playing as said class.) This is all future reference, however.\nDo not spend any Discipline here, as you'll want to use your Discipline\nto change Vocation when you reach Gran Soren.\n&lt;----------------------------------------------------------------------&gt;\n8) Now that we're done being distracted by potions and innkeepers,\nhead into the wooden bulding to the north to find that odd-looking\nstone the camera forced us to spy on. Examine it by pressing 'B' [XBOX]\nor 'circle' [PS3], and the disembodied voice you heard earlier will\ncontinue to speak to you. The pawn legion awaits-a bastion of faithful\nfollowers that live only to serve the Arisen. To gain their aid,\nhowever, you will have to prove yourself. I suppose Rook is just the\nchump door prize for beginning Arisens.\n&lt;----------------------------------------------------------------------&gt;\n9) So... how to prove ourselves to a bunch of disembodied soldiers\nlurking in another dimension only accessible by rune-covered rocks?\nLeave the tent and head south, back down the stairs you came up. You'll\nsee some soldiers running to the east in a bit of a panic. Perhaps we\nshould go check it out? Follow a path north-east to find another gate\nto the Encampment. Before you bother head outside though, explore north\nof this gate to find the Encampment's Notice Board. Different Notice\nBoard, different quests. Be sure to check all the Notice Boards in the\ngame at regular intervals (usually after the main quest has been\nadvanced, or after you've completed several Notice Board quests).\nAnyways, do what you wish with the Notice Board and head outside.\n&lt;----------------------------------------------------------------------&gt;\n10) 'Lo and behold, a Cyclops is attacking the Encampment! Also note\nthe odd glowing red rune on its forehead. That probably means something.\nNo time to worry about it, though, a fight must ensue, and this is\nprobably your first real fight in the game. This Cyclops is greatly\nreduced in power compared to other Cyclopses you'll be fighting later-\nand it's a good thing, too. We're in no state to be tackling humongous\nelephantine behemoths! This one is also accompanied by Goblins, which\nare still dangerous at this stage in the game. Ignore the Cyclops for\nnow, and try to steer clear of its flailing limbs. It'll be easier to\ndispatch if its Goblin allies aren't smacking you around. Once the\nGoblins are dead, play it safe. Stay behind the Cyclops and chop,\nshoot, or cast at its feet. Again, nowhere near as strong as a normal\nCyclops, so we need not worry about hitting it in soft spots, climbing\nit, or anything else. Once it dies, watch a cutscene where an ominous\nrobed figure walks away. Ooooh... Loot the Cyclops to score... typical\ndead Cyclops materials-Rugged Tusks, Rugged Bones, Misshapen Eyes, or\nBeast Steaks. Once done, return to the Encampment.\n&lt;----------------------------------------------------------------------&gt;\n11) Head back to the Riftstone we saw earlier and examine it again.\nBy taking down an almost-dead Cyclops with the aid of a half dozen\nsoldiers, we somehow proved our worth to the stone. Yay! Good thing\nthat Cyclops showed up, too, else how would we have proven ourselves?\nVideo games are convenient like that. Now we get to choose a companion\nfor the rest of our journeys-our Main Pawn. What's different about your\nMain Pawn? Well, you get to make them, choose their appearance, name,\nvocation, and gear. They level with you, and you must have your Main\nPawn around to recruit other Pawns. They're kind of important.\n\nSo, what kind of Main Pawn should you make? They don't really break any\ngameplay rules that our Arisen follows, so they should be developed the\nsame way. Focus primarily on either Strength or Magick. Just note that\nthey cannot utilize Hybrid Vocations, so they can never become an\nAssassin, Mystic Knight, or Magick Archer... with the primary\nimplication being that they must resort to the Warrior class for\nStrength builds. I have not, personally, come to a satisfactory\nconclusion whether it's best to build a complimentary Main Pawn or\nnot yet, and it doesn't really seem to matter. I do think that Pawns\nin general perform rather poorly in combat, so making a tank to draw\nfire from your Arisen, while obvious, isn't a very inspired or useful\nstrategy. Any Pawn you recruit from the rift can fill this role just\nas well as any Main Pawn you create. My two favorite Main Pawn builds?\nRead on.\n\nRanger:\n-------\nA Strength-build Ranger (now that the game has been patched, they will\nactually use their awesome Longbow skills) will bear fruit in time.\nIf you take away the Pawn's daggers, they won't feel tempted to stab\nat everything, and will do what you want them to do-sit back, and shoot\neverything down with their Longbow. You can, of course, just recruit\na Ranger Pawn, so why build one? Well, you can make a Ranger\/Warrior\nHybrid for increased Strength (they don't really need THAT much\nStamina, anyways), which is something that you cannot obtain from\ncomputer-generated Rift Pawns. Have your Main Pawn suffer as a Warrior\nfrom levels 11-100, then switch to Ranger until 200 for the best of\nboth worlds. One thing to keep in mind, however; this is a bit of a\ncompromise build. The Ranger Pawn build succeeds mostly based on the\npower of the Longbow, and its associated skills. An Arisen will vastly\nout-power a Strength-build Pawn equivilent, just because they have\naccess to the Assassin Vocation. Still, for support archery, it's hard\nto argue with those stats.\n\n\t\to===============================================o\n\t\t|\t      Projected Final Stats*\t\t|\n\t\to=======o=======o=======o=======o=======o=======o\n\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|\n\t\to=======o=======o=======o=======o=======o=======o\nWarrior\/Ranger\t| 4820\t| 3120\t|  766\t|  258\t|  477\t|  268  |\no===============o=======o=======o=======o=======o=======o=======o\n\n*Assumes Fighter is chosen as the starting Vocation.\n\nSorcerer\/Mage:\n--------------\nThere is one big draw towards making your own Sorcerer\/Mage. You can\nentirely custom what skills and spells your Pawn is using. Considering\nthat casters are only as useful as their spells, this is a great\nadvantage of trusting other people or Pawns to have what you need. Try\nlooking for a good Pawn with High Levin, High Comestion, High Hallidom,\nand High Anodyne. It's nearly impossible. For this build, get them to\nGran Soren as quick as possible, then change them to Sorcerer.\nRegardless of whether you prefer the Mage spells or Sorcerer spells\n(many are shared) the Sorcerer undoubtably has better leveling stats.\nI'll take an extra point of Magick and Magick Defense per level instead\nof five Hit Points any day. You'll want to max the vocations in both,\nbecause both classes have many augments useful for casters in general.\n\n\t\to===============================================o\n\t\t|\t      Projected Final Stats*\t\t|\n\t\to=======o=======o=======o=======o=======o=======o\n\t\t|  HP\t|  ST   |  STR\t|  MGK\t|  DEF\t|  MDF\t|\n\t\to=======o=======o=======o=======o=======o=======o\nSorcerer\t| 3048\t| 3070\t|  258\t|  866\t|  177\t|  657  |\no===============o=======o=======o=======o=======o=======o=======o\n\n*Assumes Mage is the chosen starting Vocation.\n\nPersonally, I tend to choose the Sorcerer build (regardless of whether\nI choose to cast my Main Pawn as a Mage or Sorcerer later.) The reason\nis mostly convenience-my Assassin build is stupidly strong. I just\ndon't need a Ranger supporting me, since I'll do everything a Ranger\ncan do, but better. Hell, if I wanted to utterly outclass a Ranger\nPawn build, I'd have my Arisen switch to Ranger, but enjoy augments\nlike Autonomy, Bloodlust, and the extra Strength only the Assassin can\nenjoy.\n\nAnyways, recruit whatever sort of Pawn you wish. You'll get an\nexperience reward for being awesome, as well as the Achievement\/Trophy\n'New Recruit'. You can equip your Main Pawn any way you wish\n(Vocations limiting what they can currently wear, of course), purchase\nand equip skills, and all that fun stuff. You cannot recruit other Pawns\nunless you have your Main Pawn with you. If your Main Pawn should die\n(say, they stupidly jump off a cliff to their own demise?) touching a\nRiftstone will bring them back, good as new. As for the silly four\nquestions you're asked after determining your Pawn's appearance and\nstarting Vocation... pick answers that raise their 'Scather' and\n'Challenger' ratings, as these will make them more likely to attack\nfoes. Otherwise, you could well end up with a Pawn who prefers to pace\nback and forth uselessly in combat, or pick up crap you don't need.\nChances are, you'll still end up with a pretty useless Pawn, but this\nshould make them somewhat less useless. You can also change your Pawn's\ninclinations and manner of speech by sitting them down at a 'Knowledge\nChair', usually found near any place you can rest.\n\n***REWARD***\n(For earning the fealty of the Pawn Legion)\nEXP\t\t500\nRift Currency\t3\nGold\t\t1200\n&lt;----------------------------------------------------------------------&gt;\n12) As you leave the tent, a buttswank named Ser Berne will talk to you\nand offer you some group training. You'll be teleported to training\ngrounds north of the Notice Board in the Encampment. Talk to Ser Berne\nagain and he'll tell you about the three tasks you need to do-and\nsuggest that you improve your party if you're having trouble... so\nlet's discuss the Pawns milling about the Encampment now.\n\nYou should have your Main Pawn and Rook, leaving one more Pawn left to\nrecruit. Since this task is easier with a full party, turn Ser Berne\ndown for now and head back to the Riftstone tent and touch the \nRiftstone, whereafter you'll find yourself... in the rift! (You'll be\ndistracted by a cutscene where that robed figure from outside is shown\nwalking out of the Encampment towards Cassardis... but don't let that\ntrouble you just yet...) Within the rift you can recruit Pawns of all\nsorts, online or offline. What fourth Pawn you pick to flesh out your\nparty is... mostly unimportant. Having a Mage to cast Anodyne\/Hallidom\nearly on is useful, as is having the power of a Sorcerer later. For now,\nI suggest having at least one Mage (Rook is fine) one Fighter, and\nperhaps a Strider to shoot at foes, provided you or your Main Pawn\nalready don't fit any of those roles. Touch the Riftstone again,\nsearch by whatever criteria you feel necessary, and summon up and\nrecruit a Pawn-a task that will net you yet another Achievement\/Trophy\n'Foreign Recruit'. Try to avoid expending Rift Currency right now. It's\nnot easy to get and... there's just no reason to ever spend any on a\nPawn.\n\nNote: You can also recruit any of the Pawns walking around the\nEncampment. Recruiting any Pawn you see walking around Gransys will\nearn you the achievement\/trophy 'Local Recruit'.\n\n***QUESTS***\nStrength In Numbers\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Strength in Numbers\t\t\t\t      |{VID005}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=7yyTMQmRnRs\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n13) Now that we've got a full party, return to Ser Berne and start his\nlittle exercise. First task? Carry a bunch of boxes. This isn't too much\neffort with a full party. Your Pawns should do most of the work for you.\nI mean, really, the game shows you all the boxes and where to put them,\nthere's not really much to say. Your second task is to kill scarecrows,\nor in this case, wooden targets on posts. They're scattered about, but\nstill, with a full party, you need merely run about and hit them all.\nThe third and final test is... well, pretty much the same thing, but\nsome scarecrows are blue, and resistant to physical damage, and others\nare red. All you need to do here is focus on whatever you're best at\ntaking down, and trust your Pawns to handle the rest. Once they've all\nfallen, Ser Berne will congratulate you, and more importantly, reward\nyou. Score another for the good guys. Head back into the Encampment\nproper.\n\nNote: Ser Berne is one of the rare NPCs in the game whose affinity is\nworth raising. If you boost his affinity enough later, you may get an\nescort quest from him, the reward for which is a rare Longsword which\ncannot be obtained any other way. To give gifts to NPCs, talk to them\nand hit \"B\" [XBOX] or \"circle\" [PS3]. As a soldier, he favors Foreign\nKnives. Even though you can get your hands on these, don't bother\nraising his affinty any time soon, as we're not going to be ready to\ncarry out his escort quest any time soon. Don't worry, I'll remind\nyou later when it's within our means.\n\n***REWARD***\n(For succesfully training with Ser Berne)\nEXP\t\t1000\nRift Currency\t5\nGold\t\t1500\n&lt;----------------------------------------------------------------------&gt;\n14) Surprise, surprise, we're done in the Encampment for now. Remember\nthat robed guy walking back to Cassardis earlier? Yeah, we should\nprobably go home and check on that. Sure enough, when you make it back\nto Cassardis, the robed freak will talk at you, say come cryptic crap,\nbelittle your chances against the Dragon, and generally be an ugly\nlitle runt. Fun. We didn't come all the way home just for that, did we?\nOf course not. Talk to a guard named Poll near the well and he'll admit\nto being a coward (hiding in a well sure seems alot smarter than\nattacking a massive Dragon.) Offer to investigate the well to start the\nquest 'Deep Trouble'. He'll even be nice enough to give you a lantern.\nScore.\n\n***QUESTS***\nDeep Trouble\n&lt;----------------------------------------------------------------------&gt;\n15) Now head to Pablos' Inn, where you should see a cute blonde girl\nnamed Madeline. Talk to her twice and she'll introduce herself as the\n'finest peddler in Gransys'. Sure. Play along with her leading\nconversation, and she'll invite herself to travel with you to the\nEncampment. Agree to take her and leave Cassadris to embark on your\nfirst escort quest. The way back to the Encampment is pretty tame by\nday time. Even by night, now that we have a full compliment of Pawns\nthis should be child's play. Madeline doesn't make things easy on us\nby constantly stopping to find gold under every bush, rock, and branch\nalong the way. Just be patient and escort her there. Once you're close,\nshe'll run on ahead, and you'll automatically follow her in. Talk to\nMadeline once again and shamelessly ask you for 1000 gold, threatening\ntears if you refuse. Be a sport and cough up the coin, and she'll\ninvite you to Gran Soren, where she hopes to set up shop. While you're\nhere and talking to her, you might as well check out her shop. If you\ncontinue to support her and complete her quests, she'll upgrade her\ninventory substantially as the game goes on-becoming the primier\nseller of light arms and armor... and chick clothes. It's good stuff.\nRight now, however, her stock isn't great. If you use Daggers and want\nto upgrade to Throatcutters... well, it can't hurt. Also Baleful Nails\nare decent Accoutrements that raise your Strength and Magick. You\nprobably won't find a better Accoutrement to wear for... well, quite a\nlong time, really.\n\n***QUESTS***\nGuard Duty\n\n***REWARD***\n(For escorting Madeline safely to the Encampment)\nEXP\t\t700\nRift Currency\t3\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Escorting Madeline\t\t\t\t      |{VID004}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=e2YoXrXd9v8\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n16) Now that we're done shopping... let's go shopping! Talk to Reynard,\nthe merchant you saved enroute to the Encampment. His stock is more\nwell-rounded than Madeline's is. I personally enjoy the aesthetics\nof Metal Greaves and a Leather Chestplate. Before you go buying\nanything, realise that there's a quest Reynard will give you-but only\nafter you buy enough junk from him. The amount of money you spend\ndoesn't matter, only the number of individual transactions. Buy one\nthing from him, exit dialogue, repeat until you have everything you\nwant. Chances are, you're going to just have to buy random junk from\nhim repeatedly to trigger the quest... but we need not start this now,\nwhen our funds are so limited. Just yet another thing to keep in mind\nfor later. While we're talking about Reynard's quest, however... head to\nthe Rift Stone tent and from there head west. The narrow projection of\nthe Encampment to the west is filled with tents, which house the\nsoldiers gathered here. Explore along the southern cliff face until you\nfind a rounded chest, which contains the 'First Journal Entry'. These\nwill come in handy later.\n&lt;----------------------------------------------------------------------&gt;\n17) Whew. Finally done messing around? Wait... it's my guide... Yes.\nHead back to the Rift Stone tent, where you should find a tom-boyish\nlady warrior in a white cloak. Talk to her to find out that she's\nMercedes-the leader of the men of the Enlistment Corps. She'll question\nyou about Pawns, then suggest you rest up. Why not? It beats paying\n300 gold for it. You'll wake up in the morning to a commotion. When you\ngo investigate you'll encounter... a freakin' Hydra! Now that's a \nmonster! Surely we're no match for such a thing yet? Yeah, we're really\nnot. Good thing this is an uber-weak version of a Hydra, like the\nCyclops we fought earlier. The goal of this fight is to grab the Hydra\nand climb... around halfway up one of its necks. Grab by hitting the\n\"Right Trigger\" button, and attack as normal. If you're not high enough\nup, you'll do less damage. Chop it enough and you'll sever a head. This\nfight is much easier for a Strider than the other classes, although a\nFighter does alright. If you're playing a Mage, you're better off\nstanding back and casting spell. Their grapple attacks are... laughable.\nOnce it's head is severed it'll run off. You'll notice another one of\nthose red runes on the Hydra's severed head (just like the one on the\nCyclops') before a crowd of soldiers rush up and gawk at your grisly\naccomplishment. Your deed scores you the Achievement\/Tropy 'Getting a\nHead', as well as earning you an invitation from Mercedes to accompany\nher-and the 'trophy' we just collected-to Gran Soren. Such a grisly\ngift might just garner gratitude from the Duke. Accept and she'll tell\nyou to meet her at the Mountain Waycastle. Fair enough. We've messed\naround in this backwater long enough. Time to head to the capital.\n\n***QUEST***\nA Rude Awakening\nOff With Its Head\n\n***REWARD***\n(For driving off the attacking Hyrda)\nEXP\t\t2000\nRift Currency\t5\nGold\t\t2500\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|A Rude Awakening\t\t\t\t\t      |{VID006}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=zCSpl3dxtxQ\t\t       |\no-----o----------------------------------------------------------------o\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t    To Gran Soren\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK004}\n\t\t1) Quina's Missing?\n\t\t2) Bandits on the Ledge\n\t\t3) Wolf Pack Attack\n\t\t4) To the Mountain Waycastle\n\t\t5) Escorting the Ox\n\t\t6) Goblins in the Mountains\n\t\t7) Singing the Song of Slumber...\n\t\t8) Harpies on the Hill\n\t\t9) Bowling For Pawns\n\t\t10) Looting the Mountain Cottage\n\t\t11) To the Gate\n\t\t12) Breaking Through to the Estan Plains\n\t\t13) The Scenic Last Leg\n\t\t14) Safety in Gran Soren\n\t\t15) Changing Vocation\n\t\t16) To the Craftman's Quarter\n\t\t17) Pawn Guild and Portcrystals\n\t\t18) Gran Soren Merchants\n\t\t19) Money For Meat\n\t\t20) Notice Boards New, Times Two\n\t\t21) Steffen's Sorcerous Shortcut\n\nManamia Trail\no======================================================================o\n1) Leave the Encampment via the eastern gate. As soon as you're outside\nyou'll be bothered by your fellow Cassardite, Elvar. He'll ask if you've\nseen Quina, who apparently wandered off in search of 'aught for your\nwounds'. Yeah, unless she finds us a new heart, she's not helping much.\nTalk to him again, and he'll tell you that the chief is worried about\nQuina, and mentions some forest she might be messing around in. This is\na quest we must pursue rather quickly... but it can wait until we're\ndone making our way to Gran Soren.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Off With Its Head\t\t\t\t      |{VID007}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=6DOmdfwfW9o\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) Continue north along the road away from the Encampment. It's a new\narea, and there are new beasties about, which I will talk about as\nnecessary. Continue along the road until the path splits-one shabby\nroad heads west into the mountains while the other continues north...\nalso into the mountains. Keep going north and be wary. On the ledge to\nthe west are some Bandits. Their strength varies quite a bit, but\nthey're likely the most dangerous foes we've yet faced. I suggest\nrunning past them-we are, after all, trying to get to Gran Soren by\n10th level, remember?\n\n***MONSTER INFO: BANDITS***\nIt almost seems silly to post this section about Bandits, since they\nvary wildly in power and can assume almost any Vocation in the game.\nThe Bandits here are... moderately powerful. Much more powerful than\nGoblins, but that's not saying much. Bandit Striders and Rangers will\nuse Shortbows and Longbows, respectively, Bandit Fighters use a Sword\nand Shield, Bandit Warriors use either Longswords or Warhammers, while\nBandit Mages and Sorcerers... well, they cast spells. Down here they're<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">relatively tame, but if you followed the fork to the west earlier,\nyou'd have confronted a much more powerful type of Bandit. They grow\nstrongest in the far northern reaches of Gransys, where they are some\nof the strongest foes you'll encounter on your journey to reach the\nDragon.\n&lt;----------------------------------------------------------------------&gt;\n3) The path will swerve to the north-east, then to the north-west,\nall the while staying relatively close to the coastal cliffs to the\nsouth. East of the path, past the Bandits, you'll encounter packs of\nWolves. You may have encountered one or two of these canines along the\nSeabreeze Trail, but in packs, they're an entirely different threat.\nAgain, I suggest avoiding them, but we only have so much Stamina, and\nthere are more Bandits ahead, so if you must fight anything, it might\nas well be Wolves.\n\n***MONSTER INFO: WOLVES***\nWolves. Is there a more cliche video game enemy? Bats? Spiders maybe?\nYeah, probably, but Wolves are pretty damn common, too. In Dragon's\nDogma, however, these are stupid little meat-puppets charging blindly\ninto your attacks. In Dragon's Dogma Wolves will dodge attack, hopping\nquickly to the side or backwards, or sometimes lunging forward to\nattack. They also will perform leaping attacks, which may knock you\ndown, after which they'll swarm and attempt to maul you to pieces.\nWolves can be bad news to a low-level character, especially in numbers.\nDue to their tendency to keep moving, they make elusive targets.\nChasing them around is a good way to get detached from your Pawns,\nwhich can be troublesome. Get used to fighting them now-there are\nmeaner varieties later on. Knocking a Wolf down at close-to-mid-range\nwith Blink Strike and them finishing them off is a good strategy. Just\nbe sure to watch your Mages. Wolves are quick and numerous, and your\nPawns can be awfully dense, easily capable of dispatching a lone\nlow-level Mage Pawn.\n&lt;----------------------------------------------------------------------&gt;\n4) It's pretty easy to reach the Mountain Waycastle from here-the path\nswitchbacks uneconomically... but that's mountain travel for you. Stick\nto the path and you'll be fine. You'll encounter more Bandits on some\nrocks to the west, which you should probably just avoid again. I'm being\npretty brief here, but again, we're trying to make it to Gran soren in\na timely, low-level manner. There's a Cyclops along the coast to the\nnorth near a river that I'm consciously avoiding... but we have no\nbusiness fighting it now anyways. Remember, this is a REAL Cyclops, not\nthe half-dead one we smote outside the Encampment. On the plus side,\nthere aren't any productive chests here we're missing, so press on until\nyou reach the Mountain Waycastle\n\nMountain Waycastle\no======================================================================o\n5) Near the gate of the Mountain Waycastle (little more than a gated\nbridge, really, let's hope the rest of Gransys isn't so humble, eh?)\nyou'll find Mercedes, her soldiers, and your Hydra head, which is\nbeing transported by one poor, certainly over-worked Ox. Talk to\nMercedes and you'll be committed-it's time to escort this wagon to\nGran Soren. A few things to note-first, the Ox must survive the trip,\nand as Mercedes hinted, the smell of a juicy, rotting, Hydra head will\ndraw monsters. Also, you must stay relatively close to the escort, or\nthey'll stop moving... which is just fine anyways, since most beasties\nwon't spawn unless the wagon is nearby. Still, it may be advantagous\nto run on ahead a few times... but that's what you have this guide for,\nright?\n&lt;----------------------------------------------------------------------&gt;\n6) Your first trial comes immediately on the western side of the bridge,\nwhere you'll be assaulted by some Goblins. The only path to Gran Soren\nis, so far, plagued by Bandits, Goblins, and wolves, and the water is\ncrawling with the Brine. How does this place survive? Whatever. If the\nOx gets injured, you can 'trick' your Mage (if you have one) into\nhealing it by pressing \"right\" or \"left\" on your controller to get your\nMage to heal you. Walk in front of the Ox, and when the healing spell\nis cast the Ox should walk through it, too. Of course, this is only\npossible if you are injured, too, but I'm sure you'll manage.\n&lt;----------------------------------------------------------------------&gt;\n7) Continue north past the vanquished Goblins and Ser Cyrus will inform\nyou that 'flying beasts' infest these mountain passes. On the branches\nof the trees ahead lurk a few examples of these critters-Harpies. You\nknow the drill-new foes, new Monster Info entry.\n\n***MONSTER INFO: HARPIES***\nHarpies are flying she-birds with a variety of attacks. Simplest of\nthese is their swooping charge, which can knock a character off their\nfeet. Harpies in this game are also wise enough to grab characters and\nfly off, during which time you-if you suffer this fate-must wiggle the\n\"Right Analog\" stick back and forth to escape. The longer you take, the\nfurther they'll fly. This is especially dangerous if you encounter them\non cliffs or ledges, as they can end up dropping characters to their\ndemise. Last of their main attacks is, of course, their ability to\nsing, which they'll do while circling overhead. Get caught under their\nsong long enough and a character could fall asleep, which is annoying.\nHarpies present a new challenge to us-they fly, so we must be able to\nreach them. Striders are uniquely capable of shooting them down, while\nMages also can blast them with magic, only diminished in usefulness\nbecause of the limited range of spells. Fighters, however, must resort\nto jumping attacks. The 'Skyward Slash' skill also works well... if\nyou managed to get it by now. If you're following this guide, however,\nyou shouldn't have obtained enough Discipline to do so... so you'll\njust have to make do with what you've got. Fortunately, however,\nHarpies are pretty frail. One good hit should ground them, where they\nare easily dispatched.\t\n&lt;----------------------------------------------------------------------&gt;\n8) Once the Harpies are dispatched, continue north. Along the way you\nmight encounter a barrel with red markings on it-this is nothing less\nthan a gunpowder barrel. Never fear, however-your Arisen and Pawns are\nmagically immune to damage from such things. Your Ox, however, is not.\nBe safe and destroy all such barrels you find, either by tossing them\nsomewhere, or hitting them (or tossing your Pawns onto them!) Just be\nsure your Ox is nowhere nearby. Continue north until you reach a more\nopen area with some flag poles overlooking a cliff... on top of which,\nof course, more Harpies are perched. Destroy them, remove the gunpowder\nbarrels nearby, and continue through the pass downhill to the west.\nSmite some Wolves along the way (which are much more dangerous to the\nOx than Harpies.)\n&lt;----------------------------------------------------------------------&gt;\n9) It would be a good idea now to run ahead of the Ox-and-escort a bit.\nEventually the path will turn north again, and you'll be beset by\nHarpies. When the caravan approaches close enough, Ser Cyrus will\nprophetically warn you of falling rocks-he's got some premonition!\nWhere the path splits, note a large boulder perched precariously in a\ncubby to the north-west. Uphill to the north-east is a cottage, and\ndownhill to the south-east is the path we must take to reach Gran\nSoren. The boulder to the north-west is the most dire threat we're\nfacing right now. If you're a Strider you can shoot down the boulder\nand cause it to roll harmlessly away. If not... well... Fight Harpies\nuntil the escort catches up, and when it turns down the south-eastern\npath, take up position behind it. When the boulder dislodges (and it\nwill), be sure your Pawns are between you and the boulder, and you are\nbehind the Ox. The goal? Intercept the rock with the body of one of your\nPawns. It'll probably deal enough damage to mortally wound any Pawn it\nhits, but it'll shatter when it does, and you can always just go up to\nyour wounded Pawn and aid them by pressing \"B\" [XBOX] or \"circle\" [PS3].\nNo lasting harm done. See how I also fit a Pawn-rescuing tutorial in\nthere? Man, I'm getting good at this FAQ-writing business.\n\nMountain Cottage\no======================================================================o\n10) Mop up whatever flying bastards are left and leave your escort\nbehind in the south-eastern pass. Return to the junction and explore\nthe cubby where the boulder was perched to find a stone upon which\nrests a rounded chest. Loot it, then head uphill to the Mountain\nCottage. You'd think a marked area on the map would... I don't know,\nbe somewhat important? It's really not. From the front of the Mountain\nCottage head north-west to find a cubby, within which resides another\nrounded chest, which contains more useful loot than the last chest.\nThere's also a square chest inside the cottage, along with two dinks\nwho have nothing interesting to say. While you're here, you can find\nsome smaller boulders along the cliffs east of the Mountain Cottage,\nwhich can be destroyed with a good smack. Getting rid of them now will\nprevent them from falling on us later.\n\n***TREASURE***\no--Rounded Chest--o\n[Faerie Hood]\n[Iron Leg Guards]\n[Shoulder Cape]\n&lt;----------------------------------------------------------------------&gt;\n11) Now that we're done exploring here, return to Mercedes and the\nescort. Everything should get moving again, now that you're near, and\nthe path will loop around until it's more open and runns to the\nnorth-west. Falling rocks will continue to be a nuisance, but at least\nthere are not more life-threatening mega-boulders. You will, however,\nhave to fight your way through more Wolves, and some Harpies that\nlurk on and around a tree on a ledge. Near this tree are two Warrior\nRemains that can be searched with a low chance of yeilding some useful\nloot.\n\n***TREASURE***\no--Warrior Remains--o\n[Favored Flower]\n&lt;----------------------------------------------------------------------&gt;\n12) Continue on until you reach a lowered portcullis, in front of which\nare barricades, gunpowder kegs, and Goblins. Don't be afraid to head on\nahead of the escort (provided you've cleared the vicinity of Wolves) and\nsmite the Goblins. When you get near the gate, you'll get a cutscene\nshowing you the obvious lever you'll need to pull. Don't get too\ngung-ho, however, as the Goblins in front of the gate will be joined by\nmore behind when the escort approaches too close. Flip the lever, as\nthe Goblins to the rear will continuously spawn until the escort makes\nit through. Be on your game, as more Goblins await on the far side of\nthe gate. Protect the Ox and slay the Goblins as you travel through the\ngate.\n\nEstan Plains\no======================================================================o\n13) Immediately on the eastern side of the gate you'll find a stack of\nthree gunpowder barrels... which can be very dangerous to your Ox if you\nor your pawns are foolish enough to destroy them when at a bad time.\nFollow the Ox-and-escort as you go. More Goblins await, but they're not\nas numerous as the group we just killed, and they're not flanking.\nShortly you'll find yourself heading steeply downhill. The ruins of\nold walls and aquaducts mark the former glory of Gran Soren, which\nlooms still-majestic in the distance, across the wide-open Gran Soren\nlea known as the Estan Plains.\n&lt;----------------------------------------------------------------------&gt;\n14) Your task is now pretty simple-continue following the Ox-and-escort\non your way to Gran Soren, the path to which should be obvious. Along\nthe way you'll have to fend off some Bandits, but these ones are\nnothing special. If it's night time, you may encounter Undead on and\nalong the road leading to Gran Soren... they're a bit tougher, but\nalso slow enough that they shouldn't endanger the Ox. You should be\nin the clear now-just make your way to Gran Soren. when you get near\nenough, Mercedes will talk to you-claim a little too much credit for\nthe Hydra, and you'll all find your way in Gran Soren. Once inside,\nMercedes will babble at you again during a cutscene, and a dark-skinned\nman will eye you during your entrance... talking to you shortly\nthereafter. This man-named Mason-will suggest you seek out the Pawns.\nBlah, blah, blah. After everybody is done babbling, you'll get your\nreward and another Achievement\/Trophy 'The Courier'.\n\n***MONSTER INFO: UNDEAD***\nUndead in a Capcom game? Perish the thought! Unlike the new-look\nquick zombies in recent Resident Evil games, these are your more\ntraditional Undead-slow, shambling, stupid zombies in rotting clothes.\nThey're fairly sturdy... unless one of your Mages enchants your weapons\nwith fire (or unless you are a Mage, yourself.) At this stage in the\ngame, fire spells are the way to go... but there's no reason you can't\ncontribute with conventional weapons. Undead are also weak against\nholy magic, which you probably don't have access to yet. Their attacks?\nBarely worth mentioning. They'll flail around clumsily, or shamble\nforward and attempt to grapple you-shake them off the same way you\nshook off Harpies and Wolves.\n\n***REWARD***\n(For bringing the Hydra head safely to Gran Soren)\nEXP\t\t6000\nRift Currency\t10\nGold\t\t6500\n\nGran Soren\no======================================================================o\n15) Now, we're in Gran Soren. Lots to do, lots to see, I know. But you\nshould restrain yourself-we still have quests back in Cassardis to do,\nsome of which will expire if we continue on too far in Gran Soren.\nI intend for this initial visit to Gran Soren to be somewhat brief,\ndespite the fact that, yes, there is stuff to do, people to see, and\nloot to grab. What we can-and should-do, however, is visit the 'Gran\nSoren Union Inn', which is just north-east of the fountain nearby. Talk\nto the innkeeper-name Asalam-whom we'll be getting to know quite well\nfrom this point the game on... you know, since he controls the only inn\nin Gran Soren, which is now and forevermore the hub of our journies.\nAsalam will talk about the Pawn Legion, and suggest you find the Pawn\nGuild west of here. When his innkeeper services pop up, note yet another\nnew option-'Change Vocation'. It is what it sounds like. Pick this option\nand you can change your Vocation into anything you want, at any time...\nprovided you have the Discipline for it. The costs are as follows:\n\n\n\t\to===============================o\n\t\t|     Vocation Change Costs\t|\n\t\to===============o===============o\n\t\t|   Fighter\t|Discipline Cost|\n\t\t|---------------|---------------|\n\t\t|   Strider\t|     1,000\t|\n\t\t|---------------|---------------|\n\t\t|     Mage\t|     1,000\t|\n\t\t|---------------|---------------|\n\t\t|    Warrior\t|     1,000\t|\n\t\t|---------------|---------------|\n\t\t|    Ranger\t|     1,000\t|\n\t\t|---------------|---------------|\n\t\t|   Sorcerer\t|     1,000\t|\n\t\t|---------------|---------------|\n\t\t| Mystic Knight\t|     1,500\t|\n\t\t|---------------|---------------|\n\t\t|   Assassin\t|     1,500\t|\n\t\t|---------------|---------------|\n\t\t| Magick Archer\t|     1,500\t|\n\t\to===============o===============o\n\nIf you were frugal with your Discipline, you should have plenty to\nswitch classes. I switch my Arisen to either an Assassin or a \nSorcerer, depending upon my build, and my Main Pawn to either a\nWarrior or Sorcerer, dpending on theirs. This will net you a pair of\nAchievements\/Trophies 'Human Resources' and 'Inhuman Resources',\nrespectively. With any luck you're level 10, or as close as possible.\nDon't worry about the Vocation change costs-they're a one-time expense.\nOnce you unlock a class, you can switch back to it for free on a whim.\nThere is one thing you should keep in mind, however... these new classes\nwill require new weapons, which can be quite expensive to buy... so,\nfirst let's look at the merchants around here, then we'll discuss a way\nto grind for gold.\n\nNote: A matter of some concern should be fortifying your characters-\nThe Sorcerer and Warrior both have great Vocation Rank 1 Augments,\nAwareness and Bastion, respectively, which greatly reduce the damage\nyou take from magic and physical attacks... again, respectively. As\nsoon as you can afford the 1,000 Discipline, plus the 1,200 for the\nactual skills (2,200 to change Vocation and get one skill, 4,400 for\nboth) I suggest getting and equipping them. You need not keep them on\nfor the whole game, but for now, it'll significantly reduce the damage\nyou take from the low level creatures we'll be fighting for a while,\nwhich in turn will make the early game much easier.\n\n***QUESTS***\nA Matter of Myrmidons\n&lt;----------------------------------------------------------------------&gt;\n16) Now, because some quest options open up for completing this quest,\nwe'll get it done now. When you're done changing your Vocation at the\ninn, leave and head north between Caxton's Armory and Camellia's\nApothecary. Continue north until you reach an open gate, under which\nstands Ser Camillus, who solely exists to waste your time. Go through\nthe gate and turn south-west and enter the first building to the south.\n\nPawn Guild\no======================================================================o\n17) You; Pawn Guild, Pawn Guild; you. Now that you're introduced, talk\nto Barnaby-the guy with the blue quest symbol over his head-and he'll\nbabble about the Everfall briefly before he huzzah's that the Arisen is\ncome. Not a very lively guy, eh? In any event, you'll get a quest\nreward just for talking to him. Score for you. Before you bother him\nagain, search the Notice Board here-the Pawn Guild Notice Board tends\nto have somewhat more lucrative monster hunt quests on it, so it's good\nstuff. Also note there's a Riftstone in here which is handy, and outside\nis a Portcrystal... actually several of them, which is what makes this\na STATIC Portcrystal location. Note the location by the... five rather\nobvious, dull crystals jutting out of the ground. The point of this?\nIf you use a Ferrystone (you'll find one lying on the ground inside the\nPortcrystal ring) it'll instantly teleport you, your gear, your Pawns,\nand any other companions back to Gran Soren... or other locations, but\nit'll be a while before we get that option. Best news of all? This\nFerrystone respawns, just like everything else. You won't be fast\ntraveling very much on your first playthrough, however, so I wouldn't\nget too excited.\n\n***REWARD***\n(For reaching the Pawn Guild)\nEXP\t\t3000\nRift Currency\t5\nGold\t\t3500\n&lt;----------------------------------------------------------------------&gt;\n18) Now, notice Barnaby still has a quest box above his head. We do NOT\nwish to do this quest just yet, as it conflicts with the quest 'Lost and\nFound' which we still need to complete... so, head back to the 'Fountain\nSquare' outside of the 'Gran Soren Union Inn', where we'll deal with\nsome updates. Madeline and Reynard both have now made their way to Gran\nSoren (Reynard is a bit more unpredictable-he'll venture all around\nGransys, so he may or may not be here presently, but Madeline is here to\nstay.) North-west of the Gran Soren Union Inn you'll find two shops\nwhich we passed by earlier enroute to the Pawn Guild-Caxton's Armory, and\nCamellia's Apothecary. The latter sells curatives and tools, which we\ndon't really need now. The former is the most interesting, as he sells\na great deal of new arms and armor for our new classes. Switched to a\nSorcerer and need a new Archistaff? Here's where you get it... but\nyou'll pay dearly for it. At this stage in the guide, I'm mostly\nthrough talking quite so much about what merchants sell and what you\nshould buy... and I have my reasons. This does seem like something a\ngood FAQ-writer should touch on... but really, most armor in Dragon's\nDogma is purely cosmetic (and certainly all armor you can buy is), and\nmost weapons are common sense-if it makes your attack go up, buy it.\nIf not, not. Also, having reached Gran Soren, we have, in theory, almost\nall of Gransys at our disposal... We're capable of simply going out\nand finding items in chests. Granted, many of the areas with the best\nloot are well beyond our means presently, but they won't be for long.\nAt the end of the day, it may just be better to save your money and use\nonly what you find... especially when a single weapon can set you back\n20,000 gold. And in case you have no grasp on how things work-the prices\nfor better weapons are only going to get higher. Why pay so much money\nwhen the best gear lies waiting for you in a chest somewhere?\n&lt;----------------------------------------------------------------------&gt;\n19) Because buying it is simpler than looting it, duh! Still, I stand\nby my argument above. A few things are easier to buy, most are easier\nto find. I promised I'd disclose a way to make money, in any event,\nso here we go. Leave Gran Soren by heading south-west from the merchant\nstall and out the gate. Cross the bridge leading from Gran Soren to\nthe south-west, then explore the plains to the east to find some Oxen\nmilling about. There are about a half dozen of them in total, and Oxen\nregularly drop one or two pieces of beast meat-either a Scrag of\nBeast, a Beast Steak, or Ambrosial Meat, or a combination thereof. Most\nof the time they'll drop Beast Steaks, so we'll focus on that as the\nstandard of our grind. Normally, a Beast Steak sells for 300 gold...\nwhich isn't bad, considering that you'll get one on average from each\nOxen. If they turn into Sour Beast Steaks, however, they'll be worth\n1,500 gold. Every time you exit this area and return-say, you enter Gran\nSoren and come back-the Oxen will respawn. Surely the gears in your head\nshould be turning. Figuratively, anyways. Hopefully nobody actually has\ngears in their head. Kill the Oxen, enter Gran Soren, exit Gran Soren,\nkill more. Repeat until you fill your inventory with Beast Steaks (and\nthe other crap they drop.) Rest until some of the meat turns sour, sell\nthem off. This is the best way to score money at this point in the\ngame. It's also a decent way to raise your Discipline a bit. Do this\nfor as long as you please, you certainly can't be hurt by having a\nfew hundred thousand gold in your purse, and padding a few Vocation\nranks and levels will help, too. It is, however, tediously boring. If\nyou can't be bothered to grind for at least a little bit of cash to\nbuy new weapons, never fear-we'll find a Magick Bow, Magick Buckler,\nArchistaff, and Longsword shortly... but wandering around without a\nweapon isn't a good idea.\n\nNote: If you can be bothered to switch to a Sorcerer, at Vocation\nRank 2 you can learn the Augment 'Suasion', which increases the value\nof items you sell to merchants by about 15%. This will speed up any\nsuch Oxen grinding you care to perform.\n&lt;----------------------------------------------------------------------&gt;\n20) Anyways, when you're done Ox-farming (if you bothered), buy whatever\nyou might need\/want for your new Vocations. Make sure you've changed\nyour Vocation to whatever you wish to level as. There are a few things\nto do in Gran Soren before we head back to Cassardis to finish up some\nquests... First, there's a brand new Notice Board in the Gran Soren\nUnion Inn for you to check. This time, it's a good idea to grab the\nquests from the board... unless they say 'Escort Request' under the\n'Objectives' heading. Right now you should have access to 'The Peddler's\nPetition'. Everybody likes aliteration, but avoid this-and any-escort\nquests you find unless you're feeling really frisky. First, you\nprobably don't know the world very well if you're new to the game. Any\nidea where the Greatwall Encampment is? Know what lurks along the way?\nNo? Well... in short, it's too much for a 10th-level character. Escort\nquests become easier during the second playthrough (yes, there is New\nGame+ in Dragon's Dogma-if you whine about spoilers... go soak your\nhead. In acid. Please.) as you'll be stronger and... well, you'll have\na way to get around the world easier. But this is Gran Soren we're\ntalking about... Exit the inn and cross the square to the south-west to\nreach Arsmith's Alehouse, where you'll find yet another Notice Board.\nThis particular Notice Board bestows fetch quests, some of which can be\nquite lucrative. Again, check the Notice Board Quests [NBQ001] section\nof the guide if you're having trouble finding whatever item a particular\nquest demands... that Snakeskin Purse can be a real pain in the ass.\n\nNote: You will not be able to accept quests from the Arsmith's Alehouse\nNotice Board until you complete 'A Matter of Myrmidons'.\n\nDespite what I said above, if you're brave and you level up a bit\n(preferably after buying some better loot) a daring or experienced gamer\nmight be able to plunder some more challenging dungeons early and score\nsome loot that would otherwise be unavailable for a while. I'll just\nleave these videos of me doing so here... but keep in mind that my\nArisen had a level in the 20's when doing these runs.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Low Level Bluemoon Tower Run\t\t\t      |{VID009}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=3wMgJt5b-vY\t\t       |\no-----o----------------------------------------------------------------o\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Low Level Heavenspeak Fort Run\t\t\t      |{VID010}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=FraM3b5LfAU\t\t       |\no-----o----------------------------------------------------------------o\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Low Level Soulflayer Canyon Run\t\t\t      |{VID012}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=nn4lg-YKV1g\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n21) Gran Soren isn't all Notice Boards, however. There are some genuine\nnew quests we can get right now... which we can advance along the way\nback to Cassardis, no less. Wandering around on the road leading\nnorth-east from the fountain square you'll find a black-and-yellow\nclad man named Steffen. Instead of inanely defending Steam DRM, like\nmy buddy Stefan does, this Steffen wants you to find a tome-Salomet's\nGrimoire. This book supposedly grants the reader 'command of grand\narcane magicks'... and everybody knows aspiring Mages are always looking\nfor ways to cheat the process, just like med students and law students.\nJust like a future politician, he prefers to talk about payment once\nyou've found the tome. Not much to go on, eh? Talk to Camellia-the\nproprietor of Camellia's Apothecary in the fountain square to learn\nthat she doesn't care for tomes one bit-but she will remark that most\nsuch objects are useless forgeries, anyways. This apparently useless\ncomment foreshadows a possible solution to the quest... but more on\nthat later...\n\nWith that, we're done in Gran Soren. To advance the main story, you need\nto return to Barnaby in the Pawn Guild and start the quest 'Lure of the\nAbyss'... but we're not advancing the main story right now, are we? No\nwe are not. It's time to leave Gran Soren and head back to Cassardis...\nand along the way, we'll explore the Estan Plains. Unless you've got\nserious short term memory, or spent way too much time farming Oxen, you\nshould know the way back to Cassardis just fine. I'll leave the amount\nof leveling, grinding, getting side-tracked, and other such diversions up\nto you, but do try to end up back at Cassardis before messing around\nwith the Pawn Guild... for Quina's sake, and because you're following my\nFAQ, and I'm calling the shots.\n\n***QUESTS***\nA Troublesome Tome\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|A Troublesome Tome\t\t\t\t      |{VID015}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=QIq1sCGTqmQ\t\t       |\no-----o----------------------------------------------------------------o\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t     Exploring the Estan Plains\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK005}\n\t\t1) Cape Pactforge and Gran Soren's Back Door\n\t\t2) The Southern Hills\n\t\t3) Moonshower Cliffs\n\t\t4) Goblins in the Heights\n\t\t5) Bandits in the Ruins\n\t\t6) Saurians in the River\n\t\t7) Bigger Bandits and Salvation Sorcerers\n\t\t8) South Saurian Coast\n\t\t9) Breakin' All the Right Rules\n\t\t10) Griffin Feeding Grounds\n\t\t11) The Northern Cliffs to Cursewood\n\t\t12) Wolves and (Hob)Goblins\n\t\t13) Undead and the Abandoned Mining Operation\n\t\t14) Entrance to the Ancient Quarry\n\nNow, this section is somewhat optional, since there's really not\nmuch incentive to explore the Estan Plains. But, who buys a game and\nignore large parts of it, interesting or not? Even more importantly,\nwho writes a guide ignoring a major geographical area? You will,\nhowever, find yourself wandering through this area many times as part\nof one quest or another, so if you don't care to explore, by all means,\nskip to [WLK006] and get down to business.\n\n1) We'll start from Gran Soren's southern gate, since it's the only\nmain entrance to Gran Soren we have open to us right now. South east of\nthe gate are some grassy hills occupied by about a half-dozen Oxen, of\nwhich we should be familiar given the farming opportunity I pointed out\nabove. The nearby coastal area here is marked as 'Cape Pactforge' an\nuncommon escort destination. If you follow the southern wall of Gran\nSoren to the east, you can find a rocky ledge that wraps around to the\neastern side of Gran Soren, which leads to a gate you can enter-a\nback-door to the sewers of Gran Soren.\n&lt;----------------------------------------------------------------------&gt;\n2) South-west of Cape Pactforge lie more grassy hills, which ultimately\nterminate at some cliffs. To get to higher ground, just follow the road\nsouth-west, and turn south when you've reach enough elevation. Up here\nyou'll find a campsite (Hobgoblins might lurk around here at nights),\nsome mineral deposits along the cliffs. Return to the road and continue\nto the south-west until you reach the path leading to the gate that\nseparates Moonsbit Pass from the Estan Plains. On the eastern side of\nthe gate (the Estan Plains side) are two paths to the south. Ignore the\nwestern-most one for now, as it's just a shortcut back through Moonsbit\nPass, which we might make use of later... but not now. Instead, go down\nthe eastern-most pass to reach the 'Moonshower Cliffs'.\n\nMoonshower Cliffs\no======================================================================o\n3) This area, while technically not part of the Estan Plains, might as\nwell be. Night or day, you can encounter Hobgoblins here, so I'll\ndiscuss them, below. Other than that, expect to fight Giant Spiders and\nGoblins here. Chests lurk around the various rock formations lying\naround, as do more organic treasures; Grandgrapes and Apples. Hobgoblin\npresence grows more dense to the south-east, where, near the cliffs,\nyou'll find the 'Stones of Courage'. Here is a decent place to fight\nthe Hobgoblins, despite their numbers, because stunned foes can be\ngrabbed and thrown off the cliffs. Fun. Also here is where you'll find\none of the rare bits of loot in this area, in some warrior remains near\nthe Stones of Courage. South-west of the Stones of Courage you'll find\na narrow ledge running south-west that will eventually lead back to the\neastern end of Moonsbit Pass, connected directly to the northernmost\nreaches of Manamia Trail. While it might seem like a tempting shortcut,\nit is, however, a one-way trip, requiring you to drop down ledges, then\nrun past a Cyclops to actually reach the road after which the Manamia\nTrail is named. Due west of the Stones of Courage you'll find an\nelevated area which looms over the aforementioned trail that leads to\nManamia Trail. Atop this elevated area you'll find some apple trees\nguarded by Spiders. At the far south-western end of this area, west of\nsome gravestones, you'll find some ledges off the edge of the cliffs to\nthe south, on one of which lies a square chest, containing some goodies.\n\n***MONSTER INFO: HOBGOBLIN***\nMuch stronger and more resilient than their lesser cousins, Hobgoblins\nare a legitimate threat to low-level characters, although by the time\nyour level reaches the 30s, they'll be more or less experience cows for\nyou. Like Goblins, they've got pretty diverse tactics. Some prefer to\nstand back and fling objects at you, just like Goblins, potentially\nsetting you one fire or blinding you, depending on what they threw.\nThey also have horn-blowers, their slingers are prone to rolling to\nescape melee combat (or using leaping shoulder-tackles) and their\nFighters have real swords and sturdy shields... but thankfully they do\nnot have the stupid uber-defensive Goblins with shields for armor.\n\n***ITEMS***\no--Warrior Remains--o\n[Iron Shield]\n  ---\no--Warrior Remains--o\n[Broadsword]\n  ---\no--Square Chest--o\n[Ebon Neck Wrap]\n[Iron Shield]\n[Judgement]\n&lt;----------------------------------------------------------------------&gt;\n4) Return to the road connecting the Estan Plains to Moonsbit Pass,\nand explore the western-most section of it by following the cliffs\nnorth. Here you'll find plenty of Goblins, a small tribe, in fact, which\noccupies the highest ledge north of the road, and south of the river,\nwhich marks a convenient geographical barrier by which to separate\nthis section. If you search around up near the Goblin tribe and in the\nless monster-infested lower ledges to the east you can find a few\nGrandgrapes and chests.\n&lt;----------------------------------------------------------------------&gt;\n5) Continue heading downhill-east along the river-long enough and you'll\nfind some crumbled walls that must have marked Gran Soren's apogee in\nsome earlier age. Of course, now these ruins are infested by Bandits\nduring the day, and Undead during the night. The Undead are nothing\nspecial, but the Bandits are quite a bit stronger than the ones we\nencountered on Manamia Trail, so be watchful. East of the wall you'll\nfind a campsite brazenly occupied by Bandits. By now, anybody with any\ninsight at all should be wondering... just how weak and corrupt is\nGran Soren that Bandits can camp, not just in sight of its walls, but\namongst them? You can amuse yourself by scaling all over the walls in\nsearch of the odd treasure chest that only protects junk from the\nelements, but when you're ready to see more of the Estan Plains, turn\nyour attention to the stream running through the Bandit camp.\n&lt;----------------------------------------------------------------------&gt;\n6) First loot some Warrior Remains on the north shore of the stream,\nnear the wall, under a tree, for a remote chance of scoring a bit of\nloot. Then follow the stream south-west quite a distance-it never gets\nterribly deep. After you've explored about three-quarters of the length\nof the river you'll get to meet its denizens-a Saurian hides behind a\nrock to the north. New foe, new monster entry. There's going to be a\nlot of them in this section, it seems. Saurians are probably the\nstrongest foes we've fought thus far-they can do pretty wretched damage\nwith their spears (especially with their jumping attack) and spit\npoisonous goo. The best way to fight them at this stage in the game? Let\nyour Pawns handle the melee if possible, and stick to shorter spells\nthat won't tie you down (Ingle works well), and if at all possible, try\nto cut off their tails, which will leave them exposed for a while.\nPractice on this one, but be warned-many more lurk at the end of the\nriver to the south-west. Clusters of Saurians can be deadly to low-level\nadventurers. Save before you test your mettle, and if victory is yours\nyou can claim a square chest-which contains one of the few bits of loot\nin the Estan Plains-at the wide western end of this river.\n\n***MONSTER INFO: SAURIAN***\nSaurians are the iconic lizardmen, armed with spears and a foul\ndisposition, they're troublesome foes at lower levels. Good thing we\nwere never had to worry about that, right? Their spear is the most\ncommon outlet for their aggression-they'll block, stab, lunge, and even\ndo a damaging jumping plunge attack. They can also spit at you, and\nare not afraid to resorting to using their jaws. Bring them down by\ntargeting their tails, which can be severed fairly easily. This will\nleave them helpless for a short while, and reduce their combat\neffectiveness, overall. They are not hampered by water like you are,\nand mobility is the key to fighting them at lower-levels. They're just\nnot terribly fast most of the time, although they can prove quick for\nshort bursts and while scampering away after their tails have been\nsevered. They make up for their sluggishness with their spears, of\ncourse.\n\n***ITEMS***\no--Warrior Remains--o\n[Stilettos]\n  ---\no--Square Chest--o\n[Ebon Neck Wrap]\n[Mage's Shoes]\n[Sylvan Bow]\n&lt;----------------------------------------------------------------------&gt;\n7) Head back east through the river and-when you reach the Bandit camp-\nturn north. On the 'Area' map there is an area enclosed on all sides\nby walls. To the west, south, and north, by crumbling walls, and to\nthe east by Gran Soren's walls. Signs of an old city quarter, perhaps?\nWhatever its past, now it, like the southern section, houses Bandits,\nwho congregate near a structure marked on the map as a 'Collapsed\nMeeting Room'. These ones vary greatly in power, but especially be wary\nof the sword-and-shield weilders, as their experience rewards mark them\nas some of the strongest Bandits you'll encounter. On the walls to the\nnorth lurk two Ranger Bandits who-while not being terribly strong, can\nknock down foes who try to scramble up the ruins after them. At night,\nexpect Undead instead of Bandits, and Sorcerers along the road. Again,\nchests lurk atop many of the ruins, but contain little of interest.\nNorth-west of the 'Collapsed Meeting Room' you'll find the poorly\nboarded-up 'Catacombs Rear Passage 1'. We've no need to explore the\nCatacombs yet, nor can we get too far down this path at the moment...\nbut if you wanted to go in and try and mine some Catacombs Gold, nobody\nwould blame you...\n\n***MONSTER INFO: SORCERER***\nNot too different from Bandit Sorcerers, these robed freaks prefer fire,\nice, and healing magic as their primary means of disposing of you-the\nArisen-their mortal foe. Popular, aren't we? They're not above just\nusing bursts from their Archistaves, however. The best way to deal with\nthem? Get up close and chop them up. They're not too sturdy, but if\nyou let them catch you with a spell, you'll regret it.\n&lt;----------------------------------------------------------------------&gt;\n8) North of this poorly-enclosed area you'll find a road that leads to\na bridge, which in turn connects the Estan Plains to the Deos Hills.\nWe've no need to explore to the north just yet, however, and Direwolves\nand Snow Harpies (not to mention the odd Chimera) are probably too much\nfor us to handle at the present... so stay decidedly south of this\nriver. On the other hand, if you care to explore the rocky beach east of\nthe bridge, you'll find all the Saurians you can handle. Saurians,\nagain, can be rough, but at least here you can fight them on dry land.\nWater hampers you more than them... cheating lizards... Anyways, if you\nfollow the coastline east you'll find the sorriest excuse for a port\nimaginable. Cassardis has better docks than this! More signs of\narrested development? Crumbling walls and waycastles, crappy roads,\nBandit and mosnter infestations, and a dilapidated 'port'?\n&lt;----------------------------------------------------------------------&gt;\n9) Head to the bridge and follow it north (not crossing it, following\nits lower extremities.) Find the middle support pylon of the bridge\n(marked on the map as 'Storage Shed') and enter it to find a rounded\nchest. Finally, to ignore the advice I gave at the beginning of the last\nparagraph, continue north to the northern beach-whether this is still\ntechnically the Estan Plains of the Deos Hills is debatable, but since\nthe foes here are still Saurians, and loot beckons, there's no harm in\nexploring it. Kill the lizards and travel east along the coast until you\nreach some rocks. Scale them to discover a rounded chest, which contains\nsome gear.\n\nNote: Very rarely you can find an 'Ambush!' quest on the western side\nof the small island that houses the bridge's central pylon (marked on\nthe map as 'Storage Shed'). This ambush consists of a half-dozen Sulfur\nSaurians, which will be formally introduced shortly, when you can more\nreliably encounter them.\n\n***ITEMS***\no--Rounded Chest--o\n[Battle Greaves]\n[Favored Flower]\n[Shoulder Cape]\n  ---\no--Rounded Chest--o\n[Magian Crutch]\n[Ogre Bone]\n[Scale Armguard]\n&lt;----------------------------------------------------------------------&gt;\n10) Return back south across the water and return to the southern end\nof the bridge-which we're still not crossing. Instead, explore to the\nsouth-west. Here you'll find plenty of Oxen that are somewhat more\nfickle than the ones outside the southern gate to Gran Soren. Chests\nlie around containing junk and the few bits of loot worth recording\ncan be found by scavenging some warrior remains that lie about, the\nfirst one can be found near the cliffs-just west of a small tree\nflanked by two bushes. The Oxen here will be gaurded by Goblins, and at\nnight a rather large number of Hobgoblins-rare here during the day-will\nbe patrolling. To the south you'll find a watery depression which is\noften haunted by Harpies, and the odd Cyclops may-very rarely-be found\nlurking around. Also rare, the large number of Oxen may attract the\nattention of a predatory Griffin. Normally the beast will have little\ninterest in you, focused as it is in securing food, but if attacked\nit'll become aroused. At this point in the game, if you spot a Griffin,\nyou're better off avoiding it. Later, this becomes one of the best (yet\nstill frustratingly uncommon) places to hunt Griffins. The second\nloot-worthy warrior remains lies north-west of the watery depression.\n\n***ITEMS***\no--Warrior Remains--o\n[Stilettos]\n  ---\no--Warrior Remains--o\n[Broad sword]\n[Rusted Sword]\n&lt;----------------------------------------------------------------------&gt;\n11) Keep an eye on your 'Area' map and explore to the west. Along the\ncoast, you'll find little opposition, and a few Apple trees to\nscavenge. If you see forests marked on your map, you're entering the\nWilted Forest, which I do not care to explore just yet. Most of the\nWilted Forest isn't too rough, but large beasts do lurk within, which\nare well out of our means to fight just yet. Along the edge of the\ncursewood you'll find a camp, the tents are occupied by Sulfur Saurians\ndurin the day, and Ogres during the night. The former are tough, but\nnot unkillable right now, but the latter... probably more than we can\nhandle right now, so... we won't talk about them yet, eh?\n\n***MONSTER INFO: SULFUR SAURIAN***\nSaurians AND their stronger cousins introduced in one sequence?\nTravesty! Anyways, Sulfur Saurians fight just like Saurians. Spears,\nspit, easily severed tails. They are, however, quite a bit stronger\nstill. Easy prey to wary mid-level characters, a stiff challenge to\nlow-level parties. Unlike Saurians, however, they have one distinct\nadvantage-they can camouflage, becoming nearly invisible to the unwary\neye. Yeah, giant, aggressive, cloaked lizards-sounds familiar...\nAnyways, their Invisibility is not as good as the Invisibility the\nAssassin can eventually get. You can still hit them while they're\ninvisible, although it does make it somewhat more difficult to see what\nthey're doing, and hence predict their attacks.\n&lt;----------------------------------------------------------------------&gt;\n12) The next area we'll discuss is bounded by the ruined walls outside\nof Gran Soren to the east, by the river to the north, and by an\neast-west running road to the south, which also turns north-south and\nforms most of the western border, as well. The geography trends uphill\nas you go west, and your main foes will be Goblins and Wolves. The\nformer are joined by a scattering Hobgoblins, with greater numbers of\ntheir larger cousins appearing at night. Together, they lurk near the\neast-west running portion of the road. The wolves are situated further\nnorth, occupying the cliff-side fields, a rocky cubby enclosed by\ncliffs, and an unfortunate bit of road running north-south through a\ntrench.\n&lt;----------------------------------------------------------------------&gt;\n13) The area south of the east-west running road that formed a\nconvenient boundary for the last Step is pretty tame, consisting of\nmore Oxen, more Goblins pastoralists, and a few Hobgoblins (more than\na few at night). South of the road, opposite the watery depression\n(or at least, its location on your map, which looks like a peanut in\nparentheses) you can find some warrior remains which may rarely yeild\nsome loot.  Follow the east-west running road to the west, and it\nwill, as mentioned earlier, split north-south. North leads to Wolves and\nthe Cursewood, while near the fork to the south rest some buildings, one\nof which is marked as the 'Miner's Hut'. You won't find miners here\nanymore, though, unless you count Goblins. This area obviously used to\nbe an active quarry, in more prosperous times. At night the area will\nbe choked with Undead, Undead Warriors (especially in the Miner's Hut,\nwhere a half-dozen of the proficient Undead lurk) and Stout Undead.\n\n***MONSTER INFO: STOUT UNDEAD***\n'Stout' in this case means 'fat'. And like almost all fat things in\nthe world of gaming, Stout Undead are sturdy, can emit a field of\nnoxious (poisonous) gas, and if you use fire on them, they will\nexplode. As a fat person myself, I can verify that obesity is, in fact,\na form of self-defense. Just set me on fire and see what happens!\nI know, it's probably because of the build-up of gases due to\ndecomposition, but the point still stands... I'm going to go out with\na bang, just like William the Conquerer. Stout Undead are slow and\nungainly, only being a little more competent in melee than their\nanoxeric counterparts... so... don't be afraid to use fire to get them\nto blow, and stand clear. Just don't expect your Pawns to be smart\nenough to avoid the blast.\n\n***MONSTER INFO: UNDEAD WARRIOR***\nLike normal Undead, these stiffs are slow and hardy, emerging from the\nground in order to attack those who draw near. They can attack with\nwhatever massive weapons they weilded in life, but their attacks are\nawkward and uncoordinated. Other than that, they fight much like their\npeasant counterparts. They love to grapple, and are weak to fire and\nholy magic.\n\n***ITEMS***\no--Warrior Remains--o\n[Favored Flower]\n&lt;----------------------------------------------------------------------&gt;\n14) South of the mining quarters you'll find ever more shaped stone,\nand eventually, the 'Ancient Quarry North Entrance'. Outside of the\nquarry stands Alon, who has a quest for you. The poor guy wants to\ntravel south through the mine, and is willing to pay you to clear the\nway. Accept the quest, but do not actually expect to start it any time\nsoon. The Ancient Quarry is currently beyond our means... besides, it'll\nbe more convenient to clear it out later, as the prelude to another\nquest. But don't count this Step as a waste just yet, as there's\ntreasure to be had nearby. From the entrance to the Ancient Quarry,\nhead north past two cube-shaped rocks to the west. Just north of them\nis a series of cut rocks that can be scaled, and by so scaling, you can\ndiscover a square chest. If you continue scaling rocks, you can reach\nthe Cursewood above, and all manner of junk loot awaits in chests on\nand behind the shaped stone around here.\n\nWhen you're done exploring the Estan Plains, return to Gran Soren and\nrest up (if necessary). When all your boo-boos are healed and your new\njunk is stored, it's time to head back to Cassarids.\n\n***ITEMS***\no--Square Chest--o\n[Circlet]\n[Judgement]\n[Scholar's Cape]\n\n***QUEST***\nOf Merchants and Monsters\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t Cassardis Revisted\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK006}\n\t\t1) Back Through Moonsbit Pass\n\t\t2) Rescuing Rowland\n\t\t3) Pawnathan Johnathan\n\t\t4) A Thief in the Night\n\t\t5) Quina's Quest\n\t\t6) Wayward Valmiro\n\t\t7) Unlearned Lessons\n\t\t8) Into the Well\n\t\t9) A Bridge to Nowhere\n\t\t10) Saurians in the Deep\n\t\t11) Dripstone Loot\n\t\t12) Snakes and Treasure\n\t\t13) Money in the Station Room\n\t\t14) To the Vestad Hills\n\t\t15) Into the Mist...\n\t\t16) Third Time's the Charm\n\t\t17) To the Witch's House We Go!\n\t\t18) The 1st Mist Totem\n\t\t19) Lady Loot\n\t\t20) Bows, Magick and Dull\n\t\t21) The 2nd Mist Totem\n\t\t22) Picking Paths\n\t\t23) Ghosts, Oh My!\n\t\t24) Rock-Teasing\n\t\t25) The 3rd Mist Totem\n\t\t26) Fur Is Fashion\n\t\t27) Following Cliffs... to Treasure!\n\t\t28) A Mysterious Dwelling...\n\t\t29) The Witch\n\t\t30) Cassardis, Ho!\n\t\t31) Three Quest Cash-In\n\t\t32) Policing Pike\n\n1) Head back up to the gate you opened that separates Moonsbit Pass from\nthe Estan Plains... you remember? A lever, Goblins ambushed you? Right\nbefore the gate, on the Estan Plains side, are two side passages to the\nsouth. The eastern-most one leads to the Moonshower cliffs, of course,\nwhile the western one runs alongside the more conventional route through\nMoonsbit Pass, eventually linking up with the route we traveled along\nearlier just north of the Waycastle-a shortcut, in effect. Either way\nyou can potentially reach Manamia Trail (the area north of the\nEncampment) while treading new ground, if you care about such things...<\/pre>\n\n\n\n<pre id=\"faqspan-6\" class=\"wp-block-preformatted\">or you can just go back the way you came. I suggest either going back\nthe way you came, or taking the western-most pass. You'll have to fight\nsome weaker Bandits the latter way, but it shouldn't be anything you\ncan't handle.\n&lt;----------------------------------------------------------------------&gt;\n2) If you take either of the two suggested ways I mentioned earlier,\nyou should make it back to the Waycastle. Follow the road leading to\nthe Encampment, heading mostly south. Where the Bandits along the road\nfirst appear, at the bend where the road turns back north, you'll find\nsome Bandits attacking a robed man named Rowland. Do your best to save\nhim-he doesn't have a great deal of health and the Bandits focus on him\nquite aggressively. You don't NEED to save him to advance the quest, but\nwe'll assume you managed it for the sake of this Step-he'll thank you\nwhen the Bandits are dead, and mention that the Bandits who were\nattacking him looked like the Southron Bandits, and that they stole a\nmagick book he was carrying. Yes, this tome was none other than\nSalomet's Grimoire, the book Steffen wanted. How fortunate! He'll start\nto mention Salvation before cutting himself off, then he'll finally,\nmercifully shut up. We will not be worrying about this quest just yet,\nas the Southron Bandits can be quite rough... although we'll be in the\nvicinity sooner rather than later...\n&lt;----------------------------------------------------------------------&gt;\n3) Return to the Encampment and check out the Notice Board, which might\nhave new quests if you've completed any old ones. Also, in the 'Command\nHeadquarters' tent you can now find a Pawn named Johnathan, who'll\nsell you a variety of goodies you cannot get anywhere else. These\ninclude new dyes for your hair, face\/eye pigments, and skin pigments\ncolors. He also sells Elixirs that change your Pawns inclinations\n(much more effectively than the superficial and limited changes that\ncan be made at Knowledge Chairs.) Scather\/Challenger Elixirs are good\nfor making your Main Pawn more combat-saavy. Last and least, he also\nsells prestige items-eyeglasses and rings that have no purpose but to\nshow how much of a vainglorious asshole you are to the rest of the\ngaming community. In any event, from the Encampment it should be a\nsimple matter to head east to Cassardis. Once back home, we've got a\nnumber of things to do-again, check the Notice Board to pick up any new\nquests... just be sure to ignore the Escort Requests. The ones here are\nreally not worth the trouble.\n&lt;----------------------------------------------------------------------&gt;\n4) Turns out Pablos himself has a quest for us! Who knew? Talk to the\ndiminuative innkeeper and he'll ask you to hear him out-a matter of\nwarding the village from crime. Apparently a Thief has been prowling\naround town, and has hit Heraldo's grocery, Aestella's apothecary, and\nPablos himself. Before you can get down to business, however, you need\nto go around and talk to Heraldo and Aestella. Find Heraldo, usually\nloafing about outside the inn, then find Aestella, who usually can be\nfound in her store-a rarity in Cassardis. Both complain uselessly about\nthe thief, but they need to be consulted to advance the quest. Talking\nto Pablos again will prompt him to explain his masterful scheme-you\nhave to wait for him at night and catch him in a foot race. Outstanding\nstrategy, that! Talk to him again and he'll ask if you're ready to\nwait until night to confront the thief. Turn him down. This is a free\nrest, and why waste it? We've got other things to do, first.\n\n***QUESTS***\nAn Uninvited Guest\n&lt;----------------------------------------------------------------------&gt;\n5) Now, time for a trio of lengthy, roundabout quests that will take us\nfar and wide, and ultimately end up with us back in Cassardis. Didn't\nwe just do that? Oh well, whatever. Talk to Adaro, the village chief to\nwhom Quina talked to after the Dragon's attack. Spot him out by his\nbaldness and his big green question mark over his head. Apparently\nQuina's been gone a while, and said she was heading off to the Witchwood\nto find a cure for your wound. Must be spare hearts in that forest.\nAnyways, Adaro asks you to find her and see her back safely. This quest\nis one of the most commonly missed quests in the game-treking to the\nWitchwood at such a low level isn't a terribly easy feat, and the quest\nexpires after completing 'Lure of the Abyss'. By following this guide,\nhowever, you should ensure that you're relatively well-equipped, you've\nbeen able to change your Vocation, and in general you're as ready to do\nthis quest as you can be.\n\nNote: If you search 'Chief Adaro's House' you'll find 'Quina's Note' on\na table. The standout words on this note-which the folks at Capcom\nclearly couldn't be bothered to write out in full-are 'church',\n'dragon', and 'Witchwood'. Wee...\n\n***QUESTS***\nLost and Found\n&lt;----------------------------------------------------------------------&gt;\n6) Before you go running off anywhere, pick up another quest. From 'Your\nHouse' east of 'Pablos' Inn' head north-east to find one of many\nbuildings marked as a 'Fisherman's House'. Inside dwells Merin, Mayra,\nand Lewes. Merin is the one you want-you can find him waddling around\nhis house early in the morning. Talk to him, as he's got a quest for\nus. Apparently Valmiro, a fellow Cassardite, has gone missing, likely\nthe victim of his own curiosity. You can ask fellow villagers for info\nif you wish-you know for story and flavor, or whatnot, but if you\nprefer to just dive into this quest head to Pablos' Inn and withdraw\nsix Greenwarish herbs.\n\nNote: The quest 'Dying of Curiosity' is not available until you complete\n'A Matter of Myrmidons'.\n\n***QUESTS***\nDying of Curiosity\n&lt;----------------------------------------------------------------------&gt;\n7) Let's deal with the first parts of 'Dying of Curiosity' before we\nhead off on any more serious expeditions. Head outside to Seabreeze\nTrail, and from the gates of Cassardis turn north and run down to the\n'Unusual Beach' where we'll find Valmiro languishing along the eastern\nshore. He'll cry for aid, and reach out melodramatically. *sigh* Go up\nto him and talk to him, whereupon he'll ask for herbs. By herbs, he\nmeans Greenwarish. Give him the aid he requests and he'll recover in\nrecord time, apologize, and mention sticking near the Encampment next\ntime. So... head off towards the Encampment. South-west of the gate to\nthe Encampment you'll find Valmiro again, whining for aid and doing his\ncanned 'death reach' animation. Talk to him again-this time it'll take\ntwo Greenwarish herbs to cure his stupidity. Can you see where this is\ngoing? He'll thank you and mention the Witchwood next... didn't we just\nget a quest that requires us to go there? Yessir-it's called killing\ntwo birds-the essence of FAQ-writing.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Dying of Curiosity\t\t\t\t      |{VID023}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=zfm9p3-Z4gk\t\t       |\no-----o----------------------------------------------------------------o\n\nDripstone Cave\no======================================================================o\n8) But first, we've another quest to do, which we picked up a while ago,\nand promptly shelved. Remember talking to Poll, the wussy guard by the\nwell? Yeah, he heard scary noises in the well, and wanted us to check it\nout. Now's as good a time as any, so return to Cassardis and head into\nthe well near which Poll still cowers to reach Dripstone Cave. Huzzah!\nOur first dungeon! Upon entering, you should get an Achievement\/Trophy\n'Into Dripstone Cave' for... hitting a button near a well. Good on you.\nNow, to briefly discuss what you'll find down here-Giant Bats, Rats,\nSaurians, and Bandits. I said briefly, right? Don't worry, nothing we\nface here should be too troublesome, although we will come here again,\nand the monsters will change as the story advances, but we'll come to\nthat later...\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Deep Trouble\t\t\t\t\t      |{VID008}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=RRJSxyQOlCY\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n9) From the entrance, head south-east until you reach a fork, where\nyou'll find some rats milling around in need of smiting... or ignoring.\nWhatever. If you go down the south-western fork, you should shortly\ncome to a bridge spanning a steam. On the far side of the bridge lurks\na Snake, which might give you your first taste of poison if you're not\ncareful. You'll also be bothered by Giant Bats. Under the bridge you\ncan find a chest, which dutifully drops a Leather Cap, if you care to\ngrab it. From the bridge, you can follow the stream (east, initially)\nand grab two more square chests, exterminate a few more Giant Bats,\nand ultimately climb your way up to the main path, if you wish, but\nI wish to proceed a different way. If you explore down the stream for\nloot, be sure to return to the bridge when you're done.\n\n***ITEMS***\no--Square Chest--o\n[Leather Cap]\n&lt;----------------------------------------------------------------------&gt;\n10) Return to the bridge and climb back up onto the eastern ledge, then\nreturn back to the fork where we killed some rats. Now explore down the\nsouth-eastern path. Follow the path south-east, then south-west, kill\nsome more Giant Bats, and eventually you'll come to a ledge overlooking\na watery cavern, within which lurks several Saurians. I would suggest\navoiding them, especially around so much water, but unfortunately it\nturns out they're the things that scared Poll so. Go down and fight\nthem, but use extreme caution. If you've got spells or a bow, you can\nstay on the ledge and shoot at them in relative safety. Go for the tail\nto open them up, and try to stay dry. Water + Lantern = darkness.\nDarkness + Saurians = no fun.\n&lt;----------------------------------------------------------------------&gt;\n11) Grab whatever Saurian Tails you've severed, and explore the cavern\nyou're in, and search the Warrior Remains near the ledge you jumped\ndown, where you might find some goodies. In the middle is the 'Emperor's\nPillar', a useful landmark that makes writing about this place much\nsimpler, as you will see. The western side of the cavern is\nwater-filled, if you need to get wet or go fishing. South of the\nEmperor's Pillar, however, are more productive, dry extensions of\nDripstone Cave. A short ways to the south you will find a fork. Explore\nto the south-east to find some more Warrior Remains and a rounded\nchest before this tunnel ultimately dead-ends. I will bother pointing\nout you can score some Grandgrapes here, which can be consumed for\nquick healing. Also, the ore veins here can commonly yeild Sand-Layer\nOre, which is uncommon elsewhere.\n\n***ITEMS***\no--Warrior Remains--o\n[Baleful Nails]\n[Trusty Sword]\n  ---\no--Warrior Remains--o\n[Baleful Nails]\n[Scholar's Boots]\n  ---\no--Rounded Chest--o\n[Healer's Robe]\n[Sectional Armor]\n&lt;----------------------------------------------------------------------&gt;\n12) Now go down the southern tunnel, where you'll enter a smaller\nchamber with a barred door to the west. Be wary of snakes here-there\nare about five of them lurking around the boxes here. Even more\nimportant, there are some rocks opposite the door to the east, upon\nwhich lies a square chest with more minor loot in it.\n\n***ITEMS***\no--Square Chest--o\n[Metal Greaves]\n[Novice Bracers]\n[Scholar's Bangle]\n&lt;----------------------------------------------------------------------&gt;\n13) It's time to pay attention to the door to the west. Smack it with a\nmelee weapon to break the wooden beam blocking the door. Congrats, now\nthe way is open, you can use the northern entrance (near the \nEncampment) to traverse Dripstone Cave back to Cassardis. Of course, for\nmost of the game this is more dangerous than just going over land, so...\nAnyways, go through the barred door, where you'll find another door to\nthe south to reach the 'Station Room', wherein you'll find either\nBandits, Spiders, or mice here. Kill whatever dares to oppose you and\ngrab the money lying around. Once done, leave the Station Room and\ncontinue to the south-west to find an exit.\n&lt;----------------------------------------------------------------------&gt;\n14) You'll surface north of the Encampment, a short stroll away from\nsafety, should you need to rest or drop off loot (if you have started\nthe Notice Board quest 'Witch's Brew' you'd be well served to grab a\nGransys Herb.) We could also head back to Cassardis and report to\nPoll... but somehow, I have an idea we'll end up back there anyways...\nFrom the 'Dripstone Cave Rear Passage' head uphill to the west. This\nmountain path connects Manamia Trail to the Vestad Hills, and is\ncrawling with Wolves. Wolves aren't the only danger, however, as\nboulders await at the top of the hill, and will decide to tumble down at\nyou when you approach too close. When they do, just run back and get out\nof the way... and raise whatever Pawn inevitably decides to try and hug\nthe boulder.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Lost and Found\t\t\t\t\t      |{VID013}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=PGotIHwDCtg\t\t       |\no-----o----------------------------------------------------------------o\n\nVestad Hills\no======================================================================o\n15) Atop the hill the path will turn south. To the west you'll be able\nto look off a cliff and see a forest sprawling out below you (if it's\nnight out, you might not be able to see very much, of course). During\nthe day, the place will be crawling with Bandits, during the day, more\nWolves. Both are fairly weak, although the Bandits are a bit stronger,\nwhile the Wolves make up for it by being numerous. Damned if you do,\ndamned if you don't... Your path is fairly simple, however. Follow the\nroad southish, and when you reach a fork to the south-west (the path is\nsplit by a boulder upon which Bandits lurk) stay on the eastern fork\nand continue south. Eventually the path will enter the outskirts of\nsome woods and turn south-east. Keep going and the path ahead will\nbecome misty...\n\nWitchwood\no======================================================================o\n16) Behold, we've made it to the witchwood, wherein Quina should lurk...\nand possibly some witch. Such is the fare of adventures. You'll notice\nimmediately that the map is obscured by mist... we'll have to do\nsomething about that, but fortunately for you, you have a guide! Head\nalong the path to the east and shortly you'll find Valmiro, who made it\nto the Witchwood only in the most generous sense of the term. Talk to\nhim again and this time hand over three Greenwarish herbs. This time\nValmiro promises to stick to the village, where, avoiding another Dragon\nattack, he should be safe. We'll return to Merin for our quest reward\nafter plundering the Witchwood, but for now, continue east.\n&lt;----------------------------------------------------------------------&gt;\n17) Shortly ahead waits Quina. Couldn't she have helped Valmiro?\nWhatever. She had the good sense to bring a lantern, but she's not much\nfor defending herself. Good thing you came along. Unfortunately, she\ndoesn't have the good sense to head back-she intends to see the witch\nwho lives here... this witch apparently knows the Dragon's tongue, and\nhence, might know more about your condition. She asks you to accompany\nher, and it's not a yes-or-no question, it's a yes-or-fail-the-quest\nquestion. Well enough, we might as well try to learn more about this\nDragon while we're at it, and possible score some loot, eh? A note about\nQuina, first-she's relatively sturdy, but has nothing in the way of\noffense. She can heal, but don't expect much out of her. Go slow, keep\nher in sight, and you should do fine.\n&lt;----------------------------------------------------------------------&gt;\n18) Near the entrance you can find Wild Boars, so you might want to\nwander around a bit to search for some, if you have the quest to kill\nthem. Continue east to find a stream, which can be easily crossed...\nbut first, turn north to see a ledge running parallel to the path that\nleads to the stream. Get up there and explore to the eastern edge of\nthe ledge overlooking the stream to find a square chest, within which\ngoodies lie. Now, back to the steam. We might as well cross it, even\nthough we'll be taking a different route shortly. Beyond the stream lies\na mist totem, right in the middle of the path. This fog sure isn't\nnatural, and smashing it will dispel the mist in this area, allowing you\nto see the map. Groovy. Too bad these things don't stay destroyed. They,\nlike chests and monsters, respawn. Ah well. It'll still be good guidage\nto point these all out, and let you decide whether it's worth the bother\nto smash them on subsequent visits. My money? No.\n\n***ITEMS***\no--Square Chest--o\n[Gossip's Mask]\n[Verdant Hood]\n[Wizard's Helm]\n&lt;----------------------------------------------------------------------&gt;\n19) Backtrack to the stream (to the north-west) and follow the stream to\nthe south-west. When the river turns east, explore some land off the\nelbow of the stream (to the west) to find a square chest, around which\nmany rabbits congregate. This chest can contain some decent goodies for\nthis point in the game, and might be worth save\/loading until you get\nwhat you want.\n\n***ITEMS***\no--Square Chest--o\n[Magick Buckler]\n[Lady's Corset]\n[White Stockings]\n&lt;----------------------------------------------------------------------&gt;\n20) Get back in the water and follow it further downstream to the east,\nthen south. You'll have to kill some Goblins on the eastern shore as you\ngo, but our real interest should be to the west. Where the stream stops\nflowing south and turns south-east, you'll find a large, rocky beach to\nthe west. Head up a hill to find a square chest, where you might find\nyour first Magick Bow, if you're lucky. North of the chest you'll also\nscore a Giant Coin Pouch, worth a whopping 10,000 Gold.\n\n***ITEMS***\no--Square Chest--o\n[Magian Crutch]\n[Rusted Bow]\n&lt;----------------------------------------------------------------------&gt;\n21) Head back into the stream and follow it until it terminates in a\nwaterfall. From the waterfall turn east and head onto land. Stay near\nthe southern cliffs and continue east into a small cubby, wherein you'll\nfind another mist totem and a square chest, which just might give you a\njuicy Common Archistaff, should you need one. Oh, and it's crawling with\nWolves. Fun.\n\n***ITEMS***\no--Square Chest--o\n[Common Archistaff]\n[Silver Ring]\n&lt;----------------------------------------------------------------------&gt;\n22) North of our Wolf-cubby you'll find a road heading north, which you\nshould follow until it forks. Upon which, take the western fork. When it\nshortly forks again, follow the north-western fork-no sense in heading\nback down to the stream, right? Eventually the path you're on will\nbisect another path running east-west, more or less. To the west we'll\nfind the stream we originally crossed shortly after entering this area,\nso head east.\n&lt;----------------------------------------------------------------------&gt;\n23) Now, the next leg of our journey should be fairly easy; follow the\npath to the north-east. Simplicity itself. Eventually the path will turn\nsouth-east and head into a tunnel... which is not where we want to go.\nNorth of the path before this tunnel is an elevated area upon which a\ngiant tree grows. Head up onto that ledge (there's a path west of the\ntree) and head south-east of the tree, killing whatever Wolves and\nGiant Spiders oppose you... or if it's night, you may well encounter a\nnew foe-the Phantom. Strategy in one word? Magic. \n\n***MONSTER INFO: PHANTOM***\nPhantoms and their equally incoporeal cousins fight more or less the\nsame. They have very few attacks, but they still manage to be annoying\nfor two reason. First, they can possess you, and if they do, you only\nhave two ways to break free; run far enough away, or take damage. A Pawn\nwill help out by hitting you, which doesn't hurt you, but hurts the\npossessor and frees the possessed. Enemies that hit you will also free\nyou... but deal damage normally. Or if you're lucky you can hit an\nexplosive barrel. Second, they're immune to non-magical damage. Spells\nand enchanted weapons work fine... they're outright immune to physical\ndamage. As for their attacks, they'll try to possess you, as discussed\nabove. To do so, they enter 'possession' mode, which you can detect\nby the ghostly little hands streaming off their nebulous forms. They\nwill also very commonly do 'charge' attacks, which seem more annoying\nthan damaging. Most ghostly creatures also come in large and small\nforms-the difference being mostly the damage they deal when possessing.\nSmaller forms do minor continuous Hit Point drain, while larger ones\ncan suck away hundreds of Hit Points every few seconds.\n&lt;----------------------------------------------------------------------&gt;\n24) Once your foes are destroyed, find some rocks south-east of the\ngiant tree. Overhead, to the east, is a toppled rock that forms an\narch-which is our goal. Not the path beyond the arch, but the rock\nitself, which forms a natural bridge of sorts to the higher ground to\nthe north. Jump on the rock on the ground level, then jump up onto the\nledge to the east to reach the fallen rock, which can also be scaled.\nYou could also just go under the rock the east, then follow a parallel\npath to the west... but jumping is more fun. Our goal lies across that\nrock... okay, not really, but a lot of treasure does, and we can reach\nour goal just as well that way... but first, I said I'd point out all\nthose mist totems, so... while standing in front of the fallen rock\nthat so eagerly wishes you'd climb on it, remind it that patience is a\nvirtue and head south. \n&lt;----------------------------------------------------------------------&gt;\n25) Cross a fallen tree that serves as a bridge to the west, and score a\nLarge Coin Pouch (3500 G) along the western end of the log-bridge, then\nhead south again. You should shortly discover a path again (and have to\nfight off some Wolves\/Phantoms\/Spiders) which runs to the south-east.\nAlong the lowest branch of a small tree south of the road (due west of a\nmuch more impressive tree) you'll find another mist totem. Jump up and\nsmite it, or be clever and shoot it, if you can, to dispel more of the\nfog. We're stupidly close to our objective now, and it would be foolish\nto ignore it... but we've got treasure to score back north, so return to\nthe north, cross the log and return to our collapsed rock-bridge. Quina\nprobably would have been safer going through this place herself, without\na bunch of greedy, seedy Pawns provoking every bit of wild life in the\nforest, but hey, beggars can't be choosers.\n&lt;----------------------------------------------------------------------&gt;\n26) Mercifully reward our patient stone by climbing on it and grab the\nSmall Coin Pouch (100 G) on top. Cross it to the north, and turn\nnorth-east to see a rounded chest staring right at us. It knows we want\nto open it, and it can't do anything about it. Inside you can find two\nuseless jewelry, or the very rare-if not any less useless-Direwolf Cape.\nSeriously, it took me forever to find this thing, but my girlfriend was\nlucky and scored it her first playthrough... such is life, though.\n\n***ITEMS***\no--Rounded Chest--o\n[Direwolf Cape]\n[Restless Earring]\n[Silver Ring]\n&lt;----------------------------------------------------------------------&gt;\n27) Now head north until you find a cliff preventing further exploration\nin that direction, at which turn east and follow the cliff. Eventually\nyou'll come to a ledge with another rounded chest on it. Score. Grab\nits contents-some leg armor or clothing of some sort-and head back west\nuntil you find a way down south to lower ground. Once on lower ground,\nfollow the edge of the ledge we were just on to the east, and turn\nnorth-east into a cubby when you get the chance to find a square chest\nwhere the path terminates. See? Lots of treasure.\n\n***ITEMS***\no--Rounded Chest--o\n[Blue Longkilt]\n[Urban Hosen]\n[Yellow Gaiters]\n  ---\no--Square Chest--o\n[Mage's Shoes]\n&lt;----------------------------------------------------------------------&gt;\n28) If you head south from here, you should see some dwelling built into\nthe remains of a massive tree. Head west to find a safe way down into\nthe valley where the dwelling overlooks. To the south is evidence of a\ngarden-obviously something lives here. Even the dullest of you out there\nshouldn't be able to miss the dwelling now-Quina will comment on it when\nyou get close. Before heading up the curling stairs to the humble\ncottage, search the roots behind (north of) the 'Witch's House' to find\na square chest. Once done looting, head into the Witch's House.\n\n***ITEMS***\no--Square Chest--o\n[Circlet]\n[Cleansing Earring]\n[Direwolf Bow]\n[Silver Bands]\n\nWitch's House\no======================================================================o\n29) Once inside, you'll be treated to a cutscene. Quina is nice enough\nto remember your mute status, and hence does all the talking.\nEssentially you'll encounter a little girl named Selene, who is the\ngrand-daughter of the witch we've come looking for... who is now\ndeceased. As for the truth about the Dragon, the Faith-that vanilla,\nbland religion which everybody in Gran Soren pays lip-service to-has\ncovered up the truth about the Dragon, whatever it might be, and those\nwho seek truth outside of the Faith are branded heretics, with all the\nunspoken consequences thereof (just like how smart people who seek\nreality and morality outside of religions in the real world are somehow\nconsidered immoral scum who ignore the reality of resurrection, original\nsin, and flying horses.) Quina decides that she should look to the Faith\nfor answers, showing her patent lack of intelligence... Quina, people\nwho are hiding knowledge from the rest of the world might not be the\nbest people to turn to in order to gain the knowledge. You know, they\nwouldn't hide it unless they had something to hide? Whatever, this trip\nwas a bust, but before we leave, loot the round chest in the Witch's\nHouse and grab the Bronze Idol in the window behind it... amongst other\ngoodies that might somehow accidently fall into your pockets. Don't\nworry, Selene won't mind. Speaking of which... talk to Selene a few\ntimes and you'll get an option to give her something. If you brought a\nGransys Herb, it would be a good idea to give one to her, in return for\nwhich she'll hand over an Herb Ale, which satisfies the requirement for\nthe Notice Board quest 'Witch's Brew'. Why trek all the way back here\nwhen we don't need to? I know, for more treasure, but who wants to wait\nfor it to respawn? We're here now, dammit.\n\n***ITEMS***\no--Rounded Chest--o\n[Ring of Azure]\n[Ring of Gules]\n[Thunderclap]\n&lt;----------------------------------------------------------------------&gt;\n30) Leave the Witch's House and head north along a thus-far unexplored\npath. The camera will show Quina running along, which is a polite way of\nsaying 'this way, dumbass!' Capcom is nice like that. Follow her until\nan area transition, after which you'll find yourself on a ledge\nover-looking Seabreeze Trail. To the west is a square chest, to the \neast is Cassardis. Talk about convenient! Head down the ledge and back\nto down, we've quests to turn in.\n\n***ITEMS***\no--Square Chest--o\n[Scholar's Cape]\n[Two-Hander]\n[Wooden Wall]\n&lt;----------------------------------------------------------------------&gt;\n31) Back in Cassardis, talk to Poll, who wisely decides not to consider\nhis cowardice a good thing, and promises not to be such a pussy in the\nfuture. Sure. Now talk to Adaro, who should be conveniently nearby. He\nwill thank you... no... he'll thank the Maker... for YOUR work (I can\nonly imagine being a surgeon, who does a complicated operation on a\npatient, whose family thanks God when the patient pulls through...),\nbefore going on to apologize for Quina acting like a fool (she's not\nacting) before revealing he's her parent. Yay. Finally, seek our Merin\n(who should be in his home, in 'Inez's Alehouse', or somewhere in between\nthe two) and report your success in retrieving the wayward Valmiro for a\nthird quest reward. Score.\n\n***REWARD***\n(For clearing out the well)\nEXP\t\t1500\nRift Currency\t5\nGold\t\t2000\n\n***REWARD***\n(For rescuing Quina)\nEXP\t\t4000\nRift Currency\t5\nGold\t\t3000\n\n***REWARD***\n(For rescuing Valmiro)\nEXP\t\t5000\nRift Currency\t15\nGold\t\t8000\n&lt;----------------------------------------------------------------------&gt;\n32) Now, one last thing to do... let's help out poor Pablos, eh? Talk to\nhim and say you're ready, upon which you'll get a free rest until night.\nBe sure to empty your inventory first-it's not a good idea to carry out\na chase while encumbered, right? Pablos will wish you good luck when\nyou wake, and off you go-alone-into Cassardis to chase down this thief.\nHe tends to run along the main road going through town, but he's not\nabove slipping down the stairs near Inez's Alehouse, nor will he refrain\nfrom running around the house Benita was treating people in after the\nDragon's attack. Your only goal is to grab the thief, after which you'll\nfind yourself standing back in Pablos' inn... this is easier said than\ndone, of course. My favorite solution is to play a Strider or Assassin,\nand shoot the thief, which will stagger him. Just keep shooting as you\nclose the distance, and grab him when you're close. Note that spells\nwill NOT target him, and melee attacks tend to be too slow... it really\nis best to use a Thief\/Assassin, if you plan to hit him to stun him\n(although this can result in him being frightened of you, later.) After\ncatching the thief, talk to Pablos, who will mention that the thief\nsaid he worked for some bandits in the south who style themselves 'The\nIron Hammer'... or, more commonly, they're just known as the Southron\nBandits. Aren't these the same guys who have Saloment Grimoire? Hmm...\nAnyways, you can now find the thief-named Pike-wandering around\nCassardis. Apparently he's cleaned up his act, and is now apprenticed to\nthe innkeeper. Yay.\n\n***REWARD***\n(For catching the thief)\nEXP\t\t2000\nRift Currency\t10\nGold\t\t3500\n\nWith that, we're done in Cassardis. It was a pretty eventful return\nhome... and it won't be our last. But, now it's time to return to Gran\nSoren so we can explore the Pawn Guild in more detail... and perhaps to\nexplore more of the city, as well.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|An Uninvited Guest\t\t\t\t      |{VID014}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=8QNCW0TbdQ4\t\t       |\no-----o----------------------------------------------------------------o\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t        Exploring the Pawn Guild\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK007}\n\t\t1) Barnaby's Request\n\t\t2) Gates and Ramps\n\t\t3) Scattering Bones\n\t\t4) An Unhappy Ogre\n\t\t5) Vocation-Based Undead\n\t\t6) More Side-Tunnels...\n\t\t7) Pits and Levers\n\t\t8) Sarcophagus Stealin'\n\t\t9) Looting the Ceremonial Cage\n\t\t10) Tentacle Terror!\n\t\t11) Briefing Barnaby\n\t\t12) Joining the Wyrm Hunt\n\n1) Head back to Gran Soren. I won't tell you how to do so again-you've\nmade two trips now, at some point holding your hand turns into insulting\nyour intelligence, and I'm just too nice for that. Rest at the inn, buy\nnew items, learn new skills, whatever you need to do. When you're ready,\nreturn to the Pawn Guild and talk to Barnaby again. Despite being a\nrobotic, inhuman Pawn, he's still sly enough to ask for your assistance\nwithout actually telling us what he wants, first. Hear him out and he'll\nlead you into the bowels of the Pawn Guild before explaining that beyond\nthe door near which he stands is the Everfall. Since the Dragon showed\nup, some 'presence' has been deteced therein, and he wants you to go see\nwhat's up. Since you need to do this to advance the story, you've got no\nchoice but to accept. Bummer. Note that there's another Notice Board down\nhere, but it's only for DLC. Since all the DLC I've seen for this game is\nover-priced garbage, I will not be covering it in this guide. Anywho,\nwhen you're ready, head through the door, down into the Everfall.\n\nNote: I scoped out the DLC for this game, and determined it was not\nworth my money. This was only confirmed when Dark Arisen was released,\nwhich included all the original DLC for the game. Those of you who\npurchased the DLC individually... well, Capcom thanks you for being\nsuckers.\n\n***QUESTS***\nLure of the Abyss\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Lure of the Abyss\t\t\t\t      |{VID020}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=xfArFhINNEY\t\t       |\no-----o----------------------------------------------------------------o\n\nEverfall\no======================================================================o\n2) Despite the name, the area can't quite live up to it... yet. There\nis, in fact, a floor at the bottom here, and if you let gravity do its\nthing... well, don't. Instead, we'll go down the somewhat less suicidal\nramp tha spirals down the level to the bottom. That said, there is awful\nlittle room for deviation here, and I plan to take us on a rather\nspecific route through the limited options avaiable... which is to say,\nwriting this part of the guide is a breeze. Head down a ramp, kill some\nGiant Spiders, then some Giant Bats. Eventually you'll find some Undead\nlying in the middle of the ramp, playing... well, you know. Teach them\nto stop foolin', and continue down the ramp... kill more Giant Bats...\nEventually you'll come to a lowered portcullis. Oh nos! There's a square\nchest with junk inside near the portcullis, but better yet, there is\nalso a side-tunnel to the east that promises to grant us passage.\n&lt;----------------------------------------------------------------------&gt;\n3) Head into the eastern passage, which shortly turns south. Enter a\nlarger chamber and go down some stairs, where we'll meet a new foe-\nSkeletons. Once these undead are smote, head west to explore this large\nchamber further. More Skeletons will rise from the ground, more bones\nwill be violently scattered around. Make sure they're not yours. In\nthe south-western corner of this room lies a rounded chest, which can\nbestow goodies upon you, if you ask sweetly enough. There's also a\nLarge Coin Pouch (3500 G) on an elevated corner nearby.\n\n***ITEMS***\no--Rounded Chest--o\n[Leather Circlet]\n[Reinforced Longbow]\n\n***MONSTER INFO: SKELETON***\nLike other Undead, these critters remain inanimate on the ground, only\nattacking when their prey-you-gets close enough. Unlike Undead, however,\nSkeletons are less resistant to physical attacks (although they are just\nas susceptible to fire and holy.) Also, they're quicker; they'll perform\nBlink Strikes and Tusk Toss, both of which can disrupt spells and knock\none off one's feet. Although they're more mobile foes, they're not too\nmuch stronger than normal Undead. Just keep on your toes, and watch your\nMages.\n&lt;----------------------------------------------------------------------&gt;\n4) Now turn north to reach the exterior ramps again. If you head\nuphill a short ways, you'll find a lever that'll open all the gates in\nthe level... but that's no fun. Keep the gates down, we'll find ways\naround them all. Head down the ramp and exterminate some Undead playing\npossum in the middle of the ramp again. More numerous this time, but\nafter fighting Skeletons, this should seem like a turkey shoot. Continue\ndown until you reach another portcullis. This time our way around lies\nto the north... but note beyond the portcullis lurks an Ogre. A very\npowerful foe, and one we do not wish to engage. If we go around the\nportcullis, we'll avoid it... but still, why leave it skulking around?\nIf you have any character with a ranged attack, you can take advantage\nof the portcullis that blocks it and take your sweet time killing it.\nSince we are not in any real definition of the word engaging the Ogre,\nI will not include monster info for it, save this small bit of advice-\naim for the head, and by head, I mean face.\n&lt;----------------------------------------------------------------------&gt;\n5) Once the Ogre is dead (or not, if you're lazy) head into the narrow\ntunnel to the north, which quickly turns east. In a small side-tunnel\nwait several Skeletons, and at the eastern end of the tunnel waits a\nSkeleton Mage. The first fight in the game where the enemy attempts to\nuse tactics? Perhaps. I find a single Comestion obliterates most of the\nmelee Skeletons in these cramped quarters. If I'm playing a melee type,\nI just jump on in and go after that damned Skeleton Mage. Obtain victory\nhowever you may, then continue past the Skeleton Mage into some short\ntunnels that zig-zag south and east, before eventually terminating in\na square chamber with a pillar in the middle. Kill some Undead Warriors\nto the east and search a rounded chest in the south-eastern corner\nbefore continuing into another tunnel to the south, which ultimately\nreaches the ramp again.\n\n***ITEMS***\no--Rounded Chest--o\n[Skulker's Mask]\n[Verdant Hood]\n\n***MONSTER INFO: SKELETON MAGE***\nA skeleton that casts spells... really, what do you people what from me?\nIf only your Pawns were as useful as the enemy spell-casters we'll be\nfighting are-they tend to sit back, and spam a variety of spells. These\nones favor offensive elemental spells, in particular, the exact type can\nbe determined by noting the color of the spell. Orange and flamey?\nProbably a fire spell. Bluish white? Ice. Purple? Lightning. Black?\nMiasma, or some debilitator. The enemy has slightly different versions\nof some spells, and you'll learn what to expect as you fight them. As a\ngeneral rule of thumb, lightning spells give you a warning reticle\nwhere the bolt will strike-don't be there when it does... but sometimes\nthe enemy will conjure up a globe of lightning that-in my experience-\njust moves to slow to hit you. Ice also has two forms-either an ice\nspike from the ground (which gives a reticle) or a series of spikes\nthat fly straight at you. Fire is always a direct-damage affair,\nconsisting of between one and three bolts of fire. When fighting mages,\nskeletal or otherwise, just keep in mind that a character with a bow\ncan win the range war against them. If you're a spell-caster yourself,\ndon't get fancy-stick to basic spells and out-cast them. Warriors and\nFighters should just try and blitz them, as magick attacks are not your\nstrong suit.\n&lt;----------------------------------------------------------------------&gt;\n6) Down, down, down you go, until you reach another portcullis, before\nwhich is another side-tunnel to the west. You know how this goes by now.\nThe tunnel turns north, and mid-way up the tunnel is a short tunnel to\nthe west, occupied by Undead warriors, and terminating in another\nrounded chest with goodies inside. Once you're done looting and killing,\ncontinue north, then smite some Undead in a tunnel to the east, then\nturn north again to reach a large chamber.\n\n***ITEMS***\no--Rounded Chest--o\n[Bronze Bangles]\n[Hand Covers]\n&lt;----------------------------------------------------------------------&gt;\n7) This room can be a pain. It's ringed by elevated ground to walk on,\nbut the middle of the chamber is a hole, crossed by precarious walk-ways\nconncted to pillars. Undead lurk near the southern end of the room,\nHarpies skulk around, and Undead Mages occupy the walk-ways. Ranged\nattacks make this much easier, as you can then just pick off the Harpies\nand Skeleton Mages without having to risk the heights. However you go\nabout it, dispatch your foes, then switch to loot mode. Behind the\nsouth-western most pillar in this room are two Large Coin Pouches\n(7500 G), and along the north-central walk-way you'll find a Giant Coin\nPouch and a Large Coin Pouch (13,500 G). Our way will ultimately lead us\ndown, but first, cross the room to the north, where you'll find a small\nchamber housing a lever. This one you SHOULD act upon, as it'll clear\nour way back out.\n&lt;----------------------------------------------------------------------&gt;\n8) Some stairs await in the south-eastern corner of the room. Descend\nthem to reach the bottom level of this room, where a few trash chests\nawait your greed. Marvel at the garbage they contain, then head to the\nsouth-eastern corner of the room to find an open gate leading to some\nstair, which themselves will take you down and to the east. Ignore a\nside-tunnel to the south, and continue up some stairs to the east to\nreach a room with three sarchopagi waiting to be looted. Give them the\nrelease they want, if you must, and continue up some more stairs to the\neast to reach the room marked as the 'Ceremonial Cage'.\n&lt;----------------------------------------------------------------------&gt;\n9) Futher east you'll find a locked gate, and along the northern side\nof the room, yet another sarcophagus near some warrior remains. Open it\nand watch a cutscene-this sarcophagus' inhabitant is none too pleased by\nbeing disturbed. Teach him the old adage 'might makes right' and put him\nback to rest. Loot the now-empty sarcophagus for an 'Engraved Lever',\nthen take said lever to the locked door to the east, north of which is a\nslot just waiting to be filled by your lever. Get your mind out of the\ngutter, place the lever, and open the door, beyond which lies two\nchests for your looting pleasure. The point of this whole step? Yeah,\njust getting some useless loot-but that's the name of the game.\n\n***ITEMS***\no--Ornate Chest--o\n[Bone Armor]\n[Scale Coat]\n  ---\no--Ornate Chest--o\n[Adventurer's Cloak]\n[Bliaut]\n[Feather Cape]\n&lt;----------------------------------------------------------------------&gt;\n10) Return into the western tunnels and go south down the fork we\nignored earlier to reach a large circular chamber marked as the\n'Flameservant's Throne' on your map. Loot around the room, as you can\nfind a few potions and-more interestingly-a rounded chest along the\nwestern end of the room, near some rubble. When you're done searching\naround, let your Stamina regenerate fully, and search a metal disc in\nthe middle of the room. watch a cutscene and get rewarded by being\nattacked by a host of tentacles. These aren't technically monsters by\nthemselves (or rather, they're part of another monster), so they don't\nget their own entry. Still, they cast spells, can bite and grapple,\nand at this point in the game fighting them is more trouble than it's\nworth, as they give no experience whatsoever. They do, however, drop\nMalecryst and Malecryst Shards, forging components which will not be\navailable again for a long, long time... still, nothing you'll find\nbefore you can get more Malecrysts are really worth upgrading anyways.\nThe game wants you to run away, which shouldn't be too hard,\nconsidering we killed the Ogre above... right? Even if you didn't, you\nshould run. Unless you've been leveling quite a bit, there's a good\nchance you can't really do much damage to these tentacles. For my part,\nbeing level 21 at the time, running was really the only option worth\nconsidering. Manage your Stamina, run when you can, and use the pillars\nalong the ramp to shield you from spells and you'll escape this mess.\nDid I mention the tentacles are endless? I probably should. If you can\nkill any, you'll buy yourself a time (making subsequent runs a breeze)\nbut this quest doesn't end until you scamper to the exit.\n\n***ITEMS***\no--Rounded Chest--o\n[Bronze Bangles]\n[Hand Covers]\n[Steel-Toed Boots]\n&lt;----------------------------------------------------------------------&gt;\n11) As you near the exit, a cutscene will take over, showing your\ncharacters fleeing mortal peril... and for some reason, running\nrather stiffly, I can only imagine in order to taunt the tentacles.\nBack in the Pawn Guild, track down Barnaby and talk to him to complete\nthis quest.\n\n***REWARD***\n(For discovering the source of evil in the Everfall)\nEXP\t\t8000\nRift Currency\t10\nGold\t\t12000\n&lt;----------------------------------------------------------------------&gt;\n12) Leave the Pawn Guild and you'll be harassed by a guard named Ser\nDuncan. The Duke-himself a former Arisen-has taken notice of you, you\nknow, because of that Hyrda head we gave him? Looks like Mercedes came\nthrough for us, after all. In order to reward us for killing a big\ngiant reptile, we get to participate in the Wyrm Hunt... which... seems\nlike less of a reward and more work to me, but... well, feudalism.\nAnyways, we now have the privelage of taking orders from Ser Maximilian,\nCaptain of the Wyrm Hunt. We'll be given a 'Wyrm Hunt License' without\nwhich we cannot accept any of these new quests, which need to be\ncompleted before we can advance the story. Also note that at this time\nthe quest 'Lost and Found' will expire if you haven't already\ncompleted it, and forever more Quina and Selene-related quests will be\ninaccessible. You should also get the Achievement\/Tropy 'Writ Large'.\n\nFor the guide, however, this is an even more significant development.\nWe're finally free to pursue our main quest advancement with all of\nGran Soren, and Gransys, open to us. Well... not all of it, but enough\nof it, anyways. We could have (and to some extent, did) pursue our own\nends before visiting the Pawn Guild, but we can now freely enter the\nnorthern gate to Gran Soren and the Noble Quarter without some butthole\nguard yelling at us. So, before I do any Wyrm Hunt quests, lets explore\nGran Soren and find-and complete-some new quests.\n\nNote: Now is a great time to enter the Rift again and search for new,\nhigher-level Pawns, since Rook and whatever other Pawn you may have\nrecruited back at the Encampment are by now surely obsolete. This is\nthe first-and last-time I'll tell you to update your Pawns via a\nRiftstone, but you should be open to the idea of swapping your Pawns\nout every few levels. How much you bother to do this depends on you\nand your playstyle-I tend to ditch using Pawns entirely once I have\n'Autonomy', but my girlfriend updates her party every several levels.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t             Questing Gran Soren\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK008}\n\t\t1) Mason's Sneaky Mission\n\t\t2) A Cut Above\n\t\t3) The Black Cat\n\t\t4) Taking the Fake Wakestone\n\t\t5) Third Journal Entry\n\t\t6) Freebie, and Scouting the Sewers\n\t\t7) Scoring A Skeleton Key-For Free!\n\t\t8) Austine's Anguish\n\t\t9) Craftsman's Quarter Loot\n\t\t10) Craftsman's Quarter Overview\n\t\t11) Braving the Battlements\n\t\t12) Filching From Fournival\n\t\t13) A Good Day For Capitalism!\n\t\t14) Picking on Pip\n\t\t15) Last Bit of Loot\n\t\t16) The Eviction Process\n\t\t17) Sara's Time to Think\n\t\t18) Pip on the Rooftops\n\t\t19) Pip's Life Lesson\n\t\t20) Night in the Noble Quarter\n\t\t21) Spying on the Spy\n\t\t22) Madeline's New Shop\n\t\t23) Capitalism 101: The Middle Class Always Loses\n\t\t24) Preparation\n\t\t25) Fournival's Priorities\n\t\t26) Spoiled Symone\n\t\t27) March to the Market\n\t\t28) Hide-and-Seek\n\t\t29) Supervising Symones Shopping Spree\n\t\t30) The Fix Is In\n\t\t31) A Gift of Gold\n\t\t32) The Wyrm Hunt Begins\n\n1) First thing everybody should want to do is stash all the junk they\nfound in the Everfall-and note that the Everfall will not be plagued by\ntentacles if you should wish to visit it again in search of loot. Near\nthe Gran Soren Union Inn, Mason, our stalker from when we first entered\nGran Soren, has a job for us. Apparently Salvation, a cult we've heard\nprecious little of up until now, might have an inside man in the castle.\nOur job? See who this person might be. This quest will begin\nautomatically if you approach the castle at night, so naturally, I'll\nbe putting it off as long as possible.\n\n***QUESTS***\nChasing Shadows\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Exploring Gran Soren\t\t\t\t      |{VID024}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=Yjpj-_T4OnA\t\t       |\no-----o----------------------------------------------------------------o\n\nDevyn's Barber Shop\no======================================================================o\n2) Instead, lets explore into the bowels of the city. Starting at the\n'Fountain Square' head to just outside of 'Arsmith's Alehouse'. There\nare two roads that head south-east from the Fountain Square, and we\nshould follow the southern-most one. Head down a ramp, and the first\nhouse immediately in front of you is 'Devyn's Barber Shop', where you\ncan make minor cosmetic changes to your Arisen and Main Pawn for a\nsmall fee. I won't bother detailing the services here-just a note to\nyou frustrated gamers who aren't pleased about the aesthetics of your\ncharacter, you can change your hair color, eye color, hair style,\nskin tone, and voice if you're willing to pay for it. That's one skilled\nbarber! Don't worry, though. Capcom covers by having her say she was\na doctor before she was a barber. Cosmetic surgery in the medieval era,\nwho knew? I thought it was limited to cod-pieces, corsets, and generous\npaintings.\n\nThe Black Cat\no======================================================================o\n3) Leave the shop and continue south-east over a bridge. Follow the\nroad you're on as it turns east, and at a fork, continue east downhill,<\/pre>\n\n\n\n<pre id=\"faqspan-7\" class=\"wp-block-preformatted\">then down stairs... then down some more stairs leading north.\nImmediately at the bottom of the stairs turn east again, then take the\nnext north to reach... The Black Cat. The owner, Mountebank, has some...\ninteresting things to say about the Duke. More importantly are his\nservices. First, here is where you'll find quest items, should you\nhappen to, ah, misplace them. Getting them back will not be free,\nhowever. You can also buy rarities from him-as you complete Arsmith's\nquests and recieve 'gold' weapons, Mounteblank will start selling\nthem, He'll also sell genuinely useful things, like Skeleton Keys\n(which allow you to open locked doors, required to get some treasure\nand resolve some quests... but a few can be found in respawning chests\nfor free), Ferrystones (allow you to fast-travel, at 20,000 each, with\nlimited teleportation destinations, these will be more useful later in\nthe game... and especially during subsequent playthroughs), and a 'Set\nof Lady's Garb', which seems pretty useless... but if your Arisen and\/or\nMain Pawn is male, donning these clothes will allow you to complete a\nquest later. JRPGs sure get a kick out of cross-dressing, eh? In\nsubsequent playthrough Mountebank will also sell Portcrystals, which can\nthen be placed around the world to make customizable fast-travel\ndestinations... but again, only in subsequent playthroughs. Do not,\nhowever, buy his Wakestone Shard-it's over-priced and you can find\nplenty of them later in the game.\n\nMost importantly, however, is Mountebank's ability to forge items. In a\nfew rare cases this affects some quests, and I will endeavor to point\nout when forging items is an option that affects quest solutions...\nalthough forging items tends not to give optimal results. A better use\nof forging, however, is it will allow him to dupe 'Materials' you've\ncollected-for a price, sometimes quite hefty. You use many materials to\nupgrade weapons and armor, and honestly, some of the rarer materials are\nmuch, much easier to forge than to farm. Again, this is a late-game\nconvention, as I really don't see any point in upgrading any of the gear\nwe currently have access to-nor any gear we'll find any time soon. It'll\ncome up, however, so keep Mountebank and his very, very handy forging\nabilities in the back of your mind.\n&lt;----------------------------------------------------------------------&gt;\n4) Now, for some treasure. From The Black Cat, head to the east. You'll\nsee an empty shop you can explore, which will become more... habited\nsoon. Follow the road outside this store to the north and go up some\nstairs along the northern side of the store. From there, jump on a low\nroof to the north, then turn around and jump onto the roof to the south.\nHead to the southern end of the building you're on, and jump from this\nroof over the road and onto the lower roof of The Black Cat (across the\nstreet to the north). You should see an open door you can go in,\nwherein resides an Ornate Chest containing-at least this first time-a\nWakestone Shard. Alas, it's a forgery... but nabbing it still grants\nyou the achievement\/trophy 'The Knave'. Good on you.\n&lt;----------------------------------------------------------------------&gt;\n5) Yes, there are all kinds of chests around here-usually on balconies\nor in the towers along the wall... but I'm only pointing out the good\nstuff, remember? You want junk loot, you do your own searching,\notherwise I'd be writing this guide forever... But we still have more\ngood stuff to find. Head back outside onto the lower roof and jump\nonto the higher roof (either to the north or west). I should point\nout-none of the jumps I've made, and am telling you to make-have\nrequired Double Vault or Levitate, so no whining. Head to the\nnorth-western corner of this building to find a small... uh... tiled\nroof-bridge connecting this roof to the roof of a building to the north.\nOnce on the northern building's roof, head west to find a flat section\nof roof, which has a ladder leading down on its western end. Take the\nladder down to find an enclosed area with a rounded chest, which in turn\ncontains the 'Third Journal Entry'. Be sure to store this when you get\nthe chance.\n&lt;----------------------------------------------------------------------&gt;\n6) Now for a freebie, since I'm being nice. Climb back up the ladder\nand travel south past a chimney to reach the edge of this building's\nroof. Just south of you, across a small gap, you'll see a diagonal\nsection of roof. Jump on it, then up to a higher ledge to the south.\nContinue south to the apex of the roof and turn west to spot a doorway\nin another roof. Enter the attic beyond to find a rounded chest for your\nlooting pleasure. Leave this attic and immediately turn north, where\nyou should see the inter-building hole with the ladder you climbed down\nearlier. Jump back onto that northern roof, head north past the chimney,\nand continue to another chimney to the north to reach the eastern end\nof this building's roof, where you'll find a damaged section of roof\nover-looking a balcony. Drop down onto the balcony to find a square\nchest that almost certainly contains garbage. If you look off the\nbalcony to the north you'll see the city's sewers looming below. Just\nnote their location for now-we've no need to climb down into the muck\njust yet, but when I tell you to go to the sewers later... well, here\nthey are. Now return to the Fountain Square, there's still a little to\npoint out in the Craftman's Quarter... you know, where the Pawn Guild\nis?\n\n***ITEMS***\no--Rounded Chest--o\n[Quilted Jerkin]\n[Shoulder Cape]\n&lt;----------------------------------------------------------------------&gt;\n7) From the Gran Soren Union Inn, head up the road to the north-west\nand take some stairs into a tower to the north. Head up to the top of\nthe tower and go out a door to reach the battlements. Head north, jump\non the battlements, and then down onto the stairs below you. To the\nnorth, the stairs run into another tower. West of the doorway is a\nledge sandwiched between the doorway and the battlements, on which a\nrounded chest resides. Get a good running jump to reach the ledge and\nloot the chest, which will always contain a Skeleton Key. Try to search\nthis chest once in a while, as you can stock up on Skeleton Keys\nwithout spending money or combining crap.\n&lt;----------------------------------------------------------------------&gt;\n8) Go down the stairs and open a door to reach the Craftsman's Quarter.\nHead downhill to the south-west and at the Pawn Guild turn north and\nhead into an open smithy. Inside you'll find some wussy crying over a\ndead guy. Talking to Austine (aka: Ser Wussington) and he'll explain\nthe situation if you let him. The dead guy is Austine's son, born with\na heart condition that condemned him to an early death. Life sucks, and\nAustine is willing to grasp at straws to bring back his son... whose\ndeath he anticipated by buying some Wakestone Shards, which, if enough\nare collected, supposedly have the power to bring the dead back to life.\nHe'll give you these shards (two of them) and ask that you find enough\nto complete a Wakestone, with which his son might be brought back to\nlife... aww... Anyways, cue hate-mail for marginalizing the death of\nsome video game character, and his father's grief. Some people are just\ntoo damn sensitive. Anyways, you'll be bothered with a Wakestone\ntutorial, but since games are all vague and sneaky-like, here's the\nscore. Three Wakestone Shards make a Wakestone. Wakestones can be used\nto bring back dead Pawns... which can just be re-recruited anyways.\nMore importantly, if you have a Wakestone in your inventory when you\ndie, you'll get the option to use one to bring yourself back to life-\nand full health and Stamina-right where you died. You know, like Yellow\nOrbs in Devil May Cry? Essentially, they're extra lives, continues,\nwhatever you want to call them, and like consumables, they go a long\nway towards making this game trivially easy. They can also be used to\nrevive dead NPCs... in case you get angry at one and accidently stab\nthem in a face a bunch. Too bad you can't get many of them, yet, and\nsince we'll need the first one we score for this quest... yeah. Don't\nworry, we'll find a third Wakestone Shard shortly, so just keep this\nquest in mind, keep the Wakestone Shards in your inventory, and don't\nuse the Wakestone when you get it.\n\nNote: If you explore the Everfall again you can now find a Wakestone\nShard at the bottom. The Wakstone shard is in the 'Flameservant's\nThrone' room (The Everfall: Fifth Level Underground), on the ground\nnorth-west of the metal object that triggered the tentacles. If you\nwant extra experience and loot, it might be worth it to revisit the\nEverfall... although we'll find another Wakestone Shard during the\ncourse of the guide that won't require any back-tracking, if you can't\nbe bothered. Also keep in mind that, unlike most loot, Wakestone Shards\nfound lying around Gransys will not respawn.\n\n***QUESTS***\nReaper's Scorn\n&lt;----------------------------------------------------------------------&gt;\n9) Now, for some loot. Head north over\/around a wall to find a building\ndue north of the last one we were at. This building has a balcony.\nThis balcony has a square chest on it. This chest has loot in it. This\nloot belongs to you. A good running jump can get you up there (I love\ngames where your characters are smart enough to grab ledges... it's a\ngood thing.) To score another square chest with loot identical to the\none we just plundered, head back up to the Pawn guild. North-west of it\nis a building marked on your map as the 'Smithy', which has seen better\ndays. Climb the remains of the northern wall of the smithy, then jump\nonto the red-tiled roof to the west. Head to the northern end of said\nroof, then climb atop a wooden balcony to the west to find out second\ndose of crappy Craftsman's Quarter loot.\n\n***ITEMS***\no--Square Chest--o\n[Leather Shoes]\n[Short Pants]\n  ---\no--Square Chest--o\n[Leather Shoes]\n[Short Pants]\n&lt;----------------------------------------------------------------------&gt;\n10) Before you head off anywhere, I'll just go over the rest of this\narea real quick-like. To the north is the northern gate of Gran Soren,\nwhich you'll become more accustomed to when we start exploring that part\nof Gransys. There are also towers that can be explored, and which link\nall the way around back to where we found the Skeleton Key, if you care\nto explore them... since this is a good way to introduce the Noble\nQuarter (and score some loot), it's what we'll do next. So, head over\nthe gate to the north, past the field, and into the tower south-west of\nthe gate.\n&lt;----------------------------------------------------------------------&gt;\n11) There are plenty of chests to loot here if you want\/need War Bugles,\nvarious banners, and other junk, but they're optional... well,\ntechnically most chest are optional, but... you know what I mean. Must\nyou analyze everything with your intense logic? Go upstairs, cross to\nthe north-eastern tower, climb a ladder, and go out a door to the\nnorth-east to reach the battlements. Jump onto a higher ledge and\ncontinue to the east, then south-east into a tower. Go up some stairs\nto reach the upper level of the tower, then out a doorway to the\nsouth-east to reach a round tower. There is a rounded chest on the\nlower level of this tower, and an ornate chest on a hill outside of\nthe tower and south a short ways... but they contain junk. Do what you\nwill, but once you're in the upper part of the round tower go up some\nmore stairs and out another door to reach the upper battlements around\nthe Noble Quarter.\n\nFournival Manor\no======================================================================o\n12) We are presently along the wall surrounding the northern part of\nthe yard around the Fournival Manor. Quests and loot await... but first,\na note-if you've started 'Chasing Shadows' and don't wish to pursue it\nyet, make sure it's not night time. Since this quest... kind of\ninterferes with this whole 'show you around Gran Soren' bit I'm doing,\navoid it. Look over the wall on the eastern side-you know, the side\nwithout the battlements?-and drop down onto some wooden platforms,\nthen into the yard, itself. In the southern corner of the yard by the\nmanor you'll find a square chest, inside of which lies some goodies.\nNow climb some more woodwork on the smaller, eastern wall to get over\nand into the Noble Quarter proper. Head inside the Fournival Manor\nsince we're here and all (if it's day) and search the table in the\nroom you enter for a Chamberlain's Affidavit-required for an Arsmith's\nAlehouse Notice Board quest.\n\n***ITEMS***\no--Square Chest--o\n[Leather Chestguard]\n[Scholar's Coat]\n&lt;----------------------------------------------------------------------&gt;\n13) Head upstairs and into the northern room to find Fournival and his\ndaughter, Symone, eating breakfast... at least, if it's early enough.\nTalk to Fournival to score a quest. The poor fat merchant find himself\nin a 'situation most dire'. See, he wants to sell some land to score\ncold, hard cash for the rough times that lie ahead. You never know what\nopportunities... I mean, what difficulties will arise in the next few\nmonths. The Dragon could, say burn down a number of farms and leave that\nland open to exploitative... I mean, opportunistic... I mean,\npredatory... no wait... uh... well, stuff could happen where money would\nbe useful. The only problem? Some greedy, lazy-ass peasants won't get\noff the land he wants to sell, so he wants you to use your clout as\nArisen to convince them that Fournival's greed... I mean, financial\nsecurity... is more important than them not being homeless. Put on your\nfriendly capitalistic hat and agree to help Fournival smash the age-old\nparadigm of the poor oppressing the rich by daring to exist. I\npersonally find the name of this quest to be fairly funny... Anyways,\nyou can purchase crap from Fournival, so I should probably cover what\nhe sells... or at least the interesting stuff. In the 'Tools' section\nyou'll find various Periapts, which can be used to boost your stats\nbriefly. The most interesting of these are the Conquerer's Perapt and\nthe Demon's Periapt, which boost Strength and Magick, respectively.\nPop one of these on and enjoy the damage boost... good for any tough\nfight, and at 1500 gold each, they're not too expensive, in the grand\nscheme of things. He also sells the 'Maker's Finger' arrow, an item\nsome people rave over, but I can't be bothered to spend 300,000 gold\non one. Essentially, it kills whatever it hits instantly, save a few\nselect bosses. More interestingly, he sells a limited number of\nFerrystone's for half the price of Mountebank at The Black Cat, so be\nsure to buy 'em whenever he's got 'em. He also sells a wakestone Shard\nfor half the price of Mountebank, but... we'll find one soon enough,\nsave your money. Before you go, search under the dresser in the\nnorth-eastern corner of the room to score a 'Gift Ledger', another\nitem wanted by one of Arsmith's clients.\n\nNote: You may want to visit Mountebank at the Black Cat and have him\nforge the Chamberlain's Affidavit (16,500 G) and the Gift Ledger\n(7050 G), as they both are quest items that can be used much later in\nthe game. Granted, you don't need them to complete the quest (especially\nnot the Gift Ledger), and it's probably a waste of money... but if you\ngive them away to Arsmith, you can't make use of them later.\n\n***QUESTS***\nLand of Opportunity\n&lt;----------------------------------------------------------------------&gt;\n14) Leave the Fournival Manor and you should spot a red-and-orange clad\nman with a quest marker over his head. This is that Ser Maximilian\nwe're supposed to see about the Wyrm Hunt... when we're done exploring,\nthat is. Head south from the Fournival Manor, then turn west to\nexplore the road between it and the 'Knight's Manor' to the south.\nStanding by the gate you'll see a kid named Pip. Talk to him, and he'll\nreact rather poorly to the whole becoming homeless thing, then run off.\nWell, this wouldn't be any fun if we didn't get to pick on kids, right?\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Land of Opportunity\t\t\t\t      |{VID025}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=wIhazAnVaug\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n15) Before we pursue Pip, however, there are a few more bits of loot to\nget, so follow the main road running through the Noble Quarter from the\nFournival Manor to the south-east. You should see a massive walled\ncathedral to east, which, like most churches, has nothing interesting or\nuseful inside. Jump on the small wall outside the church, however, and\nfollow it east until it connect to a larger wall with battlements. Jump\nonto the larger wall, then onto the battlements to the south. Look down\nand you should see another stone wall connecting to the lower part of\nthe one you're one-jump onto the part perpendicular to the wall you're\non, then turn east to see an enclosed space between the walls, wherein\nsits a square chest.\n\n***ITEMS***\no--Square Chest--o\n[Leather Chestguard]\n[Scholar's Coat]\n&lt;----------------------------------------------------------------------&gt;\n16) Believe it or not, we're done exploring. Now we've just got to\nwrap up several unresolved quests, and we'll be good to go. First,\nlet's deal with Fournival's peasant problem. Jump back onto the\nlarger wall, then follow it east until it reaches yet another large\nwall. Jump up onto it, head south a ways, then jump onto... yeah, yet\nanother elevation in the wall to the east. Head north into a tower\n(search upstairs to discover a round chest with junk loot inside) and\nhead out a door to the west. Follow this wall west until you're near\nthe Knight's Manor again, where the wall will be low enough to safely\njump down from. Return to the Fountain Square. Just north of the Gran\nSoren Union Inn you'll find a crier named Jasper, who is screaming doom\nand gloom about the Dragon. He also happens to be Pip's dad, and hence\nthe primary person we need to convince to move off Fournival's land.\nTalk to him and he'll ask you to get the consent of his family before\nhe'll make any decision. What a... wonderfully mundane task for an\nArisen.\n&lt;----------------------------------------------------------------------&gt;\n17) Now head to Arsmith's Alehouse, where you'll usually find Sara\n(she might also be around Fountain Square shopping.) Talk to her and\nshe'll ask for... time. Time to consider the request. Whatever, it's\nnot like you have a choice. In the meantime, let's go deal with Pip.\n&lt;----------------------------------------------------------------------&gt;\n18) Return to the Craftman's Quarter again, where Pip happens to be\nhiding. But not in plain sight, no, that wouldn't be so annoying,\ninstead the little bastard is hiding on a roof. There's a house west of\nthe 'Field' that occupies half of this quarter, adjacent to the wall,\nwhereupon you'll find Pip. You can reach this roof by climbing on top\nof the roof of the building south of it-again, you do not need Double\nVault or Levitate. Talk to Pip, and the little bastard will run off\nagain.\n&lt;----------------------------------------------------------------------&gt;\n19) Back to Fountain Square for you, take the road south-east of\nArsmith's Alehouse like we did earlier. When you reach the bridge over\nthe sewers, however, jump down onto a lower level (not into the water,\nobviously.) You'll see Pip run off. This time it's a straight run-and-\ncatch affair... which is really annoying, but not as bad as chasing Pike\nwas. Attempt to run into Pip and knock him off balance, after which he\ncan be grabbed. Unlike Pike, however, do not shoot him full of arrows\nunless you want to end up in the dungeon. Once you catch him, Pip will\nconcede defeat before whining about his shattered world view. Aww...\nlife sucks, kid. Get used to it.\n&lt;----------------------------------------------------------------------&gt;\n20) With that, 'Land of Opportunity' just needs some time. Might as\nwell go and do Mason's request now. Head to the Gran Soren Union Inn\nand rest until night, then head up to the Noble Quarter. Once you get\neven remotely near the castle gate, a cutscene will occur, where a\nshadowy figure will hand a note to an armored man with a badass shield,\nwho then proceeds to walk away. And the hunt is on! First, some ground\nrules. This game only has a very basic 'stealth' element, so when games\ntry to wedge sneaky missions into systems not designed for them, it\neither ends up maddeningly difficult, or stupidly easy. This is the\nlatter. Stay around thirty feet or so away from him at all times, and\nwatch corners. He will stop for no good reason a few times along his\ntrek. If you make sure to watch him, and follow at a safe distance,\nwhile walking a steady pace, you should be fine.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chasing Shadows\t\t\t\t\t      |{VID021}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=McbcV9Fhcjs\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n21) Follow him through the gate-but don't rush. Once in the gatehouse,\nwatch him go down the stairs. Once he's no longer in site, walk down the\nstairs yourself. Do this until he reaches the bottom, at which point\nhe'll go through a door and disappear. Follow him out the door without\nconcern to see another checkpoint updating his position. Quickly\nestablish a line of sight again, then follow him slowly through the\nFountain Square. This whole thing is based on proximity, nothing else,\nso keep that in mind. He'll leave Fountain Square by the northern of\nthe two south-eastern roads, but he'll turn left and vanish again before\nhe reaches the bridge over the sewers. Follow him quickly and you'll\nbe updated on his position yet again. After the cutscene, establish\nline-of-sight hastily again and close to within the safe following\ndistance. When he goes around the corner to the south, do not speed up\nto re-establish line of sight, as he pauses at the end of the road.\nThis is the one 'tricky' part of the quest, because we instinctively\nwant to get him back in sight, which, if you're not careful can lead\nyou to be discovered. Walk steadily up to the corner of the building\nhe turned at and turn your camera to spot him. when he heads east,\nfollow him down the alley at a safe walking speed. He'll turn south\nagain, and as long as you don't get over-eager and sprint after him,\nyou should be fine. When you reach the point where he turned south,\nyou'll get a cutscene of him entering a building, at which point this\nquest is, for all intents and purposes, done. Head south to trigger\nanother cutscene, where you'll spy Madeline flirting with him. Her\nwomanly wiles aren't up to the task, however, and the man rudely bids\nher good day.\n&lt;----------------------------------------------------------------------&gt;\n22) And... the quest is done, you just need to talk to Arsmith again to\ncash in. I should note, however, that the building occupied by\nMadeline in the cutscene (south of The Black Cat) is now her shop. She\nwill not be found wandering around Fountain Square anymore, so if you\nneed to see here... you know where to look. She sells a variety of new\ngoodies now-including some much-needed weapon updates... at least, if\nyou have the good sense to use Daggers, Staffs, or Bows. Anyways, talk\nto Arsmith and collect your reward. Oooh! Political intrigue! Whatever.\nGo rest until morning at the Gran Soren Union Inn.\n\nNote: If you shop at Madeline's after this cutscene (and you gave her\nmoney back at the Encampment) you'll get the trophy\/achievement 'The\nPatron'.\n\n***REWARD***\n(For successfully tailing the Salvation suspect)\nEXP\t\t4500\nRift Currency\t10\nGold\t\t7000\n&lt;----------------------------------------------------------------------&gt;\n23) Now, to finalize the eviction. Sara and Pip are easy enough to find,\nit's that layabout Jasper that takes a while to make it to his\ntraditional spot north of the Inn. Talk to Sara and she'll agree to do\nwhatever Jasper decides. I suppose one day is more than enough time to\nmake such decisions. Now, while we wait for Jasper to show up, let me\nentertain you with another option, as there are two ways to end this\nquest. If you go talk to Fournival now, he'll ask if you'd rather just\nbuy the land off him. He gets his money, and the family gets to stay.\nI suppose there's no option to be a dickhead Arisen and have your own\nshack, eh? No? Oh well. If you decide to go this route, Fournival will\nask for 80,000 gold in exchange for the land-a hefty sum. On the other\nhand, if you wait around until Jasper shows up, he'll agree to move\nout... if you cover their moving expenses. This time it's a mere\n30,000 gold. Yeah, they're playing you for chumps. Either way, you\nend up paying. If you talk to Jasper after buying the house from\nFournival, however, he'll call you a hero and give you an 'Antique\nPanoply', a very rare... if not terribly useful item. Make whatever\ndecision you wish-the rewards are listed below. Just note that your\nchoice here will affect the family in the long-run... it's\ninconsequential, gameplay-wise, but worth noting, nonetheless. Do what\nyou will, but once the deal is made with Fournival-or Fournival is\nnotified of their decision to leave-this quest is over.\n\n***REWARD***\n(For buying the land from Fournival)\nEXP\t\t5000\nRift Currency\t10\nGold\t\t0 (-80,000)\nItem\t\tAntique Panoply\n\n  --or--\n\n***REWARD***\n(For negotiating the eviction)\nEXP\t\t5000\nRift Currency\t100\nGold\t\t40,000 (-30,000)\n&lt;----------------------------------------------------------------------&gt;\n24) Unfortunately, we're not done with Fournival yet. If you've\ncompleted 'Land of Opportunity' and 'Lure of the Abyss' he'll have\nanother quest ready to go for us. First step of this quest involves\npreparation-it can be a somewhat touchy quest, and considering the\nrewards involved... well, it merits a trip to the Gran Soren Union Inn.\nStash all the crap you don't use so you're relatively unencumbered.\nWithdraw one Flask of Water, and rest until morning-which will serve the\ndual purpose of setting a Checkpoint Save and making sure it's early\nenough in the day for Fournival to offer us the quest (if it's too late\nin the day, he won't off the quest). Once all that's done, return to\nthe Fournival Manor.\n&lt;----------------------------------------------------------------------&gt; \n25) Talk to Fournival and he'll admit to being in 'dire straights' over\na matter concerning his daughter. Hear him out and he'll elaborate-he's\ngot a business meeting to attend, but he also promised Symone that he'd\nspend time with his daughter today. Like any corrupt capitalist crook,\nhe's willing to hire out a babysitter for the latter task, while he\npersonally sees to the former, more lucrative one. He'll generously call\nhis daughter a 'spitfire' and foist the quest upon you whether you like\nit or not, leaving you to talk to his daughter.\n\n***QUESTS***\nEscort Duty\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Escort Duty\t\t\t\t\t      |{VID028}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=03s_bGp0Xco\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n26) Now talk to Symone, the little girl in the red dress. If you were\nhoping for some sexy merchant's daughter... well, look at Fournival.\nNothing good can come of those genetics. And so we have Symone-the\npre-teenish, bowl cut bearing, aristocratic snob of a child as our\ncharge. If you don't hate her after talking to her... well, give her a\nfew minutes. At least she's smart enough to dislike her father. Accept\nto be her 'page' and do her bidding, and she'll announce that the first\nstop is the Fountain Square.\n\nThis quest can be a chore-the reward is nothing short of an item that\nwill determine the quality of one of Gran Soren's merchant's stock for\nthe rest of the game (either Caxton or Madeline). The task, however, is\nto please Symone, which given her demands can be difficult to the\nunwary. First, you must avoid pissing her off-do not run into her, pick\nher up, start or complete new quests while this one is in progress, or\nget too far away from her... these should be obvious things to avoid.\nYou'll also have to escort her around and complete a few tasks, which\nwe'll cover as they occur.\n&lt;----------------------------------------------------------------------&gt;\n27) First up, we've got to escort her to the Fountain Square, an area\nyou should be well familiar with by now. Stay close to her-about ten to\ntwenty feet away at all times. After getting out of the house, she'll\nsprint off ahead. Follow her closely (an Arisen with a 'Very Light'\nencumbrance should be able to pace her sprint just by walking fast) and\nwhen she trips rush up to her. She'll pick herself up and continue down\nhill-if you weren't negligent in seeing to her, she'll say \"not bad\"\nas she walks away. Continue to follow her out of the Noble Quarter, to\nthe Fountain Square. Along the way she'll babble about all sorts of\ninane things concerning being an Arisen and the Dragon.\n&lt;----------------------------------------------------------------------&gt;\n28) Just before you reach the Fountain Square, she'll decide that just\nwalking around is awfully dull, and challenge you to a game of\nhide-and-seek. Of course, YOU don't get to hide, nor do you get to turn\nher down. Finding her quickly is key to appeasing her, so of course,\nknowing where she'll be hiding ahead of time (or dumb luck) is needed to\nsuccessfully complete this phase of the quest. Fortunately for you,\nyou'll get the former, and need not the latter. Head over to Arsmith's\nAlehouse, head inside, and continue south-west past the Bounty Board to\nreach the alley out back. Turn south-east immediately after heading\nthrough the doorway to the back lot to find Symone hiding in a corner.\nApproach her and talk to her to end this game-success will be indicated\nby her saying \"My, ser. I am impressed.\"\n&lt;----------------------------------------------------------------------&gt;\n29) Talk to her again and she'll announce she's tired of this place-it's\ntime to go to the markets. This phase is pretty simple-just follow her\nback out into the Fountain Square and follow her around while she\ninspects the wares of various stalls. Enthralling stuff. Like my mother,\nshe'll screw around for untold amounts of time without actually buying\nanything, making sane folk wonder why anybody would go shopping if they\ndidn't plan to buy anything? Eventually even Symone gets bored and\nwaddles off to the gate leading to the Craftsman's Quarter. Talk to her\nonce she stops and she'll complain about being thirsty, before demanding\nwater-in a proper flagon. If you were hoping we'd need that Flask of\nWater to douse her after she caught on fire... sadly, no. Immediately\ntalk to her again and give her the Flask of Water. Good thing you were\ninsightful enough to bring one ahead of time, no? She should comment-\nafter getting the water she needs-about how it'll be a shame when you\nget eaten by the Dragon, considering what a fine page you make.\n&lt;----------------------------------------------------------------------&gt;\n30) One more task to complete-Symone, drunk on water and eyeing the\nopen spaces of the Craftsman's Quarter decides she wants to race the\nArisen. The race is from the gate to the Craftsman's Quarter to the\nnorthern gate leading out of Gran Soren. She wants to you give her a\nserious race... but she also wants to win, something that she fails to\nmention, but by now should be implied. Simply put, you need to stick\nclose to her without beating her to the finish line... again, an\nunencumbered character can match her pace just by walking quickly.\nStay within about ten feet of her (three meters, for my Euro-pals).\nJust be warned-the cutscene showing her run off is deceptive-she does,\nin fact, start near you without a head start, so don't immediatley\nsprint to catch up, as it can result in you running into her. Also\nkeep in mind that she doesn't follow the path the whole way, but feels\ncompelled to take a shortcut through the field. Pace her, by stay\nbehind her, and talk to her when the race is over. She should exclaim\n\"I won! I bested the Arisen!\" before mocking your speed. Finally, she\ndecides the day is over, and demand you escort her home. Capcom has a\nsense of mercy here, and does this for you automatically.\n&lt;----------------------------------------------------------------------&gt;\n31) You'll find yourself back at the Fournival Manor, and if you did\neverything well, Fournival will applaud your effort, saying \"My thanks,\nser, and well done. I knew you were the one to ask! My daughter sang\nyour praises. It seems the Arisen commands more than the hearts of just\nPawns.\" Yay! We're good at babysitting! If you did less-than-optimally,\nhe'll suggest that perhaps this isn't quite the field for you. Yeah,\nsays a guy who ditched his daughter to get drunk with merchant friends.\nAnyways, a quest reward ensues. For the real reward, however, talk to\nSymone and she'll give you a token of her esteem-the Golden Idol,\nwhich is what this is really all about. Unfortunately, successful\ncompletion of this quest boosts her affinity for you, as well. Oh well,\nwe'll worry about it much, much later. As for the Golden Idol, stash\nit away somewhere. We'll need to significantly advance the main story\nin order to put it to use.\n\n***REWARD***\nEXP\t\t7500\nRift Currency\t10\nGold\t\t15000\nItems\t\tGolden Idol\n&lt;----------------------------------------------------------------------&gt;\n32) Huzzah! We're done messing around in Gran Soren for a while. Now\nit's time to head up back to the Noble Quarter and talk to Ser\nMaximilian near the castle gates. Be sure you have your wyrm Hunt \nlicense on you, or you can't start any new Wyrm Hunt quests. Yes, it\nneeds to be in your inventory. He'll waste some times with some\nformalities before finally getting down to business. Note that he says\nhe is supposed to lend 'all Arisen' any reasonable aid 'they' may\nrequire. Formality, or are the other Arisen active? Whatever. He'll\nfinally get to showing you the current charges for the Wyrm Hunt,\nwhich are pretty vague:\n\n'Decipher a text'\t\t[WLK013]\n'Rout a monster infestation'\t[WLK017]\n'Investigate a cult'\t\t[WLk011]\n'Aid a research team'\t\t[WLK009]\n\nWhich to choose? Well, it doesn't really matter so much, although the\n'rout a monster infestation' arguably requires the strongest party to\nhandle. In the end, I suggest starting with 'Aid a research team',\nas it's not terribly difficult, and involves exploring a dungeon back\nby the Waycastle. It'll allow us to stay in southern Gransys, gain\nsome gear and experience, and... well, heading off that direction\nprovides us with an excuse to subsequently do more chores around\nCassardis (yes, there are more quests there) and complete\n'A Troublesome Tome'. You are, of course, free to do whatever you wish,\njust consult the correct walkthrough section if you wish to do them\nin a different order.\n\no======================================================================o\n|\t\t \tChapter 2: The Wyrm Hunt\t\t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t         Aiding a Research Team\t\t     \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK009}\n\t\t1) Monks on a Mission\n\t\t2) Returning to the Waycastle\n\t\t3) Goblins on the Go\n\t\t4) Helping Halsett\n\t\t5) Old Vermin, New Materials\n\t\t6) In Need of a Key\n\t\t7) Drawbridge Dead-end\n\t\t8) Saurian Lever Guards\n\t\t9) Water is Not Your Friend\n\t\t10) Smug Skeleton Mage Smite\n\t\t11) To the Offering Chamber\n\t\t12) Challenging the Cyclops\n\t\t13) To the Victor...\n\t\t14) A Change of Priorities\n\t\t15) Beyond the Sealed Door\n\t\t16) Pulling the Plug\n\t\t17) Water's Bottom\n\t\t18) Altar Slate #1\n\t\t19) Altar Slate #2\n\t\t20) The Northern Chamber\n\t\t21) Altar Slate #3\n\t\t22) A Tale of Two Paths\n\t\t23) Altar Slate #4\n\t\t24) Another Cyclops and Altar Slate #5\n\t\t25) Haslett's Lonely Road Home \n\n1) Accept this task and Ser Maximilian will give you the details-some\nmember of the Faith were investigating the Dragon, and you have been\nspecifically requested by said researchers to provide an escort to the\nplace of interest. You'll then be referred to Father Geffrey in the\ncathedral for further information. You'll find the guy there during the\nday-spot him out by his silly robes and hat. The hallmark of any serious\nreligion is the absurdity of the outfits they wear. Apparently the\nresearch team already set out-he'll ask you to meet up with them at the\nfalls near the Waycastle.\n\n***QUESTS***\nThe Watergod's Altar\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|The Watergod's Altar\t\t\t\t      |{VID030}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=TW0tReDeN-k\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) You know the way to the Waycastle by now-lots of running back and\nforth, but that's life. Make your way to Waycastle and cross it to the\neast (Manamia Trail). We'll start exploring new ground from here, where\ndirections will actually be helpful. Follow the road south-east, then,\nas the road turn east at a large, veer off the road and head up a hill\nto the south-west, where you'll find an unmarked trail winding through\nthe mountains. As the trail turns west you'll encounter some Goblins,\nwhich by now are little more than pests.\n&lt;----------------------------------------------------------------------&gt;\n3) Shortly after turning north-west, the trail ends and the rocky route\nbefore you opens up. Continue north-west until you find a fork at a\nlarge boulder-time for a detour. Head to the west to find a tribe of\nGoblins, led by a Hobgoblin. Smite them and continue west until this\npath terminates. A cave to the north leads to mineral veins you can\nmine, while to the south lies an elevated rocky shelf you can reach if\nyou have Double Vault or (with some patience and luck) Levitate. On\nthis shelf you'll find a rounded chest to loot.\n\n***ITEMS***\no--Rounded Chest--o\n[Scholar's Cape]\n[Two-Hander]\n[Wooden Wall]\n&lt;----------------------------------------------------------------------&gt;\n4) Backtrack to the fork and this time take the northern branch, which\nultimately leads to a river. A river running through the mountain means\nfalls, so follow the river upstream, which in this case means to the\nwest. Shortly uphill you'll find some falls-alas, these aren't the ones\nyou're looking for. Since the path further west is inpassible, jump\nacross the rocks at the mouth of the lower waterfall... or if you're\nbeing snarky, continue west and jump across the river to the path on\nthe northern bank. However you reach the northern bank, continue\nnorth-west until you find a monk named Haslett. Unlike wise Haslett,\nanother monk-Jean-went on ahead into the ruins beyond the waterfall. So\nmuch for research expedition, apparently this has become a rescuse\noperation. Ah well. Head past cowardly Haslett and through the waterfall\n(getting soaked is unavoidable) to find a door leading to... the\nWatergod's Altar! Dun-dun-duuuuuh!\n\nThe Watergod's Altar\no======================================================================o\n5) Head north and exterminate Giant Bats until you reach a fork. Ignore\nthe ramp to the north-east for a second and follow the stream until it\nterminates at a tiny waterfall, where you can score some Waterfall\nGentian Leaf plants. This is just my way of saying \"hey dummy, there's\nnew crap here!\" Keep a lookout for goodies, because, as usual, I can't\nbe bothered to point out every plant and fishing hole.\n&lt;----------------------------------------------------------------------&gt;\n6) Backtrack to the south and take the ramp to the north-east-but do so\ncautiously, as there's a snake lurking around, and we've no need to get\npoisoned before we've made any meaningful progess. Continue north-east\nuntil the cut stone yeilds to brickwork. Continue north into the\nobviously man-made tunnels a short ways to find two side-passages. To\nthe east is a strange door that resists your attempts to open it, only\ngiving the text:\n\n\"'Tis shut fast. The door bears a hollow that could fit something...\"\n\nObviously, we'll need to find some kind of key. Explore the western\nside-tunnel to find some plants in a box, and in a small terminal room\nto the north a bunch of Skeletons guarding some money and potions. Not\nall diversions are worthwhile, it seems.\n&lt;----------------------------------------------------------------------&gt;\n7) Get back in the main tunnel and continue north until your progress is\nshortly impeded again by a raised bridge. Note the lever west of the\nbridge. Seems we've got even more work to do before we can get on with\nour work to do. Head down some stairs to the west (the stairs to the\neast just lead to Brine-infested waters) and you'll be rewarded for\ndiligently going the only way you can in the form of a rounded chest.\nI should note before we go on that this place contains treasure that can\nbe... of somewhat higher quality than the Witchwood, making it our most\nlucrative exploration yet. You can easily get screwed out of good loot\nthat would increase your potency by bad luck, so don't be adverse to\nsave\/loading chests that contain superior arms and armor. The least it\nwill do is save you gold.\n\n***ITEMS***\no--Rounded Chest--o\n[Eden's Warden]\n[Grievous Horns]\n[Thunderclap]\n&lt;----------------------------------------------------------------------&gt;\n8) Continue west into the unexplored, disposing of a few Giant Bats as\nyou go. Shortly the tunnel will turn south, then open up into a chamber\nfull of... let's see... subterranean, watery... yep, our old friends,\nSaurians. They can be somewhat bastardly in these confined quarters, so\nfight them wisely and cautiously. Using the ladder to gain height on\nthem can be a decent idea. Once the five in this room are slain, a stone\ndoor will open to the south, from whence will pour another four\nSaurians. A well-prepared spell-caster can devastate these creatures\nwith a well-placed Comestion, but a 'well-prepared' spell-caster almost\nexclusively means one you play yourself. Once all opposition is silent,\nexcavate an ore vein in the south-western corner of the nothern\nchamber. Normally I don't point out such things, but the mineral veins\nin the Watergod's Altar are one of the only places in the game to\nobtain a Priceless Artifact, a rarely-used Material. Once you have one,\nyou can duplicated it as needed at the Black Cat... but you need to\nfind the initial article, first. The smaller, southern chamber contains\nthree chests. The ornate chest contains the 'Watergod's Altar Lever' we\nneed to affect the lowering of the drawbridge, above. The southern of\nthe two rounded chests actually contains loot, while the northern\ncontains junk of varying quality. There's also three Large Coin Pouches\nnear the southern rounded chest, totaling 10,500 gold.\n\n***ITEMS***\no--Rounded Chest--o\n[Bronze Gauntlets]\n[Silver Bands]\n&lt;----------------------------------------------------------------------&gt;\n9) Backtrack to the drawbridge. Insert Lever. Lower drawbridge. Huzzah.\nCautiously cross the drawbridge to the north and note the camouflaged\nSaurian clinging to a pillar to the east. You'll see it if you look\nlong enough-think Predator. Shoot it down, or chuck a Pawn ahead to\nprovoke it. This room bears a bit of explanation-much of the level has\nfallen ito disrepair, and large parts of the floor have now collapsed.\nWhat's left is a discontinous mess over Brine-filled water. The Sauians\nthat lurk around here have no fear of such things, but are more than\nwilling to knock you-or your Pawns-to their deaths. There are also\nside-rooms to the east and west of the northern end of the drawbridge\nwhich can be jumped into (life is, as usual, easier with Double Vault\nor Levitate.) There's really no need to make those jumps, however, as\nwe'll find less death-defying ways to access those rooms later. To the\nnorth is an intact structure occupied by two Skeleton Mages-because this\nmess wouldn't be complete without some asshole taking pot shots at you.\n&lt;----------------------------------------------------------------------&gt;\n10) Explore north and note two paths through this chamber. You can go\nwest, or north-east. Since west is where we want to go, obviously we\nshould head north-east first. If you have ranged attacks, shoot down\nthe Skeleton Mages. If not... well, keep moving. Reach the eastern side\nof the room and follow a narrow path to the north until you reach a\nfork-a wooden ramp west to the structure the Skeleton Mages occupy, and\nsome stairs to the north. Another cloaked Saurian lurks on a pillar\nbeyond the few stairs to the north, and the Skeleton Mage threat should\nbe obvious enough. Smite them all-the Skeleton Mages guard an ornate\nchest, and path beyond the Saurian to the north terminates at a rounded\nchest. Both contain loot.\n\n***ITEMS***\no--Ornate Chest--o\n[Iris Ring]\n[Ring of Azure]\n  ---\no--Rounded Chest--o\n[Bronze Cuirass]\n[Iron Helm]\n&lt;----------------------------------------------------------------------&gt;\n11) Backtrack to the south and take the western path this time. Head\nthrough a doorway, score an ore vein and continue through another\ndoorway to the north, beyond which lies a wooden bridge. North of the\nbridge lies another doorway-over which lurks another hidden Saurian.\nExterminate it and continue north. Head up some stairs and spot yet\nanother invisible Saurian on a pillar to the north. Give it it's just\ndes-murders, continue north, then east across a wooden bridge, then\nup some stairs, first east, then north.\n\nOffering Chamber\no======================================================================o\n12) Behold, a large chamber lined by pillars. A short ways in you'll\nsee the gruesome remains of Brother Jean. Talk about overkill, there's\nmore liquid left of this guy than solid! Search the remains to update\nthe quest, but be wary-what killed Jean is still nearby. To the north\nlurks a Cyclops, and not an unarmed, half-dead weakling Cyclops like the\none we dispatched near the Encampment. This one comes armed with a club,\nis at peak condition, and you've only got yourself (and your Pawns) to\nrely on. The time has come to take down our first big critter of the\ngame... well, not counting when we were playing Savan fighting the\nChimera.\n\n\t\t   ***ENEMY STRATEGY: CYCLOPS***\nCyclops are big, but unsubtle foes. Their attacks consist of flailing\naway with clubs or their bare hands, or stomping. Despite their lack of\nfinesse, their size is more than enough compensation. Fortunately, they\nalso have plenty of weakness to explore.\n\nGo for the Eye!\n---------------\nYep. Their eye is their weak spot. Surely everybody here has read the\nOdyssey, right? Well, we're going to one-up Odysseus. We will hopefully\navoid getting half our men eaten, and we won't need to rely on trickery\nand sheep to survive. If you've got a bow, the fight is simple-aim for\nthe eye and pour as much death onto this vulnerable spot as possible.\nThere is one fly in the ointment, however-some Cyclopses are armored.\nA helmet will protect their eye from all direct attacks, so we'll have\nto be sneaky. Climb on the Cyclops and go near the head. This will get\nthe beast's attention, and it'll look around briefly. You should now\njump off, as the Cyclops is going to reach back to pry off whatever is\nclinging to it-don't let it be you or it'll eat your head. Yum. If you\naren't on it when it goes to grab whatever was on it, it'll sweep off\nits helmet, instead. Voila. You can also climb atop the Cyclops, hug\nits face, and stab its eye, but it will try to grab you, limiting the\namount of damage you can do, and potentially making such direct attacks\nvery risky.\n\nSpells and Swords\n-----------------\nDon't have a reliable ranged attack? Spells can target the eye just\nfine, but the proximity of such attacks can sometimes be worrisome.\nThe best magic to use again Cyclopses is Levin\/High Levin. It's got a\nshort casting time, can be aimed, and Cyclopses are weak to lightning.\nSuch attacks are very, very likely to stun a Cyclops, and if used\nrepeatedly, a single low-level spell-caster can potentially keep a\nCyclops stun-locked indefinitely. If you lack both magic and missiles,\nyour best bet is to hack at the Cyclops' legs. Eventually, enought\npressure will knock it onto its hands and knees. It's not defenseless\nin this state, and it will grab (and bite) foes near its head, but if\nyou stay to the flanks and rear, it's not agile enough to hit you\neasily, standing or prone.\n\n'Tis Wroth, Indeed\n------------------\nIt should also be noted the Cyclopses have tusks, like all good\nelephantine beasts would. These can be destroyed by directly hitting\nthem. Doing so guarantees the drop of a Rugged Tusk, but such a\ncosmetic infraction will send the beast into a fit of rage. While\nraging, a Cyclops will move more quickly and flail with wild abandon,\nmaking them very difficult to attack in melee. During this time, it's\nbest to simply get away from them, and, if possible head to high ground\nwhere they cannot reach you.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Cyclops Takedowns\t\t\t\t      \t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=x1HqTLG9PqI\t\t       |<\/pre>\n\n\n\n<pre id=\"faqspan-8\" class=\"wp-block-preformatted\">o-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n13) Dispatch the beast by whatever means are at your disposal. When it\ndies it'll drop the 'Watergod's Altar Key', which will open that odd\ndoor back before the drawbridge. Also be sure to loot this room. Between\nsome pillars on the eastern end of the room you'll find an ornate chest,\nwhile another pair of ornate chests wait along the northern end of the\nchamber. All potentially contain loot. There's also a rounded chest in\nthe north-western corner of the room, but its contents are less\ninteresting. Loot what you will, as you will, but once done, leave the\nWatergod's Altar. We should probably inform Haslett of Jean's demise.\n\n***ITEMS***\no--Ornate Chest--o\n[Battle Greaves]\n[Padded Armor]\n  ---\no--Ornate Chest--o\n[Chainmail Bracers]\n[Light Outfit]\n[Violet Ring]\n  ---\no--Ornate Chest--o\n[Red Leather Cap]\n[Ring of Purpure]\n&lt;----------------------------------------------------------------------&gt;\n14) Talk to Haslett and he'll mull over the news before eventually\nasking you to pick up where Jean left off-searching the ruins in his\nstead, to keep his death from being in vain. Why not? After all, aren't\nyou itching to see what's beyond that door we now have the key to? In\nany event, now is a fine time to run back to town, restock, stash loot,\nand all that fun stuff. When you're ready to go again, talk to Haslett\none more time and he'll reveal what we're really after-some engraved\ntablets that may have been broken up into several fragments. Be sure to\ncollect them all!\n&lt;----------------------------------------------------------------------&gt;\n15) Head inside the Watergod's Altar and return to the locked door we\npassed earlier. Since we now have the 'Watergod's Altar Key' the door\nshould pop right open when we examine it. Beyond the now-opened door\nlies a new room for us to explore, but tread carefully. A cloaked\nSulfur Saurian clings to the southern wall. Sulfur Saurians are quite\na bit stronger than their lesser counterparts, and are more fond of\ncamouflage. Search the room to find some warrior remains and a chest,\nwhere loot hides. Also note two passages-one to the north, and one to\nthe east. The northern area is still water-filled and hence,\ninaccessible, so east it shall be.\n\n***ITEMS***\no--Rounded Chest--o\n[Blue Longkilt]\n&lt;----------------------------------------------------------------------&gt;\n16) Cautiously head over to the stairs, as yet another invisible Sulfur\nSaurian lurks on the wall south of the first landing. Detatch the\ncreature from its perch and its life and head down the stairs until you\nreach a chamber sprawling to the north. Although apparently unoccupied,\nthe room is in fact infested with Skeletons, Skeleton Knights and\nSkeleton Mages. Destroy them, loot a chest in the north-western\ncorner of the room for some loot, mine an ore vein along the eastern\nwall for another shot at a Priceless Artifact, then head down a short\npath to the north-east to find a room with a pressure plate in the\nmiddle. Once stood upon, the water in the rest of the level drains\nforever more, opening up further exploration opportunities.\n\n***ITEMS***\no--Square Chest--o\n[Direwolf Bow]\n[Obliteratrix]\n[Surcoat]\n\n***MONSTER INFO: SKELETON KNIGHT***\nYet another variety of skeleton-and there are still two more we've yet\nto encounter! The Skeleton Knight itself comes in two forms-the Fighter\n(sword-and-shield) and the Warrior (longsword). Spot Knights out by\ntheir superior arms and armor and... well, their three-fold experience\nsuperiority over normal Skeletons. Fighter-types tend to rely on their\nshields more, blocking and countering frequently, but generally\nrefraining from Blink Strike. Warriors are fond of using charge up\nattacks. Use holy and fire against them if you can.\n\nWater's Bottom\no======================================================================o\n17) Backtrack to the room we opened with the Watergod's Altar Key and\ntake the formerly submerged northern path to find some stairs down. Take\nthem to their conclusion and exit to the west to find a large, damp\nchamber crawling with Skeleton Mages, Skeleton Knights, and if it's\nnight-time, Phantasms, The skeletons tend to remain inanimate until you\napproach any of the loot scattered around here. First direct your\nattention south, where you'll spot a ladder at the end of a short\ntunnel. This just leads back up to the drawbridge room. Just north of\nthe doorway you exited out of, along the eastern wall, stands some\nscalable stonework, atop of which stands another ladder, which leads to\na small room east of the sneaky Saurian chamber we explored earlier.\nMore important here lies a square chest with some loot inside. See?\nTold you we'd find less death-defying ways to reach these rooms.\n\n***ITEMS***\no--Square Chest--o\n[Tiger Bangle]\n\n***MONSTER INFO: PHANTASM***\nLike Phantoms, but stronger. They rely on pretty much all the same\n(limited) attacks, but these ghosts have a flair for electricity. Avoid\nlightning-based attacks, and stay clear from them when they die to\navoid getting shocked for... well, laughably minor damage. Like\nPhantoms, they are immune to physical damage, but highly susceptible to\nmagic.\n&lt;----------------------------------------------------------------------&gt;\n18) Back in the chamber we just drained (marked on your map as 'Water's\nBottom'), head north from the stonework we climbed to find an ornate\nchest which contains one of the 'Altar Slate' pieces we're after. The\njunk is heavy, so I suggest tossing it on your Main Pawn. There will be\nmore of them, so be sure to have plenty of room. You cannot,\nunfortunately, hand off Altar Slate pieces to Haslett as you find them,\nso you'll need to lug all five of the pieces around-a total weight of\n47.50. This really sucks if you're playing sans Pawns.\n&lt;----------------------------------------------------------------------&gt;\n19) Okay, more to do. Head back to the doorway leading to the stairs\nwe came down earlier and cross the room to the west, where in the\nsouth-western corner of the room you'll find some stairs going up to the\nwest. Follow them until they conclude in a small room containing another\nornate chest, which itself contains another 'Altar slate' piece.\n&lt;----------------------------------------------------------------------&gt;\n20) Head back downstairs and enter the 'Water's Bottom' chamber again.\nStanding just outside the doorway leading to the stairs we just climbed\nturn north to see a rounded chest over some rubble. Loot it and exit\nthe small chamber you're in to the east, then immediately turn north\nand head up a small flight of stairs leading to the larger, northern\npart of the 'Water's Bottom' chamber.\n\n***ITEMS***\no--Rounded Chest--o\n[Hunter's Jacket]\n[Missionary's Robe]\n&lt;----------------------------------------------------------------------&gt;\n21) The Skeletons are quite a bit thicker here, so stay wary. Once\nyou're the only thing moving in this area, explore the south-western\ncorner of the room to find a third ornate chest, and hence, a third\n'Altar Slate' piece. Grab it and turn east to see a ruined wall. Jump\non it and explore to the south to find a square chest, which will\nbestow some loot upon you for exploration saavy.\n\n***ITEMS***\no--Square Chest--o\n[Padded Armor]\n[Silver Ring]\n&lt;----------------------------------------------------------------------&gt;\n22) Now explore along the northern edge of the northern 'Water's Bottom'\nchamber. There are two passages we can search-one to the north-west,\nand another to the north-east. In between the two sits a rounded chest\nwherein lies some loot. As for the passages... we'll explore to the\nnorth-east, first.\n\n***ITEMS***\no--Rounded Chest--o\n[Cleansing Earring]\n&lt;----------------------------------------------------------------------&gt;\n23)  Up the watery tunnel you go-score a Harspud Sauce on the wall to\nthe north if you spot it (freebie!)-then turn south until you reach a\nledge with a ladder on it. Loot a rounded chest that's determined to\ncontain only junk before climbing the ledge, where you'll discover\nanother, less-junkful, rounded chest. Once you're done looting, mount\nthe ladder and ascend to reach a room containing another ornate chest,\nwhich in turn yeilds us our fourth 'Altar Slate' piece. Do be sure to\ngrab the Large Coin Purse (3500 G) in the doorway to the west before\nreturning down to the 'Water's Bottom' chamber.\n&lt;----------------------------------------------------------------------&gt;\n24) Only one way to go now-time to explore the north-western passage.\nFollow the watery trail west, then north to confront another Cyclops.\nThis one is smaller, but not any weaker. You know how to take them\ndown by now-the only difference is the scale... and of course, mind the\nledge. Past the Cyclops the path will turn west briefly, then split.\nTake ther southern fork to find an ornate chest, which contains the\nfinal 'Altar Slate' piece. Follow the northern fork, mine an ore vein,\nclimb a ledge after the passage doubles-back to the south, then find\nanother ledge along the eastern wall to make it back to the 'Offering\nChamber'. You can now leave the Watergod's Altar at your leisure.\n&lt;----------------------------------------------------------------------&gt;\n25) Once back outside, talk to Haslett and-with all five Altar Slate\npieces in your possession-you'll get the option to hand them over. Do\nso and he'll promise to work on them tirelessly-for Jean's sake. He\nalso says he'll put in a good word with Father Geffery for you, and\nwill tell you to report to Ser Maximilian. He then departs merrily in\nhis wagon, leaving us behind.\n\nThe next obvious move is to return to Gran Soren... right? Sure, but\nsince we're down here-and we don't get to cutscene ourselves back like\nHaslett did-we might as well do some things down in southern Gransys.\nI know, this is a weak excuse-we could come back here at any time, but\nfor organization, when we do a Wyrmhunt quest we'll also explore a\nlarge geographical area (like the 'Estan Plains', as marked on the\ntop-right of the screen while in the 'Area' map) around which the quest\nwas located. The other three quests allow us to do this pretty\nseamlessly, but we'll stretch a bit to make this scheme fit here, too.\nThere's another quest to do back in Cassardis, and after that, we'll\nfinally go looking for Steffen's book and complete 'A Troublesome Tome',\nwhich give us an excuse to explore the Vestad Hills, which we very\nbriefly entered enroute to the Witchwood. In any event, the quest\nexperience for 'The Watergod's Altar' is listed below, even though in\nreality it could be a while before we bother to turn it in. Now, back\nto Cassardis.\n\n***REWARD***\n(For aiding a research team)\nEXP\t\t15000\nRift Currency\t20\nGold\t\t13000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t       Exploring the Vestad Hills\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK010}\n\t\t1) A Cry From the Well\n\t\t2) Saurian Slaughter\n\t\t3) Return to the Vestad Hills\n\t\t4) An Unexplored Fork\n\t\t5) Big Bandit Battle\n\t\t6) The Northern Bandit camp\n\t\t7) Southern Bandit Camp and the Sea\n\t\t8) To the Front Door\n\t\t9) Meeting Maul\n\t\t10) Gate-Top Treasure\n\t\t11) Chamber Treasure\n\t\t12) A Special Perfume\n\t\t13) Ferrystone Docks\n\t\t14) The Final Piece\n\t\t15) Citadel Treasure\n\t\t16) A Troublesome Tome, Tracked Down\n\t\t17) Ruins Outside Aernst Castle\n\t\t18) Goblins on the Beach\n\t\t19) Eradication Site\n\t\t20) Nightfall Crevasse\n\t\t21) Saurians in the Woods\n\t\t22) The King of the Forest\n\t\t23) Some Unexceptional Treasure\n\t\t24) Two Paths to the East\n\t\t25) A Well-Deserved Rest\n\t\t26) The Gift of Life\n\t\t27) A Tale of Two Tomes\n\t\t28) Continuing the Wyrmhunt\n\n1) When you enter Cassardis again, you'll hear shouting from the well.\nThat place is nothing but trouble, it seems... well, better go down and\nsee what the ruckus is about. Once down, you'll find Rorric. Talk to\nhim to find out that he was... well, using the well as a convenient\nspot to be delinquint. While down here, however... well, you know. More\nmonsters in the well. Seems we need to go deeper and get rid of their\nnests once and for all. Rorric, being the nice drunk that he is will\neven give you some Throwblasts to help out. Yay...\n\n***QUESTS***\nDeeper Trouble\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Deeper Trouble\t\t\t\t\t      |{VID019}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=LxAVsc8i0wI\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) No use in guiding you through the place again-you should know the\nway. Head back to the chamber with the 'Emperor's Pillar' in the middle\nof it, south from the entrance. Once there, head west through some\nwater to reach a chamber that... well, was blocked by a giant boulder\nearlier. Earlier, but no longer, this chamber is marked on your map\nas 'Brightwater Cove'. Inside you'll find plenty of Saurians-your goal\nhere is simple. Kill them, and kill their babies, just like in the Bible\nstories. After smashing a few nests, a big ass queen Saurian will show\nup. Don't let her intimidate you, though-she's stronger, but nothing you\ncan't handle. Once these reinforcements are dealt with, continue with\nyour genocidal ambitions. Before you go tell Rorric the good news,\nhowever, head into a watery tunnel to the south-west to find a square\nchest to loot. Once looted, head back to the entrance, report the news\nof your victory to Rorric, and collect your quest reward.\n\nNote: If you enter Dripstone Cave at a later date (after allowing some\ntime for monsters to respawn, of course) the well will be repopulated\nagain. The Saurians are gone-our malevolent purging worked, after all-\nbut in their place you'll now find a handful of powerful Bandits\noccupying the 'Emperor's Pillar' chamber. Furthermore, in the\n'Brightwater Cove' chamber-where the Saurian nests were-you'll find\nPhantoms and Undead Warriors. You clear out one monster, only to make\nroom for others, it seems. Of course, there is no need to ever enter\nDripstone Cave again, unless you really want another shot at some of\nthe loot within.\n\n***ITEMS***\n[Bone Plate Armor]\n[Hand Covers]\n\n***REWARD***\n(For clearing out the well... again)\nEXP\t\t6000\nRift Currency\t15\nGold\t\t8000\n&lt;----------------------------------------------------------------------&gt;\n3) Now it's time to explore the Vestad Hills. In case you don't\nremember the way, head to the Encampment, and from there, continue\nnorth until you reach a fork in the road-instead of continuting north\nto the Waycastle, turn south-west and head uphill through a narrow\npass through the mountains... if you go through Dripstone Cave to reach\nthe 'Dripstone Cave Rear Passage' you'll be at the foot of this\nmountain pass, but either way is fine, as you prefer. Remember the\nWolves, which should now be more tolerable, and the boulders that fall\ndown the pass, all that fun stuff.\n\nAt the top of the pass the Vestad Hills will open up before you. If you\nfollow the road south and do not deviate, you'll reach the Witchwood\nagain. Wolves and weaker Bandits lie along the way. You should be much\nstronger now, especially if you've been making a Strength-build\n(Assassin) or Magick-build (Sorcerer) character. If you've done\neverything in the guide thus far, including non-escort Notice Board\nquests, you should be around level 25-30, depending on your killing\nhabits. Still, this next area can be pretty rough. If you're having\ntrouble, head back to safer lands. Do runs on dungeons for loot\n(Witchwood, Everfall, Watergod's Altar) and experience, and start\nleveling Vocations to gain power-boosting augments. Warrior for\nClout, Fighter for Vehemence, Mage for Attunement, Sorcerer for Acuity,\nand most of all, Assassin for Bloodlust and Clout.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Exploring the Vestad Hills\t\t\t      |{VID016}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=s4yvUBBTXxM\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n4) With that warning out of the way... let's start exploring. From the\ntop of the mountain pass that connect Manamia Trail to the Vestad\nHills, go downhill to the south-east, smiting whatever low-level Bandit\nor Wolf dares show itself. There are chests to loot on the eastern side\nof the road, but they contain garbage, so aren't worth describing in\ndetail. Continue until the path forks in front of a large boulder that\nis crawling with a variety of Bandits during the day-of widely varying\npower. The eastern fork leads to the Witchwood, as we already know, so\ntake the western-most fork.\n&lt;----------------------------------------------------------------------&gt;\n5) The road will turn decisively south-west and run to a castle off in\nthe distance. This road is absolutely crawling with Bandits-much\nstronger than the ones we are used to. These Bandits are a good measure\nof how difficult this area will be-so fight well. Once they're dead and\nthe way to the castle lies open (how's that for a vote of confidence?)\nignore the castle and turn south into the hills. It's time to discuss\nthe enemy-packed area east of the castle.\n&lt;----------------------------------------------------------------------&gt;\n6) To the far north of the area east of the castle lies the road\nleading to the Witchwood, marking this section's northern boundary. In\nthe far south lies the sea. Even with the northern side of the castle\nlies a small Bandit camp, occupied by more of the same high-quality\nBandits we found last Step. This small camp is bounded by a boulder to\nthe north, against which sits a square chest, a small ridge to the\nsouth. The chest contains junk, and in general, superior treasure and\nfoes lie south.\n&lt;----------------------------------------------------------------------&gt;\n7) So... south it is. Here you'll find more powerful Bandits based\naround a shelter (poles with a fabric 'roof', I'd call it a tent, but\nin my mind, a tent has sides.) These Bandits even come with their own\npet Cyclops-this one tends to be armored, at least sporting a helmet.\nIt's a wise move to try and kill off as many Bandits as possible before\nengaging the Cyclops-but be warned more lurk on nearby boulders to the\nsouth (typically annoying dagger-and-archer types). Once alone, however\nthe Cyclops should be little trouble. When everything is dead, the\nlooting can begin. A square chest lies just north of the shelter, near\na tree, and on the beach you can find several warrior remains worth\nlooting, and a square chest along the eastern end that's... well,\nthere. You should also bother to loot the fishing spots along the\nbeach, as these particular spots (in fact, every fishing spot along\nthe obviously less-civilized western coast of Gransys) can yeild Large\nand Giant Fish.\n\n***ITEMS***\no--Square Chest--o\n[Ogre Bone]\n[Verdant Hood]\n  ---\no--Warrior Remains--o\n[Leather Belts]\n  ---\no--Warrior Remains--o\n[Chestguard]\n[Rusted Daggers]\n&lt;----------------------------------------------------------------------&gt;\n8) It's time to explore the castle. There are some stairs along the\nbeach that can be used to gain access, but I prefer the front door.\nI'm just a front-door kind of guy. So, run your little self north along\nthe eastern edge of the castle, past a bridge and up a hill until you\nreach the road again. Kill whatever Bandit stragglers are around, then\ncross the bridge into the castle.\n\nThe Ruins of Aernst Castle\no======================================================================o\n9) Behold, the ruins of Aernst Castle, an area within an area! Yeah,\nwe're being productive with this trip. This place is also crawling with\nBandits, but they're non-hostile, so leave them be. From the gateway\nturn south-west to spot a cluster of tents-which mark our destination.\nOne bandit, a massive mountain of a man named Maul, will be sitting\naround the campfire, or sulking in his tent, depending upon the time of\nday. Talk to him and he'll challenge you to prove himself to the gang.\nTypical Japanese drama-these aren't bloodthirsty Bandits as much as\nthey're just rugged individualists... okay, so they're both. In any\nevent, hear him out and he'll give you two options to prove yourself\nto the gang-either kill ten rival (female) Bandits or find and punish a\ntraitor who went AWOL.\n\nTwo notes are relevent here; first, if you are tracking the quest\n'A Troublesome Tome' Maul will be defiant and all but challenge you to\na fight over the tome. Just don't be tracking this quest to get the\npreviously-mentioned dialogue. Second, we should have already met this\n'traitor' Maul wants us to find-it is none other than Pike, the thief\nrunning amok in Cassardis. But I'll let the matter rest for now-until\nwe encounter female Bandits, and hence have all the solutions at our\ndisposal. The video below details a somewhat more boring approach.\n\n***QUESTS***\nNo Honor Among Thieves\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|No Honor Among Thieves\t\t\t\t      |{VID018}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=OJoZs8QPiG0\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n10) Quests are good and all, but what's even better? Treasure, of\ncourse! So let's get some. From the tents turn east to find a ruined\nstructure you can enter. Head through a doorway and go up some stairs to\nreach the wall. Once atop the wall, head north and jump up onto a\ntower, then turn west, cross over the gate, and find a square chest.\n\n***ITEMS***\no--Square Chest--o\n[Chainmail Bracers]\n[Hunter's Jacket]\n[Weak Guard]\n&lt;----------------------------------------------------------------------&gt;\n11) Backtrack to the wall, head back down the stairs, and re-enter the\nruined building. From the side of the staircase head south through\nanother ruined doorway then turn east to enter a surprisingly intact\nroom, wherein lies a rounded chest.\n\n***ITEMS***\no--Rounded Chest--o\n[Bandit's Glove]\n[Red Leather Armor]\n[Ring of Gules]\n[Rose Ring]\n&lt;----------------------------------------------------------------------&gt;\n12) Return to the bandit camp in the courtyard and turn south to see\nsome stairs running up around the eastern side of the citadel-our next\ndestination. Once at the landing atop the stairs turn west and score\na square chest behind some crate. This chest always contains a bottle\nof Wyrmward Perfume-something that will be requested via Notice Board\npost at Arsmith's Alehouse in the future.\n&lt;----------------------------------------------------------------------&gt;\n13) Continue down a ramp to the west, then down another to the east,\nthen down some stairs to the east, then to the west, then east again\nuntil you reach a small dock. If you are courageous and jump onto the\nmoored boat, you can score a free Ferrystone at, uh... the front.\nBow? Stern? Whatever. One of the pointy ends of the ship.\n&lt;----------------------------------------------------------------------&gt;\n14) Now backtrack to the area where we found the Wyrmward Perfume and\ncontinue west past the stairs we were just playing down. Pass an\nawfully out-of-place tree and head south-west across a stone bridge to\na ruined tower, where you'll find a glowing reddish stone... a\nWakestone Shard, in fact. Pick it up and, if you still have the other\ntwo shards in your inventory, they'll merge to form a full Wakestone.\nYet another quest we can complete.\n&lt;----------------------------------------------------------------------&gt;\n15) Head back across the bridge to the north-east, and continue\nnorth-east to spot a doorway leading to a roofless building. Once\ninside, search the north-eastern corner to score a square chest which\ncan contain some loot. Once satiated, head through a doorway to the\nsouth-east, turn south-west, and go through another doorway to the\nsouth-east. You should spot some stairs and a rounded chest-loot and\nhead up the stairs.\n\n***ITEMS***\no--Square Chest--o\n[Incognito Mask]\n  ---\no--Rounded Chest--o\n[Bandit's Mask]\n[Dusk Shoes]\n[Ebon Neck Wrap]\n[Gossip's Mask]\n&lt;----------------------------------------------------------------------&gt;\n16) Follow the stairs around until they terminate at a landing. Go to\nthe edge of the landing to notice that the stairs in fact continue\nafter a short gap-an easily made jump. Continue upstairs until the\nstairs end again. This time, we'll need to be a bit more creative with\nour monkey-power. Turn north to see a ruined-and scalable-wall that\nconnects to the roof of the tower. Jump up to the lower ledge, then to\nthe higher one, then walk around the edge of the battlements to find an\nornate chest, inside of which lies Salomet's Grimoire. Don't worry\nhurting Maul's feelings. He'll never miss it.\n&lt;----------------------------------------------------------------------&gt;\n17) It's been fun playing around in Aernst Castle, but now it's time to\nleave. Head back to the camp in the castle courtyard and explore to the\nwest, where you'll find no less than two sets of stairs leading down to\na walkway. Follow the walkway north, then down three flights of stairs,\nand you'll find yourself outside of Aernst Castle. Head west from the\nstairs, past some boulders, to find a ruined structure upon which\nperches a junk-filled square chest. At night, this place will be\nswarming with Goblins, but during the day... not so much.\n&lt;----------------------------------------------------------------------&gt;\n18) From the structure head south a short ways, past more ruins and\nacross a stream, until you find the sea again. The beach is absolutely\ninfested with Goblins, and while there are a pair of square chests to\nloot, and some warrior remains. Of the latter, there's one south of\nsome rocks along the western end of the beach which might bestow some\nloot upon searching souls. There is also plenty of fishing to do in the\nwater. Explore to the west until the beach ends at a cliff. The grassy\nhills further westward are part of the Varda Woodlands, and hence, the\nsubject of another part of the walkthrough.\n\n***ITEMS***\no--Warrior Remains--o\n[Scholar's Boots]\n&lt;----------------------------------------------------------------------&gt;\n19) Head north, instead, along the edge of the cliff and you'll pass\nthrough a field full of Oxen. Another spot to harvest meat, but so far\nfrom any rest spot that it's really useless compared to the bounty\nprovided by the Estan  Plains. If you continue north you'll eventually\nreach a road that runs east-west. North of this road, up some hills,\nare woodlands crawling with Goblins and Hobgoblins. In between the\nbeach and the road are plains littered with the signs of battle, marked\non your map as the 'Eradication Site'. What struggle took place here,\none can only guess, but considering the uncivilized nature of the area,\nwe can guess that humanity didn't get much out of the fight. This area\nis also crawling with Goblins and Hobgoblins-further sign that southern\nGransys is Gransys only geographically. If the Duke's authority extends\nhere, we've yet to see any sign of it.\n&lt;----------------------------------------------------------------------&gt;\n20) Fight your way through the horde of Goblinoids as you see fit, do\nwhatever sight-seeing you care to do, this area is intriguing, but\nultimately barren. Continue east until you reach a water-way, the\nstream we crossed earlier enroute to the beach. Along the southern end\nit's little more than water coiling through the sand, but as you follow\nit north it gains stone retaining walls. What its original purpose was-\na irrigation ditch?-we can only guess at. Eventually it leads to a\nsmall Saurian-infested pond (the east-west running road that bounded\nour northern exploration in the last Step ultimately terminates here,\nas well.) Saurians by now should be little more than scaley experience\ncows. Dispose of them and wade into the pond, where a few unimpressive\nfishing spots can be found. More interesting-but only due to the fact\nthat it's named-is a cave leading north, terminating in a chamber\ncalled the 'Nightfall Crevasse'. Here you can find some fishing spots\nand an ore vein.\n&lt;----------------------------------------------------------------------&gt;\n21) As enthralling as this all is, once you're done collecting fish and\nrocks, leave the cave and cross to the eastern side of the pond.\nContinue east along some rocky cliffs until you can venture north,\nwhereupon you should endeavor to head uphill in that direction. Shortly\nyou'll reach a Saurian-infested forest. Seriously, this place is\ncrawling with the damn lizards, so keep an eye out. Explore the eastern\nend of this forest-the road leading to the castle bounds it to the\neast, while impassible cliffs mark the northern extent of our current\nzone of interest.\n&lt;----------------------------------------------------------------------&gt;\n22) Cautiously explore to the west, exterminating Saurians as you go,\nand saving when the immediate area is clear. The toughest fight yet lies\nfurther ahead, and it's quite possible that you'll find that your\ncharacters are not up to the challenge-especially if you're new to the\ngame. In the heart of the forest (due north of the map marker for the\n'Nightfall Crevasse' lurks a Chimera. No need to go into tactics too\nmuch-we already fought one as Savan and company, but now we can play\nother Vocations, so a few words on that; spell-casters and archers have\na great advantage in range that Savan did not have-you should use it\nas much as possible here. Also taking advantage of elevation can\nprotect you somewhat. In both cases, however, be warned-a Chimera can\nleap quite far, run quite fast, and can usually jump onto whatever\nledge you're on. Range at best buys you time-it's not usually a way for\nyou to cheap-shot a Chimera. Although we're likely higher level, Savan\ncertainly had better gear, and most of all, he didn't have to contend\nwith a brood of Saurians. If at all possible, lure the Chimera eastward,\nto you, without alerting any Saurians. It'll make this fight much\neasier.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Chimera Takedowns\t\t\t\t      \t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=bGDoCMevjH8\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n23) If victory is yours, you'll get the pleasure of laying claim to some\nloot that is rather paltry compared to the effort taking down the\nChimera probably involved. On a rock formation just south of where the\nChimera prowled (due north of the 'Nightfall Crevasse' marker on the\n'Area' map) you'll find a rounded chest with some post-Witchwood quality\ngear. Further west, on another, higher rock formation is a square chest\nwith even more paltry gear. If victory remained elusive, but you want to\nsee the rest of this place out (don't worry about the loot, you're not\nmissing much), just stay south and continue west past the Chimera.\n\n***ITEMS***\no--Rounded Chest--o\n[Scholar's Cape]\n[Two-Handed Sword]\n[Wooden Wall]\n  ---\no--Square Chest--o\n[Hide Armor]\n[Mace]\n[Shoulder Cape]\n&lt;----------------------------------------------------------------------&gt;\n24) Continue west and you'll be faced with a choice of two paths-both\nwill get you to the terminus of the Vestad Hills, but present different\nobstacles. There's a narrow northern path that winds along the base of\nthe cliffs. Here you'll be entirely unimpeded by monsters, but falling\nrocks pose an even more severe threat. Archers can dislodge or destroy\nthem before they fall, but everybody else will need to keep a lookout\nfor them if they wish to keep their heads-getting clipped by a boulder\nhere can include the extra unpleasantness of being knocked off the\ncliff, which will likely be fatal to most low-to-mid level characters.\nThe bottom route, however, heads downhill through more forest. Here\nyou'll likely find Hobgoblins (especially at night) although a lucky\nfew may pass without encountering anything more belligerent than some\nWild Boars. Either way, this area is bound in the west by a mostly\nnorth-south running road. In the north, you'll have to pass through an\nelevated, wooded ledge overlooking the Vestad Hills and Verda Woodlands\nto reach this road. Scenic as it is, it also can be occupied by a tribe\nof Hobgoblins with an armored Cyclops in tow. However you proceed, once\nyou reach the road follow it north.\n\nRest Camp\no======================================================================o\n25) The previous Step technically took us out of the Vestad Hills and\ninto the Verda Woodlands, and this one will see us depart the latter and\nhead into yet another new area-Devilfire Grove. Still, I'd rather\nstructure the guide around easily identified geographic features than\nunnecessarily constrain exploration due to flimsy and often ill-defined\narea names. Broad strokes, folks, broad strokes. Follow the road north\nuntil you find a Rest Camp, which comes complete with a friendly soldier\nready to help you learn\/set skills, store (but not retrieve) items, and\nrest-for 100 gold per night. There's also a merchant-Jayce-who sells\nsome goodies... mostly junk arms and armor, but for those of you who\nare in the Strider-family of Vocations, Red Leather gear is fairly\nsturdy. There's also a Rift Stone, in case any of your Pawns kissed a\nboulder earlier (or made themselves an unrecoverable liability while\nfighting the Chimera) and a Knowledge Chair. All in all, it's a fitting\nend for our explorations. Here you can get back to full strength for\nthe trip back, empty your inventory, and... well, I'll leave the trip\nback to Gran Soren to you.\n&lt;----------------------------------------------------------------------&gt;\n26) Once back in Gran Soren, we've got a few quests to turn in. First,\nbecause it doesn't advance the story and is the least involved, should\nbe 'Reaper's Scorn'. Head back to the Craftsman's Quarter, into the\n'Craftsman's House', and hand over your Wakestone to Austine, who then\nasks you to use it to bring his son back to life. Go over to the stiff\nand interact with him to use the Wakestone. Tears, joy, everybody is\nhappy again. Hopefully the stone cured Wilhem's heart condition while it\nwas at it, otherwise the stiff'll be needing more stones to keep him\ngoing. In any event, a quest reward will be yours, as well as the\nachievement\/trophy 'The Savior'.\n\n***REWARD***\n(For giving the gift of life)\nEXP\t\t6000\nRift Currency\t10\nGold\t\t10000\n&lt;----------------------------------------------------------------------&gt;\n27) Now, the quest 'A Troublesome Tome' seems pretty straight-forward,\nbut we've actually got two options for completing it. First, simplest,\nand probably the best way is to just walk up to Steffen and give him the\ndamn book. Quest reward obtained, life is good. On the other hand, you\nalso have the option to be a deceitful prick, which can be fun from time\nto time. Head over to the Black Cat and talk to Mountebank. Pick the\noption 'About your Forgeries...' and give him Salomet's Grimoire-cost to\nforge, 37,500 gold. Rest at the Gran Soren Union Inn for a day (rest\ntwice to be sure) and collect both the original Salomet's Grimoire, and\nthe bogus one. Now go talk to Steffen and either give him the original\nSalomet's Grimoire, or give him the 'Salomet's Grimoire Forgery', hence\nallowing you to retain the original. Although the quest reward is the\nsame either way, your honesty (or lack thereof) will impact another\nquest later on. As for Salomet's Grimoire... it can be used as an\ninventory item-one time-to cast Bolide.\n\n***REWARD***\n(For expediating Steffen's sorcerous studies)\nEXP\t\t8000\nRift Currency\t20\nGold\t\t15000\n&lt;----------------------------------------------------------------------&gt;\n28) Last, of course, is to return to Ser Maximilian with news of your\nglorious victory in... well, getting some slabs with ancient gibberish\ncarved into them. At least we kept one of the monks alive, right?\nGranted, it was the sissy one who wasn't in any real danger, but still.\nThe quest reward for this has already been noted above, back before we\nwasted our time explore the Vestad Hills (right after we actually\ncompleted said quest), but now is when I actually collect. Funny, how\nthis FAQ-writing thing works.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t           Investigating A Cult\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK011}\n\t\t1) Dragon Worshipper's Delusion\n\t\t2) Signs of Salvation\n\t\t3) Cultists Among Us\n\t\t4) Death From Above...\n\t\t5) Into the Deos Hills\n\t\t6) The Road to the Catacombs\n\t\t7) An Ideal Hideout\n\t\t8) Unead, and Hidden Treasure\n\t\t9) Levers, Doors, and More Undead\n\t\t10) Dead In the Dirt\n\t\t11) Elevator Fun!\n\t\t12) Stout Undead Shooting Gallery\n\t\t13) Phantoms in the Darkness\n\t\t14) Fire Weapon Lootage\n\t\t15) Slumbering Skeleton Knights\n\t\t16) Caverns and Chasms\n\t\t17) The Ogre's Den\n\t\t18) The Ogre's Loot\n\t\t19) Back to the Catacombs\n\t\t20) Opening a Convenient Shortcut\n\t\t21) The Friend of My Enemy...\n\t\t22) Spying on Salvation\n\t\t23) The Elysion's Reception\n\t\t24) Mason's Game\n\t\t25) Back to Gran Soren\n\n1) When you're ready to continue the Wyrmhunt, return to Ser Maximilian\nand start up the quest to 'Investigate a Cult'. Our goal here is to\nlook into a group called 'Salvation', which we've heard of a bit here\nand there. Apparently they're a bunch of Dragon worshippers, who think\nthe end of days and destruction it embodies is a good thing-you know,\nlike all those Christians who joyfully await the 'end times'? I know,\ncrazy, right? Anyways, a massive, fire-breathing, flying lizard scares\npeople, and when people are scared, they're ready to turn to all sorts\nof stupid cults for comfort. After all, if you worship the Dragon, and\nconvince yourself that it's not just some scaley agent of destruction,\nbut your salvation from a world of corporeal misery and petty\nsensations and needs, you turn a negative into a positive! Right...\nwell... yeah, it's just mental masturbation. I used to be (still am)\ndeathy afraid of bees... or really, any flying bastard insect with a\nstinger. So I pretended-get this-we were FRIENDS (and in league against\nthe ants, no less.) Did it make me any less likely to get stung? Well,\nI haven't been stung in fifteen years, so... no, but less robust minds\nthan mine certainly might view that as one hell of an endorsement!\nAnyways, huge digression there... we need to look for signs of this\ncult in our travels.\n\n***QUESTS***\nSeeking Salvation\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Seeking Salvation\t\t\t\t      |{VID029}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=7fABh-cfIfI\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) Oh, if only we knew of some shifty, street-wise, city-dweller who\nmight have heard something of Salvation! If you follow quest-markers,\nyou'll be directed to Devyn-the owner of Devyn's Barber Shop-or to\nMeridith, a layabout at the Gran Soren Union Inn. Either way, you'll\nbe referred to Mason, who is apparently now hiding out in the Slums...\nand by the Slums, they mean the sewers (politely marked as an 'Aqueduct'\non your map) north-east of the Venery. Head on to the 'Aqueduct' and\ntake a ladder down. Mason is in the eastern-most 'Aqueduct' tunnel.\nTalk to him and he'll admit to looking in on Salvation himself, but it\nseems people around here know of him, and hence, have spoken little.\nYou, being a new face in town and with no bad reputation to your name\nas of yet might induce the citizens to speak. He'll give you\n'Salvation's Badge', which will mark you as a member of the cult, and\nperhaps loosen the lips of genuine cult converts.\n&lt;----------------------------------------------------------------------&gt;\n3) The map will now mark three potential people for you to score info\noff of, but you need only find one-Ser Sarius, a Gran Soren soldier who\nmakes rounds around the Gran Soren Union Inn down to the bridges to the\nsouth-east. Talk to him and he'll mention that there's a gathering at\nthe Catacombs, a venue that's too dangerous for his tastes. With that,\nwe have our destination. Getting to the Catacombs will force us to\nleave the Estan Plains and cross to the Deos Hills to the north, giving\nus ample incentive to finally explore that area, as well. Before you\nhead off, be sure to bring plenty of lantern oil, as the Catacombs are\none of the few places in the game that really require a light source in\norder to explore it.\n&lt;----------------------------------------------------------------------&gt;\n4) Before we head out to the Catacombs, however, there is one encounter\nI'd like to cover, first. The obvious journey to the Catacombs begins\nby leaving via the northern (Craftsman's Quarter) gate of Gran Soren.\nInstead of doing what makes sense, however, leave via the more familiar\nsouthern gate... you know, the one we entered when we first traveled to\nGran Soren? Once outside cross the bridge leading to the city and\ncontinue south-west down the road, where you'll see a cart under attack\nby some Goblins. Rush off to the rescue and assist some Gran Soren\nguards in fighting off the Goblins. During the fight your pretty\nsquabble will be interrupted by a Griffin, of all things! Probably\ndrawn to the fray by the nearby Oxen-and the wounded beast leading the\nwagon. We will not consider this our first Griffin fight... you know,\nwhere I write out strategy? In all likelyhood the beast will snatch\nthe Ox that was pulling the cart and fly off... although we avoided a\nserious encounter at the present moment, a Griffin stalking the fields\nso near Gran Soren is probably something somebody should look into at\nsome point, no?\n\nDeos Hills\no======================================================================o\n5) If you must go patch up some boo-boos in Gran Soren, do so. When\nyou're ready to set out for the Catacombs (for real this time!) exit\nout the northern gate. Follow the road to the north-west, and make your\nway to the bridge that crosses the river separating the Estan Plains in\nthe south and the Deos Hills in the north. The bridge itself can rarely\nhouse monsters in the form of a Goblin tribe, which randomly appear as\nan 'Ambush!' quest, but most of the time you'll cross unimpeded (as if\nGoblins are any sort of impediment in the first place...) Cross the\nbridge and follow the road to the north-east until it forks, at which\ntime follow the north-western fork. If it's during the day time, you\nshould see very little opposition-maybe a few Bandits to the south of\nthe road. On the other hand, if you're here during the night you'll have\nto fight through a host of Skeletons and Phantoms, particularly the\nformer, which line the road and manifest as you approach. Whatever your\nopposition, after the fork, but just south of the bend where the road\nturns from heading north-west to west lie two warrior remains just west\nof the road. Although it's uncommon, you might find a sacked caravan\nalong the road near these warrior remains, where Undead prowl.\n\n***ITEMS***\no--Warrior Remains--o\n[Rusted Daggers]\n[Snapdaggers]\n  ---\no--Warrior Remains--o\n[Light Outfit]\n[Rusted Shield]\n[Rusted Spellbow]\n&lt;----------------------------------------------------------------------&gt;\n6) Follow the road west and north-west. It'll either be a leisurely\nstroll for you day-walkers, or a Skeleton-fraught walking battle for\nyou night owls. Eventually you'll find another fork-the road we're on\ncontinues west, but an unmarked-yet distinctly visible-path diverges to\nthe north. More warrior remains await north of the east-west road we've\nbeen following (east of a large boulder near the unmarked path north),\nif you need more junk loot. The Catacombs, however, lie at the end of\nthe unmarked northern road. The smashed sarcophagi along the road\nshould be a rather obvious clue that you're on the right path. Outside\nof the ominous hillside entrance to the Catacombs sits a Riftstone,\nshould you need to heal\/summon any Pawns. Equip your lantern and head\non into the depths.\n\n***ITEMS***\no--Warrior Remains--o\n[Light Outfit]\n\nCatacombs: First Floor\no======================================================================o\n7) Immediately inside you'll spot a Flask of Water and an Empty Flask,\nwhich can be filled with oil, to shore up your stores. Continue down\nsome stairs to the south to reach your first chamber. Its condition will\ngive you a clue as to why this place would make an ideal hiding spot for\na cult-the invading plant life and general collapse suggests this place\nhas been abandoned for quite some time. You can score some minor loot\nin this room-including a junk-filled rounded chest in the north-eastern\ncorner, and you can kill some Giant Rats, but nothing here stands out\nas important enough to bother including in the guide. Note, however,\nthat the sarcophagi here will sometimes contain a miasmic curse within\nthem, which will inflict nearby characters once they open (reducing\nyour attributes)... so, open them up and walk away to avoid suffering.\n&lt;----------------------------------------------------------------------&gt;\n8) When you're done scrounging for scraps, continue south. Note a door\nto the east which will provide us with a shortcut back... just as soon\nas we reach the far side. After a short distance rubble will block your\nway south, forcing you to turn east into an even more irregular,\nclaustrophia-inducing tunnel, which then turns south again. Go through\na doorway to enter a more intact chambering running west, lined with\nsarcophagus-filled coffers. Of course, with death being an industry\nthat oddly keeps pace with population growth, not all sarcophagi found\nthemselves provided with coffer space. Loot the less lofty sarcophagi\nat your leisure. At the western end of this room you'll find your first\nfoes-Undead. Not anything to get worried about, disposing of them should\nbe well within your means. Along the southern wall you'll also find a\ncauldron on a crude table, which can be lit to provide continuous light,\nif you have an inclination for time wasting. Speaking of time-wasting,\nit's time for us to score our first bit of loot. From the cauldron\nturn to face the northern wall of this corridor. To the north-west you\nshould see that the top of the wall has collapsed, exposing a hole only\na sane person could ignore. With Double Vault or Levitate, you should\nbe able to climb into the ruined coffer, and from there, drop down into\nthe northern room beyond... which is not recorded anywhere on the map...\nSneaky, sneaky, Capcom. A rounded chest awaits here for your looting\npleasure.\n\n***ITEMS***\no--Rounded Chest--o\n[Ferric Talon]\n[Iron Helm]\n&lt;----------------------------------------------------------------------&gt;\n9) Climb out of the unmarked room and explore to the western end of\nthe tunnel. Note that as you loot sarcophagi, you might uncover undead.\nDead people? In sarcophagi? Now I've seen everything. Except mummies.\nAt the western end of the corridor turn south, where you'll find a\nmore numerous-if not any more dangerous-host of Undead, led by a Stout\nUndead. Smite your way south, then turn east into a chamber with a few\nstraggler Undead shuffling around. There's also a few warrior remains\nyou can loot for junk (one in the south-western corner of the room is\na bit more generous, with luck), some sarcophagi, and another elevated\ncauldron along the northern wall. Along the eastern end of the room is\na sealed door, but fear not, our search for the opening mechanism will\nbe brief, as a level lies just to the south. Flip it an continue deeper\ninto the Catacombs.\n\n***ITEMS***\no--Warrior Remains--o\n[Bronze Sallet]\n&lt;----------------------------------------------------------------------&gt;\n10) Go through the doorway you just opened and into some natural tunnels\nbeyond. They venture a short ways east before running north a fair\ndistance. A few Undead exist to slow you down, and you can score some\nwarrior remains in the tunnel for a very rare shot at some very mediocre\nloot, but there's nothing terribly interesting until the tunnel opens up\ninto an Undead-filled, sarcophagus-lined chamber. No brickwork anywhere\nin sight, these poor undead just got thrown into an excavated cavern. No\nwonder they're restless. Here they employ the more traditional tactic of\ndigging themselves up from the ground-which might result in surprise if\nit didn't take them half of forever to do it. After the initial\nopposition is put to rest, search the sarcophagi, light another cauldron\nif you must, search the Warrior Remains nearby, and explore past a\nsmashed sarcophagus to the east that rather poorly hides a tunnel. At\nthe end of this short tunnel lies a rounded chest, guarded by a Stout\nUndead. Loot, kill, and return to the main chamber.\n\n***ITEMS***\no--Warrior Remains--o\n[Padded Armor]\n  ---\no--Rounded Chest--o\n[Iron Armguard]\n  ---\no--Warrior Remains--o\n[Padded Armor]\n&lt;----------------------------------------------------------------------&gt;\n11) Continue through a doorway in the north-western corner of the room\nand you'll shortly reach an elevator. Beyond the elevator (which can<\/pre>\n\n\n\n<pre id=\"faqspan-9\" class=\"wp-block-preformatted\">only be actived by flipping the lever nearby) is a barred door. Smash\nthe bar and you'll find that you've opened the way back to the beginning\nof the Catacombs. Hopefully, however, you've still got plenty of\nexploration in you. South of the elevator is a locked door that we\nsimply cannot open yet-just ignore it for now, it'll be a while before\nwe can explore down there. When you're all ready to go, flip the lever\nnorth of the elevator and you'll get a cutscene showing you and your\nPawns as they calmly descend into the depths.\n\nCatacombs: Second Level Underground\no======================================================================o\n12) Step off the elevator and head south, where Capcom will show their\nboundless mercy by providing another oil jar and two Empty Flasks. Once\nyou've restocked head through a doorway to the west to find a curving,\nsarcophagus-lined tunnel infested with Giant Spiders. Kill them as you\nhead south, then south-west. Along the northern end of the tunnel is a\nrounded chest, and along the western wall near a sarcophagus is a\nsquare chest. At the far southern end of the tunnel, your progress will\nbe terminated by another locked door. Again, ignore it, it'll be a while\nbefore we can affect it's opening. Beyond, however, are some Stout\nUndead you can take pot-shots at, if you want the free experience.\n\n***ITEMS***\no--Square Chest--o\n[Ogre Bone]\n&lt;----------------------------------------------------------------------&gt;\n13) Obliterate the helpless fatties (I counted six, myself) and head\nto the east. A short tunnel opens into a large chamber thronging with\nUndead-both normal and Stout, joined by a pair of Phantoms. Avoid\npossession if possible, loot sarcophagi, light a cauldron in the center\nof the room, and avoid curse-clouds within closed sarcophagi. You know\nthe drill. Along the eastern side of the room you'll encounter some\nUndead playing dead-a novel disguise if ever there was one. Next\nHalloween, I'm going dressed up as a fat FAQ-writer, myself. In an\nalcove along the eastern end of the chamber you'll find a rounded chest\ncontaining the 'Second Journal Entry', some Harspud Sauce, a Large\nCoin Pouch (3500 G) and some lootable books hidden amidst the ruins of\na Sarcophagus. When you're done plundering this room, head into a small\nside-chamber to the south and pull a lever to open another sealed door.\nNote that there are two sarcophagi along the western wall here,\nopposite the door. Some loot can rarely be obtained from the northern\none.\n\n***ITEMS***\no--Sarcophagus--o\n[Scale Greaves]\n&lt;----------------------------------------------------------------------&gt;\n14) Continue down a tunnel to the east revealed by the door we just\nopened until you find another chamber, somewhat more shoddy than the\nlast. Instead of Phantoms, a trio of Skeleton Magi attempt to break up\nthe monotony. Instead of Undead, we get to dispatch more... Giant\nSpiders. Other than that, there's another cauldron in the middle of the\nroom, some sarcophagi... and a rounded chest on the eastern end of the\nroom, which actually contains some loot this time-generally some type\nof fire-enchanted weapon, which might be worth save\/loading for, if\nyou're a Magick-build character. You never know when you'll get bored\nand want to switch to a Magick Archer or Mystic Knight for a while...\n\n***ITEMS***\no--Rounded Chest--o\n[Eden's Warden]\n[Scaling Razors]\n&lt;----------------------------------------------------------------------&gt;\n15) After clearing and looting the room, note that you've got an\nillusion of choice to indulge in-two paths leave this room, one to the\nnorth, the other to the south. Both turn east and lead to the southern\nor northern end of the same chamber-the northern path forces you to\ndrop down a short ledge, while the southern pass forces you to descend\nsome stairs. The two paths converge in a column-lined hall, the floor\nof which is haunted by slumbering Skeleton Knights, which will rise\nto fight when you approach. Dispatch them-I counted seven in total. Once\nthey're gone, there's a cauldron you can light, and along the northern\nend of this chamber is a rounded chest that always holds a 'Set of\nSalvation Robes', in case you wanted to fit in with the cultists. There\nare also some Warrior Remains nearby which could be worth looting.\n\n***ITEMS***\no--Rounded Chest--o\n[Set of Salvation Robes]\n  ---\no--Warrior Remains--o\n[Bronze Sallet]\n&lt;----------------------------------------------------------------------&gt;\n16) Beyond the columns to the east, on the southern side of the chamber,\nis a square chest that can drop some loot. To the north you'll find a\nhole dug into the eastern wall that leads out onto a wooden platform,\nbuilt upon a rocky ledge overlooking a rocky chasm. Descend a ladder\nand note your options briefly-the wooden platform ends to the south and\na rocky tunnel continues in that direction. It's where we want to end up\nsooner or later, but first, some loot beckons. For instance, score the\nsquare just behind (north of) the ladder you descended. Climb off the\nplatform to the east, then head north up a rocky tunnel. As you pass\ntwo ore veins (which you should mine since they have a chance to yeild\nCatacomb Gold) you'll be assaulted by a trio of Skeleton Knights. After\nfending off the skeletal fiends, continue following the tunnel west\nuntil it terminates at a gate overlooking the northern passage's\neastern run from the previous Step... and more importantly, an ornate\nchest that has-without fail-contained the very decent female-only\nFrame Plate armor.\n\n***ITEMS***\no--Square Chest--o\n[Bronze Sallet]\n  ---\no--Ornate Chest--o\n[Frame Plate]\n[Magick Buckler]\n[Violet Ring]\n&lt;----------------------------------------------------------------------&gt;\n17) Backtrack to the south and be sure to loot the ore vein just north\nof the wooden platform on the western wall. Again, you can score\nCatacomb Gold here, and... well, it's rare. If it was found somewhere\nother than the Catacombs, it wouldn't be called Catacomb Gold, would it?\nTake the southern tunnel mentioned (and ignored) previously and loot\nanother ore vein at the mouth of the southern tunnel. Continue across\na natural stone bridge that traverses a for-all-intents-and-purposes\nbottomless pit. The tunnel turns south-east and opens up into a\nchambered partitioned by three natural stone pillars. Unfortunately,\nthis chamber is also home to an Ogre.\n\n\t\t    ***ENEMY STRATEGY: OGRE***\nDon't let their size fool you-Ogres are much stronger than Cyclopses,\nand although they won't awe you with disposable life bars, their\noffensive powers far exceeds the purely aesthetic edge the Cyclops\nseems to have in resilience.\n\nStay Frosty\n-----------\nNo, I don't mean use ice attacks. Was that title misleading? Anyways,\nOgres are much, must faster and more aggressive that Cyclopses. Their\narsenal includes running drop-kicks, charging clotheslines, and\nleaping haymakers. Their attacks are somewhat clumsy and will usually\nleave them open to counter-attacks, but all in all, you can expect far\nless down-time between their assaults as compared to the Cyclops, which\nall but telegraph their attacks and hope their range (and your\nfoolishness) make up for their speed. You can also expect Ogres to\nperform 180-degree swings at foes standing behind them, and in\ngeneral to swat and pummel anything in front of them.\n\nPutting in Some Face Time\n-------------------------\nThe big vulnerability of the Ogre is their face. Not their head,\nnot their neck, but their face. Since Ogres aren't nearly as towering\nas Cyclopses, ranged attacks aren't quite as important-they're still\npreferred-but Heavenward Lash can do boatloads of damage, as can\nsimply climbing and stabbing their face, or, yes, shooting them with\narrows and spells. Target them too much, however, and an Ogre will\nblock with its massive arms, negating all damage you do (stupidly\nenough, even area-of-effect attacks) and occassionally lashing out\nin spastic counter-attacks. My favorite-if a bit advanced-tactic?\nTake a high-level Mystic Archer and use Immolate. Find an Ogre and\njump on its face. Depending on your offensive power, it could die in\nunder two seconds.\n\nA Slave to its Passions\n-----------------------\nOgres can, like Cyclopses, fly into a rage when injured severely.\nThey'll attack more often, which is enough to cause serious problems,\nconsidering their speed and already prodigious aggression. They also\nhave controlling other... primal urges, as well. Ogres are, well...\na bit turned on by the sight of women, and will endeavor to visit upon\nthem the worst of their attentions. Womenfolk risk having Ogres snatch\nthem before running away and subjecting them to a bit of licking. It's\nnot a good thing.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Ogre Takedowns\t\t\t\t \t     \t       |\no-----o----------------------------------------------------------------o\n|LINK |https:\/\/www.youtube.com\/watch?v=aUINDVK27rw\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n18) The fight with the Ogre is no joke. If you're having trouble-try\nreducing it to less than half it's life. When it flies into a rage,\nlure it north to the natural stone bridge, where it's charging attacks\ncould prove a liability for it-if it doesn't succeed in knocking you\ninto the abyss, first. Once it's dead, loot the chamber it was in,\nwhich has two square chests to loot, several warrior remains (they\nmostly impart junk) and a few ore veins to try your luck out with. Some\nUndead prowl to the south-east, but after fighting an Ogre, it's hard\nto take them seriously.\n\n***ITEMS***\no--Square Chest--o\n[Leather Circlet]\n  ---\no--Square Chest--o\n[Iron Cuisses]\n[Mage's Shoes]\n  ---\no--Warrior Remains--o\n[Bronze Sallet]\n&lt;----------------------------------------------------------------------&gt;\n19) When you're done looting, continue south-east, smite some undead,\nand you'll ultimately end up crossing some wooden bridgework to the\nsouth. Eventually you'll reach a ledge which leads to a doorway to the\nwest, beyond which the Catacombs continue. Enter a relatively intact\nchamber to the west, loot some sarcophagi, and head down some stairs.\nAfter spending so much time crossing rickey wooden bridges over chasms\nand walking through Undead-and-Ogre infested narrow tunnels, it actually\nfeels good to be back inside a man-made structure, even if it is\ncrawling with Undead. Turn south and go down some more stairs. To the\neast lie two side-chambers, the southern-most which houses two Coin\nPouches and one Large Coin Pouch (5500 G) and a square chest in the\nsouth-eastern corner, which can yeild loot.\n\n***ITEMS***\no--Square Chest--o\n[Bliaut]\n[Rose Ring]\n&lt;----------------------------------------------------------------------&gt;\n20) At the southern end of this chamber, however, are tunnels leading\nonward... and outward, as the case may be. The former can be found by\nperusing the western tunnel, while the latter lies at the end of the\nsouthern one. If you need to get back to town to rest, stash loot, or\nwhatever else you crazy kids do back in town, follow the southern\ntunnel. You'll find some sarcophagi to loot before you eventually end\nup at a barred door you can now open by smashing the wooden brace\nholding it shut. Beyond is a small chamber with an ore vein and a\nladder leading up to daylight-you'll surface in the Estan Plains, just\nwest of Gran Soren.\n&lt;----------------------------------------------------------------------&gt;\n21) When you're ready and able to carry on, head up the western tunnel.\nYou'll arrive in a chamber where a gate blocks your progress westward,\nbut fortunately, you can go down some spiraling stairs to the south.\nIn the distance you'll hear the voice of the 'Elysion' rambling about\nhow the flesh is evil, pleasure is bad, and life sucks. The only answer?\nDeath. Sounds like the Dustman philosophy from Planescape. His 'true\nand proper' world sounds like it really sucks. Why do all religions\nhate fun? Anyways, note how he talks about the Dragon being the source\nof their salvation-that they must cede their souls to it. What are the\nodds that these cultists will find common cause with the Arisen, who\nseeks to slay the Dragon? Probably not very high.\n&lt;----------------------------------------------------------------------&gt;\n22) Head down the stairs until you reach the bottom, and ignore the door\nto the west, which, like all things westward, is inaccessible. Instead\nhead north, then east, west (oops) into a small chamber. Climb some cut\nstones in the south-western corner of the room to reach a ledge to the\nsouth, head east up some stairs, and at the landing turn south to reach\na balcony overlooking the little cult gathering.\n\nGathering Hall\no======================================================================o\n23) Once we walk onto the balcony, the Elysion-our ugly little robed\nfriend from Cassardis\/the Encampment, who was responsible for the\nCyclops and Hydra attacks-will knock us down with magic. The man we\nfollowed as per Mason's request back in Cassardis will put on his mask\nand walk away, and the Elysion will summon some undead to deal with us,\nand his deluded flock. Once you're back in control, you'll have to kill\ntwo waves of weakling Undead-eight Undead each wave, sixteen deaders in\ntotal. I can't imagine anybody having any trouble with this battle.\n&lt;----------------------------------------------------------------------&gt;\n24) After the Undead have been dispatched, Mason will congratulate you\nthrough a door. Head west up some stairs and go through said door, then\nup more stairs to witness a cutscene. Apparently Mason snared one of the\nSalvation cultists, although the Elysion escaped. The cultist will try\nto explain himself-joining with a doomsday cult seems to be a popular\npast-time amongst the peasantry these days-and Mason suggests that it\nwould be dangerous to let him go, now that he's seen the two of them\ntogether. To be fair, it was that very same anonymity that allowed us\nto track down this meeting in the first place. The cultist will whine\nand mention something about some promise Mason made him, and Mason,\nseeming quite amused with the situation, will leave the cultist's fate\nup to us. The cultist will try to reason with you, even offering\nassociation and money in return for sparing him. You can either kill\nhim, or ignore him and head out the doorway to the south. If you kill\nhim, Mason will be pleased-or at least amused-and offer further jobs\nahead. If you leave the cultist be, Mason will be disappointed, and in\nlight of you lacking the stomach to get the job done will decide that\nyou two shouldn't work together anymore. If this seemed like a pivotal\nplot-point around which many great future events would revolve... well,\nyou're going to be sadly disappointed. It's one of many missed\nopportunities on Capcom's part.\n&lt;----------------------------------------------------------------------&gt;\n25) Whatever you do with the cultist, head through the doorway to the\nsouth, into some natural tunnels, and up a slope. Mine an ore vein\nalong the way and loot a rounded chest before ascending a ladder and\nleaving the Catacombs behind. We'll find our way back here, don't you\nworry, but it'll be a while. You'll surface at the 'Catcombs Rear\nPassage 2', under the bridge that connects the Estan Plains to the Deos\nHills. Return to Gran Soren, stash loot, heal, and report your success\nto Ser Maximilian... but before you get started on another Wyrmhunt\nquest, it's time to officially explore the Deos Hills.\n\nNote: After completing two of the four Wyrmhunt quests you'll have the\noption to 'Hear the duke's directive'. If you're trying to speed through\nthe game, this skips the other two remaining Wyrmhunt Quests. If you're\nactually trying to play through the whole game, however, you'll save it\nfor after you've completed all the Wyrmhunt quests.\n\n***ITEMS***\no--Rounded Chest--o\n[Direwolf Cape]\n[Restless Earring]\n[Violet Neck Wrap]\n\n***REWARD***\n(For investigating a cult)\nEXP\t\t18000\nRift Currency\t20\nGold\t\t15000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t       Exploring the Deos Hills\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK012}\n\t\t1) Mediocre Foes Ahead\n\t\t2) The Old Garrison\n\t\t3) Conquest Road\n\t\t4) Silencing Snow Harpies\n\t\t5) Direwolves in the North\n\t\t6) Deos Hills Healing Spring\n\t\t7) Cyclops and Friends\n\t\t8) Atop the Catacomb Mound\n\t\t9) Apples and Sarcophagi\n\t\t10) Random Road Ambush\n\t\t11) Chimera and the Bandit Camp\n\t\t12) Riverside Wight\n\t\t13) Sulfur Saurian Shore\n\t\t14) East, Along the River\n\t\t15) Hobgoblin Battle Site\n\t\t16) Bandits, Boars, and Back to the Bridge\n\t\t17) The Pike Problem\n\t\t18) A Made Man\n\n1) Another optional bit of exploration before we start our next\nWyrmhunt quest-by the time this Walkthrough Sequence is over with,\nI'll just go and assume you're all familiar enough with the area for\nme to give more vague directions. The Deos Hills don't really need the\nsame warning the Vestad Hills needed-the Bandits here aren't really\nany more powerful than the ones we encountered earlier, and by now\nChimeras, Cyclopses, Goblins, Hobgoblins, Skeletons and Phantoms are\nold news. Anything you encounter in the Deos Hills you should be able\nto handle. That's not to say there aren't some new monsters around,\nnor that some fights won't be dangerous, but if you made it through the\nVestad Hills, you can handle the Deos Hills, too.\n\nOld Garrison\no======================================================================o\n2) We'll start exploring the Deos Hills from the northern end of the\nbridge that connects it to the Estan Plains, of course. From the end of\nthe bridge head north until the split in the road. From there, continue\ndue north off the road and over (or around) some boulders. North of\nhere you'll find a Goblin camp marked as the 'Old Garrison' on your\nmap. Presumably this wasn't always infested with Goblins, and also\npresumably it was a bit more substantial than some tents set up south\nof some cliffs. At night there will of course be no Goblins nor\nHobgoblins here, but perhaps the highest concentration of Phantoms in\nthe game. You can score a rounded chest and a square chest here, even\nif they only give you junk. When you're done exploring, head back south\nto find the road-we've already taken the north-western fork when we\ntraveled to the Catacombs-now explore the north-eastern fork, marked on\nthe map as 'Conquest Road'.\n\nConquest Road\no======================================================================o\n3) Let your explorations now be bound by the beach to the south (which\nwe've already explored) and by Conquest Road. As you already know, if\nyou're here at night you'll be pestered by Skeletons. You can also find\nthe odd Wild Boar wandering about. Continue north-east and eventually\nyou'll come across a pair of large boulders that serve as home to a\nGoblin tribe-just a few Goblins and a helmeted leader, nothing to get\nworked up over. North of the eastern-most boulder you'll find a series\nof gravestones. Perhaps at some point this place-like many around\nGransys- held more importance than its present state would suggest.\n&lt;----------------------------------------------------------------------&gt;\n4) Continue north-east past more gravestones, the ruins of the walls\nthat once bound them suggest that this was a significant spot once upon\na time, which has since slipped out of immediate care and control of the\nduchy. Your progress to the beaches in the south is now impeded by sheer\ncliffs, and the road (marked on the map as 'Conquest Road') that serves\nas a convenient boundary for exploration will turn north. Our\nexploration now focuses on the area between the road to the west and\nthe cliffs to the east. Past the graveyard, more Skeletons will appear\n(if it's night) an further north they'll be joined by Phantoms. During\nthe day, your foes will be... well, grazing Oxen. A few square chests\nthat house junk can be found, as well as a few warrior remains not\nworth recording. Apple trees can be found regularly as you explore,\nmaking this a rather pleasant spot to explore. One possible encounter\nis worth mentioning, however-along the elbow of the road-where it turns\nfrom heading north-east to north, you'll find a sack caravan, where\nSnow Harpies will often be found picking at the remains. Kill, loot,\nexplore your way to the north until you reach the cliffs that house a\ncrumbling fortification to the north-Windbluff Tower.\n\n***MONSTER INFO: SNOW HARPY***\nBesides being lighter in color, Snow Harpies are also much stronger\n(as evidenced by their experience rewards) and more aggressive than\nnormal Harpies. They don't bat an eye at the prospect of flying-by and\nraking with their claws, which they can end up doing in succession if\nthey're encountered in groups-which they often are. In addition to\nfly-by attacks, fly-up attacks, and snatch-and-drop grapples, Snow\nHarpies also have a frost-breath attack. The Harpy performed a similar\nattack, but it did little damage, and honestly, I never figured out\nwhat the point of their sonic huffing was. With Snow Harpies, it's only\ntoo clear-not only will you take damage, but there's a chance you'll be\nfrozen solid, forcing you to break free. Last but not least, they of\ncourse can also sing, which like normal Harpies they'll do while\ncircling overhead.\n&lt;----------------------------------------------------------------------&gt;\n5) Windbluff Tower will mark the northern extent of our explorations in\nthe Deos Hills because... well, beyond it is the Northface Forest. We've\ngot no real reason to snoop around there, either, nor is it very\nlucrative to do so, so we'll just let it be a pretty landmark for now.\nWest of Windbluff Tower are rocky, uneven hills that are often occupied\nby Direwolves, and like the rest of the Deos Hills, by Skeletons and\nPhantoms during the night. Together with Snow Harpies, Direwolves make\nup the staple foes of the northern reaches of Gransys-both of which\nwill be more common when we explore the Northface Forest, to the north.\nAll in all, the forest west of Windbluff Tower and, further south, west\nof 'Conquest Road' are somewhat unexceptional, unless you prefer the\nhordes of Deer which pollute these hills somewhat more appealing than\nthe Oxen in the east. You'll find a few ore veins if you stick near the\ncliffs to the west (which form a convenient terminus to our\nexploration), a few apple trees and fallen branches with various sylvan\nmaterials mark the only meagre pickings here. Explore west along the\ncliffs, however, and you'll eventually spot a glowing spring to the\nsouth (due south from a ore vein, no less).\n\n***MONSTER INFO: DIREWOLF***\nI would say that, like most palette-swaps we've encountered thus far,\nDirewolves are more aggressive-but normal Wolves are already pretty\naggressive, and I don't see Direwolves necessarily being more\naggressive. They are, however, bigger and stronger, and hence, much more\ndangerous. Unlike Snow Harpies, they do not have any new attacks that\ntheir lesser counterparts do not-they will lunge, jump, and maul just\nlike Wolves do.\n\nHealing Spring\no======================================================================o\n6) Who can resist glowing water in the distance? -the last words of many\na Fallout player, surely. But this isn't a post-nuclear RPG, it's swords\nand sorcery! Surely only good things come from glowing water in such a\nworld? Sure enough, what flows so luminously in the distance is nothing\nless than a Healing Spring. Walk in-get healed-walk out and enjoy the\n'Impervious' condition for a short while. It's a town away from town!\nExcept you can't stash loot or change Vocations here. Lazy water! There\nare a few fish bouncing around in the water-they must be the healthiest\ndamn fish ever-and if you brought empty flasks, you can fill them with\nhealing water, making 'Spring Water'-an improvised healing potion.\n&lt;----------------------------------------------------------------------&gt;\n7) From the Healing Spring head west, where you'll find more the same\nscenery. This time, however, the beasties take center stage. You'll\neither fight throngs of Goblins and Hobgoblins (unusually heavy in favor\nof the Hobgoblins this time) or Skeletons and Phantoms. Either way, the\nhorde of lesser monsters will be accompanied by an armored Cyclops,\nwhich, despite the threat it poses, you should know how to defeat by\nnow. Why would undead and Cyclopses make natural allies? Beats me. Once\nthe Cyclops and its handlers have been smote, there's very little of\ninterest along the way as you continue west-a few junk-filled square\nchests, some plants... nothing really worth mentioning in detail.\nEventually you'll come to a ledge, under which lies the road leading to\nthe Catacombs.\n&lt;----------------------------------------------------------------------&gt;\n8) Descend the ledge and continue west to the Catacombs-we're not here\nto explore it again, of course, but its environs deserve a mention.\nSouth of the entrance to the Catacombs-on top of the hill into which\nit is built-lurk a tribe of Goblins. At night there will be no Goblins-\nbut Hobgoblins, instead. Aside from a few bogus square chests and\nvarious plants, there's not much loot to score up here. \n&lt;----------------------------------------------------------------------&gt;\n9) North of the entrance to the Catacombs is a slope that leads to a\nhill where a few lootable sarcophagi sit, amongst some apple trees.\nNow note the road that runs east-west across the front of the Catacombs,\nwhich unlike the path that connects the main road to the south to the\nCatacombs actually shows up on your map. Follow it west until it\nabrubtly and pointlessly ends.\n&lt;----------------------------------------------------------------------&gt;\n10) North of the end of the road you'll find a short slope leading up\ninto the mountains a bit, where apple trees, a square chest, and an ore\nvein lurk. You can also find a Seeker's Token hiding in the grass just\nnorth-west of the road, if you look carefully enough. Due south of\nhere along main east-west road you can often find the remains of a\nsacked caravan and some warrior remains to search (which will be there\neven if the caravan isn't). There are also foes nearby-either a Chimera\n(at night), a group of female Bandits joined by Direwolves (day), or,\nvery rarely, a Golem. Since the latter is so uncommon, I won't bother\ngiving Golems their proper introduction here (in all my gaming, I've\nonly had a Golem appear here once).\n\n***ITEMS***\no--Warrior Remains--o\n[Iron Shield]\n&lt;----------------------------------------------------------------------&gt;\n11) We'll again use a road and cliffs to bound our explorations-in the\nsouth and north, respectively. Explore the forests west of the hill the\nCatacombs are built into. The big encounter in this Step takes place\naround a Bandit Camp in the forest, around which a small horde of female\nBandits congregate-but only during the day. At night the camp will be\nunoccupied, possibly due to the nearby Chimera? Whatever the case may\nbe, Dispatch them, although be warned, their power varies quite a bit,\nand on the whole you can expect them to consist of some of the more\nchallenging Bandits, going by their experience values. Once they're dead\nyou can find a loot-bearing square chest. Continue west, and eventually\nthe road in the south will be briefly washed out by water, near which\nlurk some more female Bandits. Where the road here ends, so to shall our\nexplorations, as we're decidedly crossing into Cursewood territory now.\n\nNote: It's quite possible you'll find enough female Bandits-who are\npart of the rival gang Maul wants thinned out-to satisfy Maul's bloody\nrequest. We'll cover the conclusion of this quest at the end of this\nWalkthrough Sequence.\n\n***ITEMS***\no--Square Chest--o\n[Bone Armor]\n[Incognito Mask]\n[Leather Gloves]\n&lt;----------------------------------------------------------------------&gt;\n12) The road will remain a landmark boundary, but it'll now become our\nnorthern terminus, as we shift our focus to the area south of the road,\nnorth of the river. From the washed out section of road head due south\nto reach the river, where we'll find a new foe-a Wight. Essentially,\na powerful undead Mage, this Wight will be encountered by lesser\nSkeleton Mages-having some sort of ranged option is a good idea. First\ndispatch the Skeleton Mages, who, despite being 'lesser' foes will\nprovide more offensive power than the Wight, as they cast simple, yet\nannoying, offensive elemental spells. Once they're all dead (there's\nabout a half dozen of them) focus on the Wight, whose spells should be\neasy enough to dodge. This encounter, like most regarding undead, will\nonly take place at night. If you're here during the day, replace the\nentire paragraph above with the words 'Sulfur Saurians'.\n\n***MONSTER INFO: WIGHT***\nIt hovers, it flies, it casts spells. What do you want me to say?\nWights are almost never encountered alone-they tend to have some form\nof land-base skeletal backup, which should be destroyed before attacking\nthe wight, as they-not the Wight-will prove troublesome. Wights enjoy\ncasting debilitating spells their lackies can take advantage of, but are\nnot opposed to using brute offense, from time to time. If you've got\nbows or spells, taking down a Wight should be relatively simple-if not,\njust wait for your Pawns to do it, and attack the few times when the\nWight drops within reach.\n&lt;----------------------------------------------------------------------&gt;\n13) All in all the Sulfur Saurians encountered during the day are\nprobably more of a threat due to their toughness and number. They'll\nbe sun-bathing in the water, on rock, or just wandering around. Be\nwary of them, as they almost constantly employ camouflage. This beach\nis bound in the east by some cliffs, and in the north by some boulders.\nThe water itself also has convenient barriers, as well. In the east\nthis stage of the river terminates in a waterfall. To the west, upstream\na ways, you'll find a shallow crossing-occupied by Sulfur Saurians-that\nconnects the Wilted Forest in the south to Cursewood in the north. Be\nsure to search fishing spots here, as there is one in particular that\nalmost always yeilds a Snakeskin Purse, should you need it to satisfy a\nNotice Board quest. This particular fishing hole is near the northern\nshore, close to a long dead tree, half of which is submerged.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Obtaining a Snakeskin Purse\t\t \t     \t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=F1qsquPqETI\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n14) Now, we're finally done exploring this very busy beach. Head to the\ncliffs in the east and follow them north until you can find a way around\nthem to the east. Here you'll find elevated ground littered with\nboulders, on and around which lurk Sulfur Saurians. If you search\naround you can discover some Grandgrapes and an unrewarding square\nchest. If you're here at night-substitute Sulfur Saurians for Skeletons\nand Phantoms, the usual foes lurking about the Deos Hills in the \ndarkness.\n&lt;----------------------------------------------------------------------&gt;\n15) Eventually the land will trend downhill, and a large tree serves as\na good landmark for the beginning of this area. Beyond a boulder to the\neast you'll see some burning standards, which mark a camp of Goblins\nand Hobgoblins. It's a short-lived change of pace, however, as Sulfur\nSaurians lurk on the rocks further east, and to the north. Continuing\neast, the trend downhill continues, and Sulfur Saurians dominate the\nrocks-albeit, more sparsely than they were to the west. Again, both\nthe Goblinoids and Saurians will be encountered during the day-at\nnight it's Skeletons and Phantoms.\n&lt;----------------------------------------------------------------------&gt;\n16) Continue downhill, and, following the countours of the road in the\nnorth and cliffs in the south that define our exploratory limits, we'll\nstart heading south-east, instead of east. Rocks and boulders start to\ngive way to grass and trees. Lurking amongst some rocks near the road,\nyou may encounter a band of male Bandits during the day, or the old\nnews of Skeletons and Phantoms, if traveling at night. As you near that\nfamiliar old bridge linking the Deos Hills with the Estan Plains, you'll\nencounter Rabbits and Wild Boars again. Once you reach the bridge, your\nexplorations are over, for now.\n&lt;----------------------------------------------------------------------&gt;\n17) Before we start another Wyrmhunt quest, let's finish off Maul's\nquest 'No Honor Among Thieves'. If you haven't killed ten female Bandits\nyet... well, you know whereabout they lurk, if that's the path you want\nto take. Otherwise, head off to Cassardis, where you'll find Pike-the\nthief you caught during 'An Uninvited Guest'. During the night he'll\nbe hanging out at Pablos' Inn, where he now works. During the day...\nhe'll wander all around the town-from the beach, to the chapel, and\nback again. If you talk to him, he'll admit to understanding how Maul\nand his gang would see him as a traitor, and ask you for advice. The\nonly answer worth giving here is 'Return to Maul's hold and offer up\nyour life.' upon which he'll do so-which will satisfy Maul's request.\nYou can, of course, simply kill Pike, which will also satisfy Maul's\nrequest.\n\nNote: If you caught Pike during 'An Uninvited Guest' by attacking him,\nhe might be afraid of you now. Simply put, he won't talk to you-you'll\nhave to complete 'No Honor Among Thieves' another way.\n&lt;----------------------------------------------------------------------&gt;\n18) Once you've either a) killed ten female Bandits, b) killed Pike, or\nc) told Pike to turn himself in, it's time to return to Maul in Aernst\nCastle. Note that if you kill ten female Bandits, then deal with Pike\none way or another, the Pike-related solution will be the one recognized\nby Maul... which is a good thing, since both Pike-related solutions\noffer superior rewards. Talk to Maul and, depending on how you resolved\nthe quest you'll get one of three rewards.\n\n***REWARD***\n(For satisfying Maul by killing ten vixens)\nEXP\t\t6000\nRift Currency\t20\nGold\t\t10000\nItems\t\tMaul's Badge of Amity\n\n  --or--\n\n***REWARD***\n(For satisfying Maul by killing the traitor)\nEXP\t\t8000\nRift Currency\t20\nGold\t\t12000\nItems\t\tMaul's Badge of Amity\n\n  --or--\n\n***REWARD***\n(For satisfying Maul by rehabilitating Pike to a life of crime)\nEXP\t\t12000\nRift Currency\t20\nGold\t\t15000\nItems\t\tMaul's Badge of Amity\n\nUltimately this quest affects Pike more than anything else. If you\nleft him alone and killed the vixens, Pike can live a peaceful,\ncrime-free life in Cassardis. If you forced him to return to Maul, you\nreturn him back to his life of crime. Either way, he seems happy with\nhow things turned out. If you killed him... well, that's the end of\nthat story, eh? Maul's disposition is also worth considering-Pike is\nclearly like a son to him, one he seemed all too happy to pardon. One\nmust guess that his 'stay of execution' is to be indefinite in duration.\nUpon Pike's death, one can feel upon the hint of traces of resolute\nresignation. He's not happy Pike is dead, but glad somebody took to\nupholding the honor of his Bandit group-something he was clearly not\nwilling to do himself. If only these characters were more developed,\none could consider this the emotional end of a significant story arc.\nThe way things stand, however... one must dig fairly deep to find any\nhumanity in most of Dragon's Dogma's NPCs.\n\nWhile you're here, you might as well loot Aernst Castle again-the least\nyou can do is score another Wakestone Shard and a Ferrystone to get you\nback to Gran Soren quickly. As for Mauls Badge of Amity-stash it away\nfor a rainy day, you never know when some oddball collector will put up\na request for it at Arsmith's Alehouse...\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t           Deciphering A Text\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK013}\n\t\t1) An Ancient Slate\n\t\t2) A Man of Letters\n\t\t3) All Flourish\n\t\t4) The Hillfigure Clue\n\t\t5) To Hillfigure Knoll\n\t\t6) Beasties of the North\n\t\t7) Signs of Valor\n\t\t8) The Fool and the Dragonforged\n\t\t9) Few Answers, Many Questions\n\t\t10) Looting the Dragonforged's Sanctum\n\n1) Return to Gran Soren, stash loot, heal, all that necessary crap, then\nhoof it to Ser Maximilian and accept your next Wyrmhunt Quest-to\n'Decipher a text'. This is easily the least trying and least involved of\nall the Wyrmhunt quests-we've no dungeons to explore, no large monsters\nthat holding keys we need to defeat, the only difficulty presented by\nthis quest involves... well, getting to the destination... but, I\ndigress-let's at least go through the motions so we can move on to\nbigger and better things. As Maximilian was looking for real work for\nus, he came across a mysterious slate. What's so interesting about it?\nWell, the writing on it is old-anything old has to be interesting. The\nfew words the duke's men were able to decipher were 'Dragon\", \"scar\",\n\"Arisen\", and \"heart\". Well... that sure seems like something that would\nbe of interest to us. With little more than that, we're handy the moldy\nold rock with the only outstanding instructions being 'decipher it, and\nif there's anything interesting on it, let us know.' We'll recieve an\n'Ancient Slate', which we should hang onto for the duration of this\nquest.\n\n***QUESTS***\nThe Cypher\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|The Cypher\t\t\t\t\t      |{VID026}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=PU13RQPyhLc\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) Well... that's not much to go on. Fortunately we have magic quest\nmarkers that point us in the right direction. Head to the 'Craftsman's\nQuarter' and find a laborer named Josias. Despite his complaints about\nhis lack of literacy, he knows enough to point us towards a scrivener.\nSurely somebody who just copied a tome for us might know a thing or\ntwo about letters?\n&lt;----------------------------------------------------------------------&gt;\n3) Head over to the Black Cat and pay our old friend Mountebank a visit.\nWith but a brief look at the thing he reads out the same words the\nduke's men did, but unlike those useless government scholars, Mountebank\nactually knows what he's doing. He identifies the rest of the 'writing'\nas just flourish-the 'text' isn't a text at all-it's a cipher. Of\ncourse, as an 'Arisen' with a 'scar' over our 'heart' which was stolen\nby the 'Dragon', we should-according to Mountebank-be able to make some\nsort of sense out of it, somehow...\n&lt;----------------------------------------------------------------------&gt;\n4) Magical quest marker, away! Hunt down the next target-a man named\n'Maurin' who'll be wandering around Gran Soren. He's an annoying punk\nlike Jasper-he won't show up in the city until later in the morning.\nWhen he does show up, he'll visit Caxton's Armory before heading down\nto the Black Cat, after which he heads to the Gran Soren Cathedral and\nhits on nuns. His final stop of the day is at the Pawn Guild, after\nwhich he exits the city via the northern gate in the Craftsman's\nQuarter. When you mention the words on the text to him, he'll venture a\nguess that it might have something to do with the figure of Hillfigure\nKnoll, a man drawn on a hill to the north. The figure bears a scar\nand... well, at least it's something to go on, right?\n&lt;----------------------------------------------------------------------&gt;\n5) By looking at your map, you'll see that Hillfigure Knoll lies north\nof our previous explorations of the Deos Hills. Exit Gran Soren via the\nnorthern gate, cross the bridge to the Deos Hills, and follow Conquest\nRoad to the north-east to reach Windbluff Tower. Just after the bridge\nyou'll be attacked by a group of Bandits-one of which bothered to have a\nname. Lowane and his friends give mediocre experience, and are all\nStrider types. You can find another named Bandit-Kent-along the road\nnorth of Gran Soren's southern gate. Kent's experience reward-and\nhigh health-indicate that he's as strong as Lowane and his two pals\nput together, but I didn't find either attacks worth worrying about.\nWhat purpose these unique Bandits have is beyond me.\n\nNorthface Forest\no======================================================================o\n6) When you reach the gate leading to Windbluff Tower, ignore it,\ninsteading continuing north along the road through an arch, and\nbehold-Northface Forest. Our difficulties from here on will be\ndetermined less from navigation, and more from wildlife, which include\nludicrious numbers of Direwolves and Snow Harpies. The former will\nparticularly make themselves known at night. Sometimes they'll appear\nin such numbers that-mixed with the game's troublesome draw\ndistance-will cause nearly a dozen of them to simply spawn around the\nplayer, so stay frosty. While Direwolves are the most likely-and most\ndangerous threat you'll encounter, I find Snow Harpies to be more\nannoying... there's also a chance you'll encounter a Cyclops east of\nthe road, a Chimera to the west, or perhaps even a Griffin flying\naround. Simply put... there's all kinds of possible threats, but the\nDirewolves and Snow Harpies are the most common inhabitants of these\nhills.\n\nHillfigure Knoll\no======================================================================o\n7) Follow the road north-east and, when it turns eastward, diverge from\nthe road and head uphill to the north-west, where you'll find Hillfigure\nKnoll. Unless you're traveling at night, the distinctive hillfigure\nshould be easy to see-if you're traveling at night, just look at your\n'Area' map, where the hillfigure will appear in white. The character is\na line drawing of a hoplite. Wearing a toga-like outfit, bearing a round\nshield and a spear, the warrior displayed is clearly one from antiquity,\nas the style of warrior presently in Gran Soren has a distinctly more\nmedieval bearing. Search the bottom of the kilt to find... some berries,\nwhich, hey, call me juvenile, but I find that hilarious. Search the scar\non the figure's chest to score a Wakestone Shard, and search the tip of\nthe spear to find a pair of Daggers-Signs of Valor. Talk about obscure\nloot, eh? Don't too excited though, these Daggers were soaked in\nweaksauce. Also note that these weapons only appear once per game, so\ndon't bother coming back here to look for them again. Smite whatever\ncritters oppose your looting (for me it was about a half-dozen Snow\nHarpies-as is the norm) and, when victorious, follow the shaft of the\nspear downhill to the south-west to see some rather odd rock formations\nin the distance...\n\n***ITEMS***\no--Miscellaneous--o\n[Signs of Valor]\n&lt;----------------------------------------------------------------------&gt;\n8) As you explore the rock formations, an aptly-named dingus named \n'The Fool' will babble from atop some rocks. Fortunately, your heart\nwill glow, letting you know that somethin's up. When you turn, you'll\nfind a toga-wearing man-the Dragonforged-who seriously needs to wash\nhis hands. He claims to be an Arisen from a bygone age, one forged by\nthe Dragon, and the scar he bears sure seems authentic enough. Even\nthe dullest gamers should realize that the Dragonforged is the warrior\nrepresented by the hillfigure, although how he's survived so long is\nworth wondering about... when 'The Fool' stands near him, you should\nalso notice that The Fool is a younger-scarless-version of the\nDragonforged. After the Dragonforged is done speaking, the camera will\nzoom out in a way as to give you a good view of the Hillfigure Knoll...\nand also to insinuate that the Dragon is marking your progress...\n\nHillfigure Knoll, The Dragonforged's Sanctum\no======================================================================o\n9) After the cutscene you'll find yourself inside the Dragonforged's\nlair. Speak to him and he'll mention some 'grand chain', which you are\nthe newest link of. He also kindly informs you that the errand you are\non is a fruitless endeavor-there is no meaning to the words on that\nslate we've been carrying around... I mean, it led us to the\nDragonforged, which... well, I suppose we can determine how worthwhile\nthis endeavor was based on the wisdom he imparts, right? Short answer?\nNot very worthwhile. Only the Arisen can see the Dragonforged, and\nbesides a few incidental (yet enticing) clues-that the Dragonforged is\napparently immortal (or at least ages incredibly slowly) and that he\ngot himself a clone somehow-we've come out of this quest only slightly\nmore knowledgable than we entered it. At the very least, however, we\nconfirmed that we are, in fact, Arisen (was anybody in doubt?) and that\nother, older Arisen exist. So, if we want to party for a while and\nignore this Dragon thing, that's apparently cool.\n&lt;----------------------------------------------------------------------&gt;\n10) Before leaving, have a look-see around. Look at the big spear,\nwhich is apparently headless (of course it is, the spearhead is in our\npocket!) Grab the Bronze Idol and other goodies on the rocks east of the\nDragonforged's throne. Search the candles in the north-eastern corner\nof this chamber to get the text \"the dragon's soul dwells e'er within\nthe Arisen's breast.\" Sounds like the plot of Dragonheart-as long as\nthe Dragon lives, the Arisen it spawns are immortal. The Dragonforged\nseems to confirm that, at least, but perhaps we should see the duke,\nwho apparently slew the Dragon before us? It raises all kinds of\nquestions-ones we just don't have the answers to, yet. Head down a\ntunnel to the north-west (loot some warrior remains in the main chamber\nas you go), which bends around to the south and reveals a side-chamber\ncrammed with stuff to pocket-including an ornate chest. Search some\ncandles in this room to get the text \"Seek the spear aimed at the\nhilltop sky.\" Been there, done that. When you're done robbing the\nDragonforged, head back outside to the Northface Forest and return to\nGran Soren to claim your quest reward from Ser Maximilian at your\nleisure. Up next-exploring Northface Forest.\n\n***ITEMS***\no--Warrior Remains--o\n[Recluse's Robe]\n[Rusted Greatsword]\n  ---\no--Ornate Chest--o\n[Feather Cape]\n[Leather Circlet]\n[Silver Bands]\n  ---\no--Warrior Remains--o\n[Hand Covers]\n\n***REWARD***\n(For deciphering a text)\nEXP\t\t10000\nRift Currency\t15\nGold\t\t10000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t       Exploring Northface Forest\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK014}\n\t\t1) Windbluff Tower\n\t\t2) Treasure in the Keep\n\t\t3) Treasure on the Battlements\n\t\t4) Snow Harpies and Direwolves, Everwhere\n\t\t5) Cyclops and Griffins\n\t\t6) Spearside Camp\n\t\t7) Where the Snow Harpies Roost\n\t\t8) Old Roads to Nowhere\n\t\t9) Cliffside Sarcophagi\n\t\t10) Monster Campsite\n\t\t11) Miserable, Monster-Infested Hills\n\t\t12) The (Not So) Abandoned Camspite\n\t\t13) Cliffside Captive Cave\n\t\t14) The Northern-most Reaches\n\t\t15) The Blighted Manse\n\t\t16) Northface Forest Healing Spring\n\t\t17) A Chimera Lurks Below\n\t\t18) Running Against the Wind\n\t\t19) Traveler's Rest\n\t\t20) Wind-Worn Harpy Hill\n\nWindbluff Tower\no======================================================================o\n1) Return to Windbluff Tower, which, having twice been ignored, we\nmight as well explore now. Head through the guarded gateway to Windbluff\nTower, one of the few active garrisons held by the duchy. Although the\nwestern facade is intact enough, over to the east large parts of the\nfortifcations lie in ruins-the entire south-eastern corner of the keep\nhas fallen into the sea. The soldiers wisely decide to camp in tents,\nrather than bothering with any of the crumbling structures. To the south\nlies a ruined structure with a locked door we cannot open. Ignore the\nglowing, taunting chests beyond, there's nothing we can do about them,\nnow.\n&lt;----------------------------------------------------------------------&gt;\n2) North of the collapsed wall-due east of the gate we entered through-\nstand some stairs leading to the walls around the keep. Head upstairs\nand turn north-east, going through a partially-collapsed doorway to the\nnorth-west to enter the keep. Continue north-west through another\ndoorway and head downstairs, where you'll find two square chests, which\ncan contain loot. Head back upstairs and when you're at the landing\ninside the keep again, go up another flight of stairs. When you reach\nthe next landing go through a doorway to the north-east and turn\nnorth-west to spot another square chest.\n\n***ITEMS***\no--Square Chest--o\n[Iron Helm]\n  ---\no--Square Chest--o\n[Chain Mail]\n&lt;----------------------------------------------------------------------&gt;\n3) Backtrack to the walls outside the keep and continue around the\nbattlements-ignore a tower in the north-eastern corner of Windbluff\nTower and head north-west, entering a tunnel. At the far end of the\ntunnel, the wall runs west. Ignore another tower and turn south, where\nyou should climb up a ladder to reach the gate. Continue south back onto\nthe walls and follow them south-east, then climb atop another tower,\nonly to drop back down onto an east-running wall below. At the end of\nthis wall you'll find another square chest.\n\n***ITEMS***<\/pre>\n\n\n\n<pre id=\"faqspan-10\" class=\"wp-block-preformatted\">o--Square Chest--o\n[Broadsword]\n[Iron Helm]\n&lt;----------------------------------------------------------------------&gt;\n4) Now leave Windbluff tower, where our further explorations northward\ncan begin anchored by the familiar Deos Hills and Windbluff Tower to the\nsouth. There's quite a bit of new ground to cover, and almost every inch\nof it is occupied by Direwolves and Snow Harpies. Just remember that\nthere's a Healing Spring to the south which can cure any wounds you\naccumulate whilest exploring. Also be aware that enemies will likely be\nfar more numerous at night, making it one of the few areas that's\ngenuinely more dangerous once the sun sets. The first area we'll explore\nis a large area north of Windbluff Tower, east of the road, and bounded\nin the east by sheer cliffs overlooking the sea.\n&lt;----------------------------------------------------------------------&gt;\n5) At the southern end of these grassy, cliffside hills is a shelter\nwith a tarp over it. Head uphill to the north-east, where many\nlife-giving apple trees grow. A square chest lies near some crates and\na cart just off the road. If you're unlucky, a Griffin might descend\ndown on you here, but this is relatively uncommon-and I'm still\npostponing mentioning a full Griffin fight until a more guaranteed\nencounter occurs. Besides, this lion-bird is flighty, and is unlikely\nto stick around, if it even appears at all. You also might encounter\na Cyclops lurking around up here, and at night, Undead Warriors.\nStill, you're much more likely to encounter a pack of Direwolves\nprowling these hills. The current extent of our explorations will be\nmarked by a large boulder to the north, which almost completely fills\nthe area between the road and the cliffs.\n&lt;----------------------------------------------------------------------&gt;\n6) From our arbitrary boundary rock, turn north and head across the\nroad, uphill to familiar Hillfigure Knoll. Again, be wary of the common\nfoes-Direwolves and Snow Harpies-as well as Undead Warriors, who will\npop up around the hillfigure at night. Return to the spear of the\nhillfigure, and from there head north to find a small campsite. Loot a\nsquare chest for some junk, and continue north until you hit the cliffs.\n&lt;----------------------------------------------------------------------&gt;\n7) Follow the cliff-face west, dealing with whatever Snow Harpies are\nroosting there. On a boulder next to the cliff you'll score a Coin\nPouch (1000 G). You way west will be impeded by a cliff looking over\na depression, in which a nest of Snow Harpies waits. Follow the southern\nend of the ledge and make your way down to the Snow Harpy lair, where\na square chest can be found south of the large boulder upon which they\nrest. An ore vein lies along the cliff face north of this boulder.\n&lt;----------------------------------------------------------------------&gt;\n8) From the Snow Harpy nest, head south to find a short and, honestly,\nrather useless road. Again one must wonder how Gransys looked in ages\nlong past to find such a relic of civilization so far removed from the\npresent pockets of civilization. If you continue due south you'll find\nthe rock formations that mark the entrance to the Dragonforged's\nSanctum-which you probably didn't get to search much the first time\naround, what with the cutscene and all... not that you missed much. A\nsquare chest lies along the side of the western-most 'horn' outside\nthe entrance to the Sanctum. Beyond that... well, there are some apple\ntrees, in case you need a snack.\n&lt;----------------------------------------------------------------------&gt;\n9) Return to the northern cliffs and continue following them westward\nto reach a short ridge overlooking the rock formations around the\nDragonforged's Sanctum, to the south. On this ridge you'll find a few\nlootable sarcophagi and more apple trees. Continue west along the cliffs\nand you'll eventually reach the elbow of the road, which you can follow\neither south or west. Stick to the high ground and continue along the\ncliffs to the west. South of the road are rocks upon which a flock of\nSnow Harpies lurk, and beyond them a ledge overlooking a cage. Continue\nwest and loot more sarcophagi, pick up more fruit, and kill ever more\nSnow Harpies... and if it's night, kill some Undead Warriors, too.\n&lt;----------------------------------------------------------------------&gt;\n10) Follow the cliffs-and hence, the road-south, then south-west, and\nfinally down a steep hill to the south. The road will loop to the east,\nwhere a campsite sits. During the day you'll encounter Hobgoblins here,\nand during the night, Undead Warriors. Smite whatever dares to oppose\nyou and loot two square chests full or garbage.\n&lt;----------------------------------------------------------------------&gt;\n11) Now to paint in broad strokes, because we've seen most everything\nof interest in the southern part of Northface Forest... Back too the\nnorth-east lies the hillfigure, albeit, over monster-infested hill,\nwhich fractured roads do nothing to help you navigate. In the other\ndirection, a road runs south-west from the camp we just explored,\nrunning along the cliffs. If you follow it until it ends, you'll end\nup quite close to the Healing Spring. Due south from the camp you'll\nonly find miserable hills crawling with Direwolves, eventually leading\nback to Windbluff Tower. The hills south of the camp can-at night-also\nbe occupied by a Chimera, which can range far and wide.\n\nAbandoned Campsite\no======================================================================o\n12) So, instead of all that boring, tedious, unrewarding, monster\nhunting, just follow the road north-east from Windbluff Tower. When\nyou reach the large boulder near the north-east to east bend of the road\n(the one that formed our northern boundary back in Step #5), stop and\nlook around. To the east you'll see another cage, while to the\nnorth-east lies a grassy ledge overlooking the road. Once again, veer\noff the road and head uphill. Instead of going north-west to the\nhillfigure, however, head to the north-east to reach the ridge\noverlooking the road. Follow it north until you find a way to scale the\nridge to the east. Up here you'll find a stupidly named campsite-which\nis anything but abandoned. Instead it houses some of the strongest\nBandits you'll encounter in the game-only rivaled by the ones in Pastona\nCavern, further east. Engage them very carefully, as they can easily\ndispatch even mid-level characters. Once they're dead, loot the camp,\naround which you'll find four chests-two square, one round, and one\nornate, the latter two of which can contain loot.\n\n***ITEMS***\no--Rounded Chest--o\n[Bandit's Mask]\n[Ring of Purpure]\n  ---\no--Ornate Chest--o\n[Frozen Tomorrow]\n[Gossip's Mask]\n[Guardian's Hood]\n&lt;----------------------------------------------------------------------&gt;\n13) Abandon the camp so that it can justly earn it's name and return to\nthe road in the south. Follow it east past the landmark boulder and\npast the ridge we cleared earlier. During the day you'll encounter more\nBandits near the wooden cage-mostly archers hiding in nearby bushes of\nmiddling potency. At night-all the Direwolves in Gransys seem to\ncongregate here. A square chest can be looted near the cage, and another\ncan be found on a lower ledge south of the cage.\n&lt;----------------------------------------------------------------------&gt;\n14) Continue following the road, which will stop running east and turn\nnorth-east. Behind a large boulder south of the road hides another\nsquare chest full of junk. Once done looting, return to the road and\nfollow it until it forks. The path to the east leads to Windworn Valley,\nwhich is little more than the entrance to the Pastona Cavern. The\nnorthern-most path, however, continue uphill into the northern-most\npart of the Northface Forest, which also mark the northern-most reaches\nof Gransys.\n&lt;----------------------------------------------------------------------&gt;\n15) Follow the road north until you see some large boulders to the east,\nalong the eastern side of the largest of which lies another junk-filled\nsquare chest. The road will break briefly, but continue thereafter,\neventually turning east and leading to a magnificent keep that, unlike\neverything else in Gransys is completely intact. This is nothing less\nthan the duke's northern mansion-The Blighted Manse.\n\nHealing Spring\no======================================================================o\n16) There's nothing we can do here now, and the road is no longer any\nhelp to us... but that's just as well. Continue to the north-east, where\nour path is naturally constrained by cliffs rising in the west, and\nfalling in the east. After passing between two boulders to the\nnorth-east another trail will appear to guide us. Direwolves and apple\ntrees make familiar sights as we head uphill, and sarcophagi eventually\nappear west of the trail-one of which contains a bit of loot. The trail\neventually terminates at another Healing Spring, with all the goodness\nthat brings. Like the last one, this Healing Spring is crawling with\nDeer, should you care to hunt them. North of the larger pond making up\nthe Healing Spring are some boulders. East of the largest of them sits\na rounded chest, which contains more goodies.\n\n***ITEMS***\no--Sarcophagus--o\n[Flutter Padding]\n  ---\no--Rounded Chest--o\n[Brigandine Jerkin]\n[Iron Bracers]\n[Mounted Pale]\n&lt;----------------------------------------------------------------------&gt;\n17) The Healing Spring marks the northern-most reaches of the\nNorthface Forest, and hence, the end of our travels, right? Well, surely\nyou've noticed the land below us, to the east. We'll explore down the\neastern pass to wrap this area up. Head north through the Healing Spring\nand, when you reach the cliffs to the north, follow them to the east\nuntil the ledge you're on terminates near an apple tree. From here turn\nsouth and slide down to a lower ledge. Be cautious as you explore this\narea, as a Chimera skulks around to the south. Other than that, apple\ntrees wait to be harvested, and a few square chests sit near the\nsouthern cliffs, and along the western cliffs you'll find the 'Blighted\nManse Rear Entrance', which we cannot enter yet. A series of trails that\nrun through this ledge hint at the locations of the aforementioned\npoints of interest.\n\n***ITEMS***\no--Square Chest--o\n[Bespoke Longbow]\n[Frozen Tomorrow]\n&lt;----------------------------------------------------------------------&gt;\n18) When you're done killing, looting, and shaking your fist at areas\nwe can't yet explore, follow the road north. Along the way, leap on a\nsloped rock formation east of the road to find some Warrior Remains\non top of it. Continue following the road-it'll head down a slope,\nthen turn abruptly to to the south-east. As you follow the road you'll\nencounter your old friends-Direwolves, but for a change they're the\nleast annoying hazard confronting us. At the point where the road turns\nfrom running north to south-east search north of the elbow of the road\nto find a rounded chest.\n\nTraveler's Rest\no======================================================================o\n19) Now follow the road to the south-east. For the first time you'll\nencounter strong winds, which will impede your progress south to various\ndegrees, depending on your character's weight. Force your way south\nthrough the pass (running will gain you ground more efficiently than\nwalking), pass under the bridge leading to the Blighted Manse. Shortly\nsouth of the bridge you'll find a Traveler's Camp, which, like the one\nwe found in Devilfire Grove houses a Riftstone, a Knowledge Chair, and\na Gran Soren guard (Ser Octavio) who will stash items for us, allow us\nto learn\/set skills, and let us rest for 100 gold.\n&lt;----------------------------------------------------------------------&gt;\n20) After resting and stashing loot, as needed, continue along the trail\nto the south-east to reach a wind-swept area dominated by a hill,\ncapped by a cage and swarming with Snow Harpies. On top of the hill you\ncan score a square chest and warrior remains. The hill itself is\nsurrounded by passes-north of the hill is a pass running south-east,\nimpeded by heavy winds. If you continue south-east down that pass, you\nwill eventually reach Windworn Valley, enroute to the Pastona Cavern...\nbut that's exploration for another day. Make your way back to Gran\nSoren and prepare for your next-and last-Wyrmhunt quest.\n\n***ITEMS***\no--Warrior Remains--o\n[Cresending Roar]\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t      Clearing the Ancient Quarry\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK015}\n\t\t1) Securing the Shadow Fort\n\t\t2) A Convenient Excuse\n\t\t3) A Mineralogical Treasure-Trove\n\t\t4) Pressure Plates and Quarry Keys\n\t\t5) Bandits in the Mine\n\t\t6) Securing the Side-Chamber\n\t\t7) The (Not-So) Abandoned Mine\n\t\t8) Undead in the Mines\n\t\t9) Ogre-Bashing\n\t\t10) The Second Pressure Plate\n\t\t11) Goblin Chamber\n\t\t12) Ledge-Lurking Ogre\n\t\t13) The Third Ogre's the Charm\n\t\t14) Alon's Reward\n\n1) Only one more Wyrmhunt quest to pick up before we go see the duke-\nwe now need to 'rout a monster infestation'. Despite the heavy fighting\nin the last few missions, note that this is the only one with any\nactual allusions to combat in the name-so expect it to be quite combat-\nheavy. Apparently a horde of Goblins sacked a fortress while it was\nunder-going repairs (no wonder the duke doesn't repair anything!). This\nfortress-the Stone of the Southwest (aka: the Shadow Fort)-is vital to\nthe defense of southern Gransys... which, last we saw, was entirely out\nof the duke's control. The safety of the entire duchy rests on this\nmission, according to Ser Maximilian, and we're to meet up some some\nsoldiers previously dispatched. Sounds like some saavy FAQ-writer saved\nthe best, most dangerous, quest for last.\n\n***QUESTS***\nA Fortress Besieged\n&lt;----------------------------------------------------------------------&gt;\n2) Before we head off anywhere, check the location of this quest on your\nmap. You'll see that it lies north-west of the 'Rest Camp' in Devilfire\nGrove, meaning we'd have to depart Gran Soren, walk through the Estan\nPlains, go back through Moonsbit Pass, down Manamia Trail, through the\nVestad Hills, and then through the unexplored Devilfire Grove to reach\nthe BEGINNING of our quest. If you remember, however, while exploring\nthe Estan Plains we promised a merchant named Alon that we'd clear the\nAncient Quarry for him, which will then allow merchant travel. This\nquarry is in fact a shortcut from the Estan Plains to Devilfire Grove.\nIs it safer than just walking? No. In fact, it can be decidedly more\ndangerous-but if we need to fight our way to the Shadow Fort, we might\nas well explore a new dungeon and complete another quest, while we do\nso. In short-traveling to the Shadow Fort supplies us with a convenient\nexcuse to do this quest-and so it shall be.\n\nAncient Quarry\no======================================================================o\n3) Head out the northern gate of Gran Soren-be sure to bring plenty of\nlantern oil and a Pickaxe. It is a quarry after all-expect plenty of\nore veins. Make your way east across the Estan Plains and follow the\nroad that leads directly to the Ancient Quarry. Once there, set your\nlantern and head on inside. Immediately inside you'll get the\nachievement\/trophy 'Into the Ancient Quarry'. I will not bother pointing\nout each ore vein as we explore this place-I leave it up to you to mine\nwhatever you find. You can expect to harvest Ancient Ore, Burst-Rock,\nCopper Ore, Firefly Stone, Gold Ore, Pretty Stones, Silver Ore, Southron\nIron, Unremarkable Ore... and of course, rocks. Simply put, it's a\nmineralogical treasure-trove.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Of Merchants and Monsters\t\t\t      |{VID022}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=iPszZbivSHI\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n4) Ignore the Large Rats scurrying around here as you head south. When\nthe passage opens up, turn east and jump up a ledge to find a square\nchest containing goodies. From here, follow the eastern wall south until\nyou reach a pressure plate in front of a gate. Stand on it for a small\neternity until the pressure plate is lowered and the gate rises. Once\nthe way is cleared, enter the room beyond the gate and smite the sneaky\nsnake on the floor before picking up the 'Quarry Key' sitting on a cut\nstone to the west. To the east, you can also nab a Pickaxe, if you\nignored my advice to bring one earlier.\n\n***ITEMS***\no--Square Chest--o\n[Feather-Light Pelta]\n&lt;----------------------------------------------------------------------&gt;\n5) Backtrack to the north and, when you get the chance turn west to find\ntwo paths-one leading uphill to the south, and another to the\nsouth-east. The one to the south-east leads to a dead-end, and can be\nignored, so south it is. Follow the tunnel as it twists and turns until\nit opens into a chamber occupied by Bandits. They're moderately strong,\nweaker than the ones we just killed in the Northface Forest, but more\nthan we could easily handle when we were first exploring the Estan\nPlains. When all the Bandits are apparently dead, be wary, as more may\narrive from the room to the west (marked as an 'Abandoned Mine' on the\n'Neighborhood' map), which should also be scoured for any enemy presence\nbefore returning to the room where we first encountered Bandits.\n&lt;----------------------------------------------------------------------&gt;\n6) Once we're the only things still moving in sight, survey the area.\nFrom this central chamber there are four paths-north backtracks to the\nnorthern exit of the mine, so it can be written off as a possibility.\nFirst, explore to the east, which terminates in a small dead-end chamber\ncontaining another sneaky snake, some Harspud drinks, and a rounded\nchest.\n\n***ITEMS***\no--Rounded Chest--o\n[Bronze Sallet]\n[Incognito Mask]\n&lt;----------------------------------------------------------------------&gt;\n7) Backtrack to the west, then head into the 'Abandoned Mine' room\nfurther west, where we flushed out a few Bandits just a moment ago. The\nloot is strong in this room-particularly on two counters-one on the\neastern side of the room holding some fruit and a Coin Pouch (1000 G),\nand the one on the western side of the room holding a Small Coin Pouch,\na Coin Pouch, and a Large Coin Pouch (4600 G). Beyond the western\ncounter sits an ornate chest, full of quality looting. To the south\nyou'll find a locked door near a defunct smithy, which can be opened\nusing the 'Quarry Key' we found earlier. Although this seems to confuse\nmatters, never fear-both the southern tunnel to the east and the\ntunnels beyond this door eventually link up in the same place.\n\n***ITEMS***\no--Ornate Chest--o\n[Obliteratrix]\n[Reinforced Longbow]\n[Thousand Troops]\n&lt;----------------------------------------------------------------------&gt;\n8) Continue south past through the door we just unlocked to reach\nregular, smooth-cut, wooden-braced tunnels, which shortly split. I'll\nignore the minutiae and again brush with broad strokes-to the west\nyou'll find plenty of ore veins, Shadowcap mushrooms, and other bits\nof loot. These tunnels are guarded by Undead, Undead Warriors, and\nGiant Bats. To the east these smooth tunnels run parallel to the larger,\nless-tidy, southward-running tunnel to the east. Windows and a doorway\nconnect the two south-running tunnels, but stay out of the larger\ntunnel and flip a lever to open a door, which will allow us to continue\nsouth.\n&lt;----------------------------------------------------------------------&gt;\n9) Continue south past the door we just opened and smite whatever\nUndead\/Undead Warriors lurk beyond. Continue south until your path is\nblocked by an elevated ledge, and turn east to spot a doorway, and\nbeyond, the reason we're sticking to these narrow tunnels and not the\nlarger ones to the east. In the larger tunnel beyond the doorway lurks\nan Ogre. Sure, we've killed a few by now, but they're still quite\nstrong, so why fight them fairly when we can use the narrow doorway to\nour advantage? Provoke the Ogre and kill it from afar, if you've got\nranged attacks. If not... well, you really have no option but to\nengage it. Try to avoid attacks like Bolide and Comestion, as it can\ndestroy the wall here and allow the Ogre to access the tunnel.\n&lt;----------------------------------------------------------------------&gt;\n10) Once the Ogre is dead, head into the wider eastern tunnel and begin\nlooting your way back north to cover ground we passed by earlier. You\ncan find some goodies along the 'windows' built into the western wall,\nas well as a rounded chest near the southern-most window, which can\ncontain some goodies. Another rounded chest lurks in the north-western\ncorner of the chamber, near the tunnel that links it to the north,\nitself containing the 'Final Journal Entry'. When you're done exploring,\nhead to the souther where another pressure plate-operated gate awaits.\n\n***ITEMS***\no--Rounded Chest--o\n[Bronze Bangles]\n[Iron Bracers]\n&lt;----------------------------------------------------------------------&gt;\n11) You know the drill-stand on the pressure plate until it depresses,\nopening the way to the south. After it opens, we can technically turn\nthe quest in to Alon... but why leave before we've explored the rest\nof the quarry? Beyond the gate a surprised Goblin will chuck a torch at\nyou.-dispatch it and occupy the tunnel to the south. A side-tunnel runs\nto the north-west shortly south of the gate, which just leads back to\nthe tunnel where we meekly opposed the Ogre. Continue south until you\nfind some Spiders lurking around some stones we can climb, leading to an\nelevated ledge. Kill the bugs, but ignore the ledge to the south for\nnow. Instead, follow the tunnel (which has now turned west) until you\nreach a ramp back east. Again, ignore the distraction and continue west\nuntil you reach a chamber occupied by a half-dozen Goblins. Smite them\nand loot their home, which contains White Sage, ore veins, and two\nrounded chests.\n\n***ITEMS***\no--Rounded Chest--o\n[Battle Greaves]\n[Ring of Gules]\n  ---\no--Rounded Chest--o\n[Downcuffs &amp; Cuisses]\n&lt;----------------------------------------------------------------------&gt;\n12) Backtrack back east and head up the ramp we ignore earlier to reach\na wooden door. For once, we're on the side with the brace on it, which\nyou can smash to open the door. Do so and head through it, immediately\nturning east, where you'll find yet another Ogre roosting. All in all,\nit's best to engage it from the doorway if you're not confident in\nvictory, from which pot-shots can be made. Otherwise, go boldly forward\nand smite it. Once it's dead loot a chest opposite (south of) the door\nwe opened to get up here to find a square chest, then explore to the\neast, where you'll find the Ogre's nest overlooking the Spider ledge we\npassed earlier.\n\n***ITEMS***\no--Square Chest--o\n[Thunderclap]\n&lt;----------------------------------------------------------------------&gt;\n13) From the Spider-infested ledge near where the second Ogre lurked,\nhead south-east a short distance until the path forks. Don't worry\nyourself too much-it's just a loop. Head down the lower path to the\neast to find yet another Ogre skulking in the distance, at the eastern\nend of the loop. Handle it however you must-along the southern wall of\nthe northern tunnel loop you can find some stone, which can be scaled\nfor sanctuary, but it can be hard to attack from here. In any event,\nonce the Ogre is dead, climb the stones previously mentioned to find\na loot-filled square chest lurking in an alcove. Another loot-bearing\nsquare chest awaits your attentions along the northern wall of the\nnorthern tunnel, as well.\n\n***ITEMS***\no--Square Chest--o\n[Eden's Warden]\n[Ferric Talon]\n[Scalding Razors]\n  ---\no--Square Chest--o\n[Bronze Cuirass]\n[Helical Archistaff]\n[Iron Lorica]\n[Ogre Bone]\n&lt;----------------------------------------------------------------------&gt;\n14) Return to the Spider-infested ledge where we found the second Ogre.\nFrom here if you continue south-west you'll reach the door leading to\nDevilfire Grove, where we'll go shortly. First, however, return north\nto the Estan Plains exit, where Alon waits to hear the good news. Give\nit to him, and he'll say that merchants will now have an easier time\nreaching the capital-a good thing for buyers and sellers alike. What\ndoes this mean for us? Well, first we'll get a quest reward, of course,\nbut in addition the Ancient Quarry will now be considered a civilized\narea-enemies within will never respawn (although chests and ore veins,\namong other bits of loot will!) and we'll never consume Stamina while\nwe're in the Ancient Quarry, making it a very nice shortcut, indeed.\nIn addition Alon can now be found in the 'Abandoned Mine' room, where\nhe'll sell a variety of rare and expensive items, including the White\nHawk set and the Swordsman's set-the former is an elegant suit of\nfull plate, while the latter is a rugged suit of partial plate. To buy\none full set of each will run you 531,170 gold-not including the White\nHawk's Talon (Sword) which costs another 109,000 gold. Despite the\ncosts, these suits of armor are painfully mediocre-but can only be\nobtained here. He also sells a variety of other goodies-but these are\nthe most interesting ones.\n\nNote: If you return here later (for me, it took until after the\nWyrmhunt quests were done) the miners will have excavated a few new\nareas, allowing you to get at new loot. From the 'Ancient Quarry North\nEntrance' head south until you reach three forks. The eastern fork\nleads to the first pressure plate, beyond which is the room where we\nfound the 'Quarry Key'. The central fork leads deeper in to the mine,\nwhile the western fork leads to a dead end... or at least, it did.\nThe eastern and western paths will now continue further, where you\ncan find new loot and ore veins. The eastern fork hides two square\nchests, while exploring the western fork will yield a square chest and\na rounded chest. Just something to keep in mind for the future.\n\nWhen you're ready, carry on south to reach Devilfire Grove. If you need\nto return to Gran Soren to stash loot\/rest, do so. On the other hand,\nthere's the 'Rest Camp' in Devilfire Grove where you can do your\nbusiness...\n\n***ITEMS***\no--Square Chest--o\n[Iron Cuisses]\n[Iron Headgear]\n[Iron Helm]\n[Iron Manicae]\n[Iron Vest]\n[Sectional Iron Plate]\n  ---\no--Rounded Chest--o\n[Bloodthirsty Beak]\n[Cutlass]\n[Ferric Talon]\n[Mounted Pale]\n[Steel Greatsword]\n[Thousand Troops]\n\n***REWARD***\n(For clearing the Ancient Quarry)\nEXP\t\t5000\nRift Currency\t15\nGold\t\t8500\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t        Exploring Devilfire Grove\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK016}\n\t\t1) To the Rest Camp\n\t\t2) Lake Hardship\n\t\t3) Through the Saurian-Infested Forest\n\t\t4) Into Goblin Territory\n\t\t5) The Shadow Fort\n\t\t6) Boulder-Walls to the South\n\t\t7) Where the Drake Prowls...\n\nDevilfire Grove\no======================================================================o\n1) Once you exit the Ancient Quarry via the south exit, you'll find\nyourself in the north-eastern corner of Devilfire Grove. Our first stop?\nThe 'Rest Camp' in the south, to link up our current explorations with\nthe previous ones. Follow the cliffs to the east, then south, and\nfinally west to reach the 'Rest Camp'. Along the way you can score some\nore veins along the cliffs, find a few junk-bearing square chests, and\nof course, fight off many Saurians, who dominate the eastern reaches of\nDevilfire Grove. When you reach the 'Rest Camp' do you business and get\nready to explore this place, proper-like.\n\nLake Hardship\no======================================================================o\n2) From the 'Rest Camp' explore north a bit to discover a large lake,\n'Lake Hardship' which occupies the center of Devilfire Grove. Don't\nthat just because this is an inland, fresh-water lake that it's free\nof Brine... yeah, by now we know it's just a navigational gimmick.\nCapcom was too lazy to allow us to swim, is all. Also, Where's there's\nwater, there tend to be Saurians, and so it is-Saurians are as thick\nhere as they are anywhere else in the game, so be ready for a fight. If\nyou do a quick run-around the perimeter of the lake you'll find little\nof interest-some Saurians and a handful of meagre fishing spots.\n&lt;----------------------------------------------------------------------&gt;\n3) Again from the 'Rest Camp', head east to discover some apple trees\nbearing sustenance, and beyond them, a road which we'll loosely be\nfollowing for a while. The road initially runs to the north-east, but\nwill turn north, then north-west as you run through the Saurian-infested\nforest. Be wary of monster-luring trip-wires and search around for the\nmeagre pickings to be had. Note that you can expect to encounter more\nSaurians at night than during the day.\n&lt;----------------------------------------------------------------------&gt;\n4) Eventually the road will turn westward, and in the distance you'll\nsee a wooden cage surrounded by rocks and ruins. Unlike most such\ndevices, this one can actually house a captive, being tormented by\nGoblinoids. Loot a junk-filled square chest west of the ruins around\nthe cage and from there head north, where you can find a junk-filled\nrounded chest north of a short section of ruined wall. Once done\nlooting, continue west. This cage marks an important shift in Devilfire\nGrove. The Saurian presence ends abruptly, to be replaced by Goblinoids,\nwhich is only to be expected, considering a 'horde' of them lurks\nnearby.\n&lt;----------------------------------------------------------------------&gt;\n5) Stick primarily to the road as you continue west, where Goblinoid\npresence grows the further you travel. Along the way, don't be afraid\nto venture to the cliffs to the north to score some ore veins and climb\nthe various boulders that litter the forest, as junk-filled square\nchests like to hide atop them. Also, you can gather a bounty of plants,\nfungi, and other natural treasures. Be wary of the tripwires as you\nexplore and eventually you'll reach the Shadow Fort, looming in the\nnorth-western corner of Devilfire Grove.\n&lt;----------------------------------------------------------------------&gt;\n6) Gaze in wonder at the Shadow Fort, but don't head inside yet. While\nthe Shadow Fort is our ultimate goal, it is not our immediate goal-which\nis to explore Devilfire Grove. Kill Wild Boars wandering around outside\nthe Shadow Fort if you're hungry for some bacon and head south. Large\nboulders come close to forming a wall in this direction. Follow a rocky\npath between two large boulders, then under a fallen tree. Continue\nsouth-east to find another boulder-wall which-save for a gap in the\ncenter-nearly succeeds at being a wall. Seriously, stick a door on it\nand you're good to go. Beyond this second and last line of rock you'll\nfind wooden cage-the area beyond is crawling with Goblinoids for you\nto smite.\n&lt;----------------------------------------------------------------------&gt;\n7) Kill at will, but try to avoid getting lured south by conflict.\nInstead, from the wooden cage head east along an unscalable cliff to\nthe north. Shortly you should see Lake Hardship to the north-east.\nContinue south-east around some boulders near the lake and continue\nthrough a forested, trip-wire laden grove to the east. This place will\nlater be occupied by Hobgoblins and a Drake-one of the strongest\ncreatures you'll encounter in all of Gransys. It's just as well one\nisn't here yet, as we probably aren't capable of defeating such a foe\nanyways. Keep going east and you'll find the road that leads back to\nthe 'Rest Camp'.\n\nNote: If you have the bad fortunate to encounter a Drake here, you\nare probably better off not fighting it. It's the strongest foe you'll\nencounter before the Dragon, and can easily wipe out a mid-level party.\nThe earliest I've seen it here on the first playthrough is immediately\nafter clearing the Shadow Fort.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t     Routing a Monster Infestation\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK017}\n\t\t1) Looting Outside the Fort\n\t\t2) Ser Robert the Useless\n\t\t3) Infiltrating the Shadow Fort\n\t\t4) Clearing the Gatehouse Towers\n\t\t5) Cyclopes and Ballistae\n\t\t6) The Station Room\n\t\t7) Obtaining the Shadow Fort Lever\n\t\t8) Forcing a Retreat\n\t\t9) Into the Citadel\n\t\t10) Battle on the Battlements\n\t\t11) Strategic Falling\n\t\t12) Platform Plundering\n\t\t13) Lupine Veil\n\t\t14) Clearling the Citadel\n\t\t15) Confronting the Commander\n\t\t16) Ser Robert's Reward\n\nShadow Fort: First Floor\no======================================================================o\n1) Rest up and stash loot as necessary, and when read head to the\nShadow Fort in the north-western corner of Devilfire Grove... you should\nhave no trouble getting there now. Once inside, note some large stairs\nto the north-west that lead to a massive gate. We won't be getting in\nthat way, but south of the stairs sits a squad of soldiers, apparently\nwaiting for someone else to do their jobs for them. Before talking to\nthem, you can indulge in some looting-warrior remains lie scattered\naround, as does the odd fallen tree.\n\n***ITEMS***\no--Warrior Corpses--o\n[Grievous Horns]\n[Lupine Veil]\n[Silver Ring]\n  ---\no--Warrior Remains--o\n[Ring of Purpure]\n[Silver Ring]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|A Fortress Besieged\t\t\t\t      |{VID027}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=in4hIFkTH-w\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) After you're done securing your dubious bounty, talk to the soldier\nabout to suffer from an impending stroke. This Ser Robert will tell you\nthat since his troops lack the materials and time to batter down the\nfront gates, his crack squad of loyal, well-trained, shock troops in\nservice to the benevolent duke are going to launch a dangerous invasion.\nOh, no, wait... that's what they want you to do-head through a hole in\nthe ground to invade a fortress with unknown enemies of unknown quality\nand quantity inside. But don't worry, he trusts you'll prevail. Is\neverybody in this duchy useless but you? Yes. That's why you're the\nArisen, see?\n\nShadow Fort: First Level Underground\no======================================================================o\n3) So, head on into the tunnel, snag some Fiend's Perch mushrooms along\nthe way, and dispatch some pesky Giant Bats. Jump up some ledges and\nyou'll find yourself in a square storage room of sorts. Dispatch a pair\nof Goblins and Hobgoblins, then loot the room for various bottled\ngoodies, and search a rounded chest that may contain worthwhile loot,\nif you're fortunate.\n\n***ITEMS***\no--Rounded Chest--o\n[Obliteratrix]\n[Ogre Bone]\n[Over-Knee Boots]\n\nShadow Fort: Third Floor\no======================================================================o\n4) So far so good-the Goblins were smart enough to tunnel under the\ndefenses, but not smart enough to guard agains their own tunnels. Find\nsome stairs leading north-east and head up to the first landing. See\nthe pretty door up here? Ignore it and continue up more stairs until\nyou reach the roof, where you'll be welcomed by some Goblins and\nHobgoblins. Once you're destroyed your foes, look around. To the\nnorth-west you'll find the keep looming in the distance and on the walls\nof the keep are some ballistae. Unfortunately they're in the hands of\nGoblins, who will shoot at your ceaselessly if they catch sight of you.\nOn the sorry wooden planks that count as a roof over the stairs you'll\nfind a square chest worth looting (you'll have to jump on some crates\nto reach the roof, but your Pawns love smashing them.) South-east of the\nstairs you'll find an empty lever-slot. You should understand what's\nexpect of you, by now-we find the lever, put it in, and we can open the\nmain gates. Behind some crates to the south-east you'll find a square\nchest that's always given me junk-unless you considering a strategy\nscroll worthwhile, which it is, but it's not wearable. To the north\nyou'll find a shattered bridge that once connected the two gatehouse\ntowers. If you leap to the northern tower, you can dispatch a group of\nGoblinoids. This is a good idea, even if it will certainly provoke the\nballistaes on the keep, as there's a ballistae on this gate-tower, as\nwell. If you're going to get fired upon by ballistae-and you will-it\nmight as well be from only one direction.\n\nNote: It is possible to snipe the Goblins on the keep's ballistae, with\na very lucky shot using a Bow or Longbow. I've never had any luck with\nballistae, although you could certainly give that a try, if you wish.\nJust be warned that there's two of them, and one of you, and if your\nballistae takes enough hits from their exploding bolts, it will be\ndestroyed. Firing a ballistae is simple, you aim with the right analog\nstick, fire with the right trigger. Switch to 'Explosive Shot' with\n\"Y\" [XBOX]\/\"Triangle\" [PS3], or back to 'Normal Bolts' with\n\"X\" [XBOX]\/\"Square\" [PS3]. Explosive Bolts do more damage, but take\nlonger to reload. Hit \"B\" [XBOX]\/\"Circle\" [PS3] to get off the ballista.\n\n***ITEM***\no--Square Chest--o\n[Cyclops Veil]\n&lt;----------------------------------------------------------------------&gt;\n5) Once you're done clearing the northern gatehouse tower, search the\nsouth-western battlements to find a ladder leading down. Once on the\nground again, head north-west under the ruined bridge connecting the\ntwo gatehouse towers to reach the interior grounds. A few wooden\nwatch-towers dot the area, but your goal is a shoddy structure\nnorth-west of the southern-most gatehouse tower. If you try the front\ndoor, like all sensible people, you'll find that it's barred. A ladder\nexists on the north-western wall of the structure, but you'll have to\ncontend with a pair of Cyclopses (one helmeted, one not), Goblinoids,\nand, of course, the ballistae. There are two fair ways of dealing with\nthe forces arrayed against us-both involve negating the ballistae. First,\nyou can run right up to the keep walls (the door is locked, so don't\nthink about being clever) and fight underneath them, where the ballistae\ncan't hit you. Second, you can fight south of the structure we need to\nscale, where the ballistae also can't hit you. All things considered,\nit's probably safest by the keep, where you'll have the most room to\nmaneuver around the Cyclopses. If you're extra foolhard, there are\nwarrior remains to loot north-east of the structure we aim to enter.\n\nNote: You'll notice that there are a bunch of holes in the ground here-\nGoblin holes. If your Arisen is of sufficiently diminuative stature, you\ncan enter these holes, which provide a great boon in navigating the\nShadow Fort. You can use these holes to simply run to the structure\nwe're aiming to enter, as well as another structure along the northern\nedge of the keep. No climbing ladders, no need to worry about ballistae\nand Cyclopses-at least, not yet. As for hidden treasure, you can score\nsome ore veins and a rounded chest in the tunnels. This is the only\nsuch size-related benefit I can think of in the game, otherwise, size\ndoesn't matter.\n\n***ITEMS***\no--Warrior Remains--o\n[Hide Armor]\n[Silver Ring]\n[Steel Greatsword]\n  ---\no--Rounded Chest--o\n[Bandit Stalkers]\n[Barreled Helm]\n[Bone Armor]\n\nStation Room\no======================================================================o\n6) Kill the beasts and scale the ladder on the north-western wall of\nthe structure. Once you climb the ladder you'll be on a wooden platform\nwith a square chest on it, which may contain loot. Drop down into the\nstructure and smash the bar holding the door shut. Once done, loot the\ntwo rooms that make up this poor excuse of a building for some plants\nand potions. In the south-eastern room you'll find an ornate chest,\nwhich also contains loot.\n\n***ITEMS***\no--Square Chest--o\n[Chainmail Skirt]\n[Downcuffs &amp; Cuisses]\n  ---\no--Ornate Chest--o\n[Feather Cape]\n[Harpy Cloak]\n[Steel Greatsword]\n&lt;----------------------------------------------------------------------&gt;\n7) In the northern room of this structure (marked on your 'Area' map as\nthe 'Station Room') you'll find a door to the south-west (opposite the\nbarred door leading back out into the courtyard.) Open the door to find\na dungeon lurking beyond. Go through another barred door and smite some\nGoblinoids at the end of a hallway to the south-east. More Goblins lurk\nin the nearby cell-dispatch them all, then loot the rounded chest in\nthe hallway to find the 'Shadow Fort Lever', then search the\nsouth-easternmost cell to find another rounded chest which contains some\nloot.\n\n***ITEMS***\no--Rounded Chest--o\n[Scale Coat]\n[Surcoat]\n&lt;----------------------------------------------------------------------&gt;\n8) Your next move should be pretty obvious-time to head back up to the\ntop of the southern gatehouse tower and use the 'Shadow Fort Lever' you\nfound. Once you do, the Gran Soren soldiers outside will storm the\ngate and engage a host of Goblinoids outside the keep. Your task now\nis simple-kill as many Goblins and Hobgoblins as you can. They'll\ninitially be engaging the soldiers in the middle of the courtyard,\nbut as you thin their ranks, Goblins will continue to come from the\ntunnels near the keep. Once you've killed enough of them, the cowardly\ncreatures will fall back into the keep-giving you an opening to\nexploit.\n\nNote: Goblins will continue to spawn from the Goblin holes near the\nkeep until this quest is completed.\n&lt;----------------------------------------------------------------------&gt;\n9) Head into the keep and slay whatever Goblinoids you find therein.\nGrab a square chest up some stairs to the south-west before taking the\nstairs up to the north-east. Enter a room to the north-east and make use\nof some more stairs, cross a wooden bridge to the north-west, and then\ncontinue up another flight of stairs. Ignore the rounded chest beyond a\nclose gate-we'll get to it later-and, well, go up some stairs opposite\nthe gate. This time a spiral staircase, wee.\n&lt;----------------------------------------------------------------------&gt;\n10) Once atop this tower you'll find a doorway leading to the\nbattlements of the keep-where you can finally take your revenge on the\nballistae Goblins that have been tormenting you. Be wary, though;\nHobgoblins and an armored Cyclops also occupy the battlements. The\nfight against this Cyclops need not be a chore-if you have any sort of\nranged attack, you can simply attack the thing from the tower-it should\noblige you by coming to the door if you make yourself known to it.\n&lt;----------------------------------------------------------------------&gt;\n11) Clear the battlements and you should spot another tower to the\nsouth-west, with a doorway opposite another ballistae. This is our\ndestination, but first, some treasure, which requires a bit of running\naround, and strategic jumping. Or falling, rather. First, head to\nthe north-eastern end of the battlements, and jump on the edge of\nthe wall. Look over and you should see a square chest glowing merrily\non a wooden landing. From this platform, drop down off the north-eastern\nedge to land on another platform, below it. It's difficult to spot\nthis lower platform from above, but if you creep off the edge of the\nhigher platform, you should be fine. Drop of this lower platform to the\nnorth-east to reach the interior of a locked structure along the\nnorthern edge of the keep. Inside you'll find a rounded chest, some\nHarspud Juice. There's also a Goblin hole smaller characters could have\nexploited to reach this area more easily.\n\n***ITEMS***\no--Squard Chest--o\n[Bronze Gauntlets]\n[Bronze Sabatons]\n[Direwolf Bow]\n  ---\no--Rounded Chest--o\n[Red Leather Cap]\n[Scale Greaves]\n[Silver Ring]\n&lt;----------------------------------------------------------------------&gt;\n12) Exit the structure, breaking a bolt to ensure you can always just\nuse the door from now on. Once outside, immediately turn north-west to\nspot a square chest behind some crates. Continue south-west along the\nedge of the keep to spot an elevated wooden platform, near which are\nsome crates (if they weren't destroyed in the fighting) you can\nclimb these to reach the top of the platform, where you'll find a square\nchest lurking. If these crates are gone (your Pawns love smashing them\nfrom under you), you'll need to take a more painful route. Mount the\nbattlements of the keep again, and this time head to the edge of the\nwall near the northern ballistae. There's a collapsed portion of wall\nnear the ballistae, which you can drop down to reach a wooden platform\nbelowthat holds another square chest. You'll take some damage with this\napproach, so make sure you have a few hundred Hit Points to spare.\n\n***ITEMS***\no--Square Chest--o\n[Assembled Sleeves]\n[Red Leather Glove]\n&lt;----------------------------------------------------------------------&gt;\n13) Head up to the keeps' battlements again, this time exploring along\nthe south-western walls. You'll find a breach in the battlements\nsouth-west of the southern ballistae, which you can drop down to reach\na rocky ledge which houses an ornate chest. This chest always contains\na Lupine Veil, for those of you who prefer to look absurd. That was the\nlast bit of loot distracting us from the southern tower. Climb the\nbattlements one last time, and head into the keep via the southern\ntower.\n\n***ITEMS***\no--Ornate Chest--o\n[Lupine Veil]\n\nShadow Fort: Second Floor\no======================================================================o\n14) Go down another flight of spiral stairs, killing whatever Goblinoids\ndare stand in your way. At the bottom of the stairs head north-west\nunder a raised gate, then turn north-east down a hallway. Continue\nnorth-east past a closed door to find the rounded chest beyond the gate\nthat taunted us earlier. Teach it a lesson by robbing it, then head\nback to the door we just bypassed.\n\n***ITEMS***\no--Rounded Chest--o\n[Feather-Light Pelta]\n[Grievous Horns]\n[Red Leather Hood]\n[Scalding Razors]\n\nCommander's Antechamber\no======================================================================o\n15) Head through the door to reach the 'Commander's Antechamber', where\nthe ruling Hobgoblin has taken up residence. It's a bit stronger than\nits kin, but it should prove no more challenging for it. Thrash it like\nany other bit of Hobgoblin trash, and when it's wounded it'll babble\ndoom and gloom about the Dragon before jumping out the window. Note\nthat if you're foolhardy enough you can chase it out the window. The\ndrop will set you back a few hundred Hit Points, but you can catch\nthe Hobgoblin commander if you hurry and finish him off. He's worth\n9,766 experience if you're playing solo-less with Pawns.\n&lt;----------------------------------------------------------------------&gt;\n16) Ser Robert will announce your victory shortly after the Hobgoblin\nflees or dies, whichever you effect. Talk to him and he'll express\nconcern about the horde of Goblinoids, which bodes ill for the future\nof Gransys. Your real reward will come from Ser Maximilian, but Ser\nRobert will hand you a few items for your help: Greenwarish, Mithridate,\nInterventive, Harspud Milk, Harspud Juice, a Conquerer's Periapt, a\nDemon's Periapt, a Ferrystone, and a Giant Coin Pouch (10,000 G). Not\nbad.\n\n***REWARD***\n(For routing a monster infestation)\nEXP\t\t20,000\nRift Currency\t20\nGold\t\t18,000\n\nWe'll be back at the Shadow Fort later, which, like all areas, restocks\nits loot regularly. On subsequent visits, however, the place will\nfunction like a 'civilized' location-no Stamina consumption... and there\nwill be decidedly fewer Goblinoids inside. Ignore the Goblin holes for\nnow, however-we'll wait until we've got a good excuse to bother\nexploring the Frontier Caverns. Now it's time to explore the Verda\nWoodlands. We'll never get a good excuse to explore Gransys'\nsouth-western most reaches, so we'll take our current proximity as good\nenough. Return to the 'Rest Camp' in Devilfire Grove and stash your\nloot, we'll continue from there.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t      Exploring the Verda Woodlands\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK018}\n\t\t1) Dueling the Drake\n\t\t2) The Verda Woodlands\n\t\t3) Specters Near the Healing Spring\n\t\t4) Verda Woodlands Healing Spring\n\t\t5) Cliffside Loot\n\t\t6) Conquerer's Sanctuary\n\t\t7) Battle in the Valley\n\t\t8) Searching the Southern Hills\n\t\t9) Bloodwater Beach, Below\n\t\t10) Nabbing the Noonflower\n\t\t11) A Generous Cave\n\t\t12) Campsite in the Pass\n\t\t13) Big Fish at Bloodwater Beach\n\t\t14) To the Tomb of the Unknown Traveler\n\t\t15) Beast of Stone and Magick\n\t\t16) The Sword in the Stone\n\t\t17) Treasure On the Seaside Cliffs\n\t\t18) Into the Chasm\n\t\t19) The Caverns of Delusion\n\t\t20) Signs of Conflict\n\t\t21) The Miner's Toolshed\n\n1) From the 'Rest Camp' head west along the road leading away from it.\nFollow it as it turns south-west, then south. After exiting the first\nrocky pass, note the area to the south of the road, where Hobgoblins and<\/pre>\n\n\n\n<pre id=\"faqspan-11\" class=\"wp-block-preformatted\">Cyclops lurk (at least at night). North of the road is the grove where a\nDrake lurks. Again, you may want to seriously consider avoiding this\nfoe now, as it's quite powerful. Still, I will remain a slave to the\nchronological order in this instance, and discuss fighting the creature\nhere. A wise Arisen would wait until they had better gear and a few\nmore levels under their belt, however.\n\n\t\t    ***ENEMY STRATEGY: DRAKE***\nThe Drake is a Dragon in miniature-in fact, killing a Drake is good\npreparation for the Dragon, as the two use many of the same attacks\nand tactics. Two big, scaly reptiles with wings and fire breath fight\nthe same, who knew? In terms of power and resilience, you will not find\na more dangerou foe until you fight the Dragon-just look at all those\nhealth bars!\n\nWinged Death\n------------\nThe Drake is a threat on multiple levels-its fire breath can damage at\na range (albeit a rather short range), it has shout attacks which will\nkill Pawns outright and inflict the Arisen with Spell Stifling. If you\nare off to its left it'll swipe at you with its claw, if you're in\nfront of it or to the right it'll try to grab you. If it grabs your\nArisen it'll look at you with disdain and slam you into the ground. If\nit grabs a Pawn it'll speak to them and try to dominate them-if it\nsucceeds the Pawn will turn hostile and you'll have to put it down to\nbring it back under control-not a good thing if you've got powerful\nPawns. If you're in front of it, it'll try to bite (which affects an\narea in front of it), perform a breath attack (while backing up or\nadvancing) wing-buffet (which will stagger you briefly), or spin around\nin an angry circle... which does negligible damage if you're close to\nits front. If you're a distance away it'll charge at you-the charge\nitself can inflict a bit of damage, but sometimes it'll be in a somewhat\nmore bitey mood-if you run away from its charge, it'll sometimes\ncontinue to charge to the extent of its territory... the beast is\ntenacious, if nothing else. If you're behind it, it might swipe at you\nwith its tail. Finally, it also will actually use its wings to... you\nknow, fly around. The one attack you need to worry about if you're\nclose-by is its flying slam, where it rises quickly into the air, then\ntries to land on its foes below. Other than this it'll hover in the\nair, keeping a fair distance from you, while it shamelessly tries to\nblast you with its fire breath. The way to knock it down? Hit it, of\ncourse. The heart is the best target (more on this later) but the wings\nand head also work well... and as usual, Bows and Longbows are the best\nway to do this, since you'll have better range and free aim. Sorcerers\nand Mages will just have to make do-getting behind something when it\nretaliated with its breath weapon, and Fighters and Mystic Knights will\njust have to use Burst Strike. Warriors, well... good luck.\n\nKnow Your Role\n--------------\nThe key to fighting the Drake is knowing its attacks, and your\nlimitations. If you're a Mage or Sorcerer, you're best off hiding\nbehind or on a rock, and generally just trying to avoid tangling with\nit in melee. Miasma and High Gicel work wonders on the beast, if you\ncan hit it in the heart... and actually get the spell off. Archer types\ncan try to stand back and avoid it, but it'll do all in its power to\nclose ground. All in all, I think the safest place is in front of it,\nwhere its attack routines become predictable. In fact, your positioning\nwill influence its responses-if you can predict its attacks you'll find\nthat they're all easily avoidable, or, in some cases, are just simply\nincapable of hitting you if you remain close. Another perk of being\nclose by and in front of it is the fact that you'll have access to its\nmost vulnerable part-the heart... which bring me to the next topic...\n\nThe Heart of the Matter\n-----------------------\nAs I mentioned before, the heart is the most vulnerable part of the\nDrake's body. You can hit it elsewhere, but it'll do very little\ndamage (aside from the heart the head is the next best target.) So...\nthe heart it is. This requires you to be able to aim, and, preferably,\nbe close to its front... which again, is probably the safest place if\nyou know what you're doing. Great attacks include Gicel, Miasma,\nBurst Strike, Heavenward Slash, and multi-shot bow skills.\n\nForged by Dragon Fire\n---------------------\nBeside the experience, the Dragon materials, and the practice for the\nDragon, the best reason to tangle with a Drake is to Dragon-Forge your\ngear. While I maintain we haven't found anything terribly worth\nDragon-Forging yet, I might as well explain it. You can visit shops and\npay to have gear enhanced (from one to three stars). This costs money\nand materials. Dragon-Forging is the fourth-and ultimate-upgrade step.\nKilling any draconic creature gives every item a chance to become\nDragon-Forged... don't take the Achievement\/Trophy literally, you don't\nneed to get hit by fire to do it. You do, however, need to have\nupgraded an item previously to have a chance for it to be Dragon-Forged.\nUn-upgraded gear will not be Dragon-Forged, and the more stars it has,\nthe higher the chance to Dragon-Forge. When you fight the Dragon later,\neverything you're wearing will automatically become Dragon-Forged,\nwhether its upgraded or not. If an item is Dragon-Forged you'll get the\nAchievement\/Trophy 'Dragon Forged'.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Drake Takedown\t\t \t     \t    \t\t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=1r584qu7fD8\t\t       |\no-----o----------------------------------------------------------------o\n\nVerda Woodlands\no======================================================================o\n2) Eventually the road will turn south-east for a bit, shortly\nthereafter turning south again. Be watchful for Goblins and Hobgoblins\nat this point. What? You thought we were done with them? Sorry, they're\na staple. We'll be fighting them until the end of the game, I'm afraid.\nEventually you'll reach a fork in the road, which strangely enough\nPawns find fit to roam around on. At the fork, turn west into more\nforested hills. Follow the road as it gradually turns south to find\nanother fork. Stick south-west until the road terminates shortly. We\nnow are firmly in the Verda Woodlands. To the north you'll find\nwooded hills crawling with Hobgoblins. At an indeterminate point this\nstops being the Verda Woodlands, and turns back into Devilfire Grove.\nThere are plenty of natural goodies in the forest to the north, if you\ncare for such materials. Your foes will be Goblins, Hobgoblins, and\nperhaps the odd Chimera, depending upon your luck. The odd boulder\nmight hide bits of loot, but all in all, it's a pretty dull trek up\nnorth. Our focus should, then, be more westward.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Exploring the Verda Woodlands\t\t\t      |{VID017}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=GrnPmhWFP_w\t\t       |\no-----o----------------------------------------------------------------o\n\nTraveler's Camp\no======================================================================o\n3) From the end of the road, continue westward between two boulders to\nfind a small campsite, befouled by the presence of Goblinoids. This is\nmarked on your map as the 'Traveler's Camp'. Route the Goblinoids and\ntake loot the nearby junk-filled rounded chest for whatever goodies it\nmay possess. Like the woods to the north, expect this area to be\ncrawling with Goblins and Hobgoblins. Especially at night, I swear you\ncan't turn around without another half-dozen Goblinoids spawning. In\nthe woods to the north here you can also find a third form of\nincoporeal undead-the Specter.\n\n***MONSTER INFO: SPECTER***\nA bit different from their P-named counterparts, Specters aren't into\nthat whole possession thing. They still have the annoying incoporeal\nlunge attack, but even this will, oddly enough, give you the boon of\nincreased Strength. If you approach too closely, they'll contract in\non themselves and let loose a damaging wail. I really don't see how the\ngame can justify their superior experience value, considering these\nthings are hardly a threat at all.\n\nHealing Spring\no======================================================================o\n4) From the Traveler's Camp head north, north-west, uphill and through\nforest, slaughtering Goblinoids as you go... and perhaps the odd\nSpecter. eventually, near the cliffs that bound the Verda Woodlands to\nthe north and west you'll find the third of Gransys' three Healing\nSprings. Although this spring is swarming with Goblinoids and, at night,\nSpecters, it's still a welcome spot for healing, one you should\nremember for the rest of the Verda Woodlands, as there's still lots of\nexploration left. On that note, should your inventory fill up while\nexploring, do not be shy about running back to the 'Rest Camp' to\nstash loot.\n&lt;----------------------------------------------------------------------&gt;\n5) Head north from the Healing Spring until you hit the cliffs, which\nyou should then follow west, then south. Eventually, the cliff you're\nfollowing will sink to ground level. To the west rises another\ncliff, which continues to bound the area as it runs south-west. Ignore\nit for now and head up a hill, which on your mini-map loots like a\nlittle dagger (the cliff you were following earlier lies of the eastern\nedge of this hill. At the northern-most point of this hill lurks a\nbush, which obscures a ledge beyond it to the north-technically off the\nmap. Jump onto this northern, lower cliff and head past another bush\nto discover a square chest, calmly waiting for you to loot it.\n\n***ITEMS***\no--Square Chest--o\n[Horned Helm]\n[Mahogany Cape]\n[Reinforced Longbow]\n\nConquerer's Sanctuary\no======================================================================o\n6) Slide down the cliff to the east... and continue following the cliffs\nto the south-west until further progress in that direction is impeded by\nelevation. At this point, turn east to see a large valley, occupied by\nGoblinoids and a pair of Cyclopses-one armored, one not. Appears to be a\ntheme. This is marked on your map as the 'Conquerer's Sanctuary'. Before\nyou descend down these cliffs, note that there are more Goblinoids on\nthe hills east and south of the valley, and they have ballistae...\nwooden pickets built along the ledges should stand out. Put aside any\nplans to explore for a bit, as we'll need to clear the area before\nsearching it, and ignore the Goblinoids and Cyclopses in the valley, as\nthe foes on the cliffs with the ballistae are more annoying. Slide down\nthe ledge cliff to the east and run across the valley to the south-east,\nignoring the Cyclopses and Goblinoids. Head up a ramp that heads uphill,\nbetween the sheer rocky faces of two cliffs-one to the south-west, and\none to the north-east. Make the south-western hill here your priority,\nas it's occupied by Goblinoids with a ballista. Dispatch the Goblinoids\nthat man the ballistae (and chuck exploding barrels on them to destroy\nthem, if you wish to ensure they aren't operated by any Goblins you\nmight miss.) You could, of course, always man the ballistae yourself,\nbut even at this point in the game, if ballistae are doing more damage\nthan you are, you probably need to spend some time leveling. Once clear,\ndo a circuit north around the valley and clear out the Goblinoids on the\nhills overlooking the valley. On the hill north-east of the ballistae-\nbearing, Goblinoid-infested hill to the south you'll find a square chest\non top of a rock formation. You'll find another ballistae overlooking\nthe valley to the north of here, on a lower ledge near the northern\npass to this valley.\n\n***ITEMS***\no--Square Chest--o\n[Rose Ring]\n&lt;----------------------------------------------------------------------&gt;\n7) Once the opposition around the valley is destroyed, head into the\nvalley and obliterate the Goblinoids and Cyclopses there. Once done,\nstand in the center of the valley, as we'll do some geography. There are\nthree passes that lead to the Conquerer's Sanctuary-to the north, to the\nsouth-east (which leads to the hills we cleared) and to the south (which\nleads to Bloodwater Beach.) We came down from the cliffs to the west.\nFor loot, head to the southern end of the valley, near the pass that\nleads to Bloodwater Beach. You'll spot a rock formation under the cliffs\nof the southern Goblin-infested, ballista-bearing hill, upon which lurks\na square chest.\n\n***ITEMS***\no--Square Chest--o\n[Frame Plate]\n[Padded Armor]\n&lt;----------------------------------------------------------------------&gt;\n8) Our first destination-and I apologize ahead of time, but some\nbacktracking is necessary to scope out every nook and cranny here-is\nback on the ballista-bearing southern hill overlooking the 'Conquerer's\nSanctuary' valley. There's a junk-filled square chest near the\nvalley-facing side of the cliff to loot near a wagon and some crates.\nOnce searched, head south-east from the cliff face to find a large\nboulder surrounded by Grandgrapes (surrounded in this case means two\nbushes with six clusters of grapes.) Climbing upon this boulder will\nprovide you with a good vantage point of the area. To the south-east\nyou'll see some standing stones, which we will avoid for now. Due south\nthe land stretches out to form a pennisula over-looking the sea. You can\nscore some warrior remains down there, and another square chest, both of\nwhich yield junk. There's also quite a haul of Grandgrapes, if you care\nfor such things.\n&lt;----------------------------------------------------------------------&gt;\n9) Continue along the seaside cliffs until you spot a lower ledge to\nthe south-west. Jump on down (or simply walk down via more even ground\nto the north) and explore the southern end of this area, as well. Here,\nnear a large rock formation, you'll find Shiverberries, Grandgrapes,\nSouthron Oregano, Strongwarish, and an ore vein. Look over the edge of\nthe cliff west of the rock to spot a beach, below. Bloodwater Beach.\nWe'll get there shortly.\n&lt;----------------------------------------------------------------------&gt;\n10) Follow the irregular contours of the western cliffs while heading\nnorth, which eventually trends downhill sharply, ending shortly\nthereafter. Jump onto a lower ledge to the north, then immediately turn\nwest. Across the chasm is another grassy ledge. It's a jump you can\nmake, athough one less nerve-wracking if you have Double Vault or\nLevitate. Make it to this ledge and scour the warriore remains here for\ngoodies. More importantly, grab the Noonflower near the ledge. This is\nthe only such plant in the game, there are no other locations where it\ngrows. Despite its name, however, you can find it at any time, day or\nnight.\n\n***ITEMS***\no--Warrior Remains--o\n[Magick Buckler]\n&lt;----------------------------------------------------------------------&gt;\n11) Head west along this ledge to spot another ledge beyond another\ngap. Jump over to it, score an ore vein past some bushes, and explore\nthe north-western cliffs to find a cavern. Down a short tunnel you'll\nfind an abandoned lair, complete with two chests and a Giant Coin\nPouch (10,000 G) hidden in a nook. Thank your generous, myterious\nbenefactor and return to the ledge.\n\n***ITEMS***\no--Rounded Chest--o\n[Fine Magick Buckler]\n[Navy Leather Gloves]\n[Red Longkilt]\n&lt;----------------------------------------------------------------------&gt;\n12) Look over the edge of the ledge to find another ledge below you,\noverlooking a campsite. Drop down to the lower ledge to the east and\nsearch behind some bushes to score another Giant Coin Pouch (10,000 G).\nOne thing this area is not, is hard on your finances. Drop down to\nreach the campsite to the east, where you'll find a square chest, and\njust north of the campsite, two warrior remains.\n\n***ITEMS***\no--Warrior Remains--o\n[Feather-Light Pelta]\n  ---\no--Warrior Remains--o\n[Direwolf Bow]\n\nBloodwater Beach\no======================================================================o\n13) From the campsite in the pass, continue south to reach Bloodwater\nBeach. This is the chosen destination of many escort requests, and, as\nyou can see, it's not a simple trip... which is why I suggested\nignoring most of them. Bloodwater Beach is, however, quite lucrative,\nwith an escortee or not. Searching some sacks north of a boulder on\nthe eastern side of the beach can yield some goodies, the fishing spots\nalong the shore can contain Giant Fish, searching the interior of the\nbeached ship can score you Large Coin Pouches (3,500 G), Rotten Giant\nFish, or the surprisingly rare Wooden Plank. Under a shelter along the\nnorthern cliff lie no less than three chests, one of each type. The\nrounded an ornate ones contain loot worth mentioning. Along the western\nend of the beach you'll find some warrior remains, which can also give\nup some gear. All in all, quite a lucrative beach.\n\n***ITEMS***\no--Ornate Chest--o\n[Chain Mail]\n[Divine Axis]\n[Font of Fire]\n  ---\no--Rounded Chest--o\n[Hunter's Jacket]\n[Red Leather Hood]\n  ---\no--Warrior Remains--o\n[Over-Knee Boots]\n&lt;----------------------------------------------------------------------&gt;\n14) Backtrack up north through the mountain pass, keeping an eye on the\neastern cliffs. Past the campsite, where the pass stops running\nnorth-east, and turns north-west, you'll see a ledge to the east that\nslopes sharply downward. Scale it (Double Vault makes this easy,\nalthough it can be picky about Levitate) to find some warrior remains\nyou can loot. To the south you'll find another ledge uphill, which you\ncan reach by jumping. This will lead you to where you jumped to reach\nNoonflower ledge. From here, just head north up another ledge and\nturn east to reach the southern ballistae hill over-looking the\n'Conquerer's Sanctuary' valley. We'll now follow the cliffs eastward,\nuntil we reach the Vestad Hills, which will end our exploration.\n\n***ITEMS***\no--Warrior Remains--o\n[Mummer's Wear]\n\nTomb of the Unknown Traveler\no======================================================================o\n15) Continue along the seaside cliffs, heading east as much as possible.\nYou'll eventually reach the small penninsula upon which the standing\nstones lurk, which is marked on your map as the 'Tomb of the Unknown\nTraveler'. Here you'll find a curious mass of stones... which turns out\nto be a new foe-the Golem-in its passive state.\n\n\t\t    ***ENEMY STRATEGY: GOLEM***\nThe Golem matches the Ogre and the Cyclops in power, and is perhaps\nthe most difficult foe we've yet faced. First off, if you rely on\nmagick damage (Mage\/Sorcerer), you're out of luck. The Golem is immune\nto magick. Second, it's not a straight-forward fight for a physical\ndamage character, either, as Golems are not foes you can simply smash\ninto submission. Instead they have magical discs on their body which\nmust be destroyed. Since this either requires climbing or ranged\nattacks, the Golem is a foe the Strider\/Ranger\/Assassin excels at\nkilling... even moreso than most everything else.\n\nGoing For the Glow\n------------------\nThe Golem has many discs on their body, as follows; one on the bottom\nof its left foot, one on the lower back, one on the right hand, one on\nthe front of the right thigh, one on the left shoulder, one on the right\nbreast, and one on the back of its head. Seven in total, all must be\ndestroyed in order to stop the Golem. There is a problem, however-it's\nnearly impossible to hit the disc on its hand and the one on its foot\nwhile it's standing. Smashing a disc will knock it down if it's\nstanding... or cause it to freeze in place, go dormant temporarily,\nand shortly awaken in a berserk state. It's a gamble, but here's the\norder in which to tackle a Golem. First smash the disc on its lower\nback, then when it falls forward, attack the one on the foot. Wait for\nit to get up and don't attack it until it does, if you destroy more\ndiscs while it's on its hands and knees, it could go dormant, and we\ndon't want that. Next, shoot the disc on its hand until that breaks.\nAll the 'difficult' discs now broken, finish it off as you wish. If it\ngoes dormant now, it's just giving you time to attack it.\n\nYes, Lasers\n-----------\nThe Golem's attacks include swipes with each arm (which can hit you\nwhile you're on its back), ground-punches, stomps, and... lasers. Yes,\nit can shoot lasers, which explode after a delay. Sometimes short\nbursts, sometimes in long, sustained streams. Heh. Anyways, its attacks\naren't any different while it's berserking, only more frequent. Even\nexperienced adventurers should avoid it while it's berserking.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Golem Takedown\t\t \t     \t    \t\t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=fcsywtrRDpQ\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n16) Once the Golem falls, search around to find a stone with a sword\nstuck into it. Yeah, yeah, the old sword-in-the-stone bit. Search the\nsword to find... well, you're apparently king Arthur, except instead of\nExcalibur, you only score a mediocre bladed weapon. Feel free to search\nto the southern end of the pennisula to score some Southron Oregano.\nDue north of here you'll find the northern of the two southern hills\noverlooking the 'Conquerer's Sanctuary' valley. Upon a large boulder\nyou can find a junk-filled square chest.\n\n***ITEMS***\no--Sword In the Stone--o\n[Eden's Warden]\n[Scalding Razors]\n[Steel Greatsword]\n&lt;----------------------------------------------------------------------&gt;\n17) Return to the standing stones around the 'Tomb of the Unknown\nTraveler' and continue east. Drop down a ledge and follow the cliff\nsouth, and follow it as it wraps around the penninsula, above. You'll\nfind plenty of Southron Oregano. Where this ledge terminates you'll find\nan ore vein and a Large Coin Pouch (3500 G) hidden in some bushes near\na pillar of stone to the south. Now head back to the north, but be\ncareful-the path here is treacherous.\n&lt;----------------------------------------------------------------------&gt;\n18) Along the lower area east of the 'Tomb of the Unknown Traveler'\nyou'll find some Grandgrapes, and plenty more further north. Signs of\nharvesting the Grandgrapes exist nearby-stools, buckets, and so on,\nmeaning either Goblins are harvesting grapes, or this area was overrun\nrecently. East of some rocks you'll find some warrior remains worth\nlooting. Further east, however, you'll find a chasm with a natural\nstone bridge. Head over to the bridge, but do not cross it. Instead\nstay on the western side and follow the chasm northwards, heading\ndownhill to the end of a ledge. Drop down off the edge of the ledge to\nreach the bottom of the chasm safely.\n\n***ITEMS***\no--Warrior Remains--o\n[Thunderclap]\n\nCaverns of Delusion\no======================================================================o\n19) Head to the northern end of the chasm first and score a Wakestone\nShard on the ground, past an ore vein. Once done, turn south until you\nreach a beach, where many goodies await. Loot a junk-filled square chest\non the northern end of the beach, then scour the fishing holes, which\noften contain Giant Fish. Search the western cliffs at the southern end\nof the beach to find another cave, which predictibly contains two\nchests, one square, one rounded.\n\n***ITEMS***\no--Square Chest--o\n[Adventurer's Cloak]\n[Golden Ring]\n  ---\no--Rounded Chest--o\n[Barreled Helm]\n[Chainmail Bracers]\n&lt;----------------------------------------------------------------------&gt;\n20) Leave the beach and head north back up the chasm. Pay attention to\nthe western cliffs to find a series of ledges you can climb to make it\nback to the low ground east of the 'Tomb of the Unknown Traveler'.\nCross the natural stone bridge over the chasm and continue east to reach\nsome rocky hills littered with the signs of battle, now occupied, as\nmuch of this area is, with Goblinoids. We've pretty much seen everything\nworth seeing out here, but we'll discover one last area before heading\nback to Gran Soren.\n\nMiner's Toolshed\no======================================================================o\n21) Continue along the seaside cliffs to the east, scoring the odd junky\nsquare chest and plant-life along the way, and of course, killing\nGoblinoids. There's always more Goblinoids to kill. Eventually you'll\nfind a gravestone near the edge of the cliff, where you can score some\nCapeflowers. From here head due north. Again, there are plenty of\nchests to find, but they contain uninteresting loot. When you come\nacross a road follow it north until you see a small building to the\nwest. Inside you'll even even more Goblinoids, some warrior remains,\nand a square chest. Nothing too interesting, but since it's marked on\nthe map as the 'Miner's Toolshed', it's worth discovering.\n\nWith that done, it's time to return to Gran Soren-perhaps using the\nFerrystone Ser Robert gave us? When you're back in Gran Soren, stash\nyour loot and look presentable-it's time to see the duke.\n\no======================================================================o\n|                      Rise of the Fisher Knight                       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t      Hearing the Duke's Directive\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK019}\n\t\t1) The Wyrmhunt Ends\n\t\t2) Sycophants, Fools, and Madmen\n\t\t3) Pantomiming Stupidly\n\t\t4) The Duke's Directives\n\t\t5) An Illicit Invitation\n\t\t6) The Northern Wing\n\t\t7) The SOuthern Wing and The Dungeon\n\t\t8) Audience Chamber\n\t\t9) Visitor's Chamber\n\t\t10) Gathering Hall\n\t\t11) Duke's Solar\n\t\t12) Chamberlain's Office\n\t\t13) Storehouse\n\t\t14) A Bridge Too Far\n\t\t15) Fedel's Request\n\t\t16) Nothern Observation Room\n\t\t17) More Northern Treasures\n\t\t18) Southern Observation Room\n\n1) Talk to Ser Maximilian and select the option 'Hear the Duke's\nDirective'. If you're following the guide, by now you've done all four\nWyrmhunt quests and have explored all of northern and southern Gransys,\nonly leaving the eastern and western-most extremes. It's time to move\non. Anyways, the duke wants to commend us for our valor, since we're\napparently the only competent person in this entire duchy. We will,\nhowever, have to give up our Wyrm Hunt License when we meet the duke,\nas such tasks will presumably thereafter be beneath us. Click through\nSer Maximilian's conversation where Capcom does everything in its\npower to inform us that there's no going back, then, when your Wyrm\nHunt License is gone, head through the gate to the castle.\n\n***QUESTS***\nCome to Court\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Come to Court\t\t\t\t\t      |{VID031}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=2z3Rmzvufow\t\t       |\no-----o----------------------------------------------------------------o\n\nThe Duke's Demense\no======================================================================o\n2) For some reason, the good duke doesn't allow Pawns on the castle\ngrounds. Odd, for a former Arisen to shun the company of Pawns, but\nperhaps the old man has his reason, eh? Head up the stairs to the east\nand enter the large wooden double-doors to enter the castle. Across]\nthe antechamber to the east you'll see a red-and-yellow clad dwarf\njester named Feste, who will harrass you as you approach, make some\nfish puns, and end up embarassing you in front of the duke's court.\nIgnore the stupid hat (there's nothing you can do about it) and when\nthe cutscene ends stride boldly forward to confront the duke. If he's\nIola's age, he certainly doesn't look it, lending further credit to the\nArisen = immortal idea. When you get near the duke, he'll make a pun\nthat elicits a phony laugh from his sycophantic court before standing\nand knighting you. Afterwards, your official business with the duek is\ndone. Reflect on the underwhelming affair as you score the\nachievement\/trophy 'Come Courting'.\n\nDuchess' Gardens\no======================================================================o\n3) Exit the throne room via the doors you came through, then continue\nwestward and return to the castle's porch. As you go to head down the\nstairs your attention will be drawn to the gardens to the north, where\nthe duchess Aelinore tends her gardens. Ignore the peril of mingling\nwith the spouse of your betters and head over there. She'll comment on\nyour 'crown' and compliment your plain appearance. Your character will\nmake stupid faces, because they can't talk. Fun.\n&lt;----------------------------------------------------------------------&gt;\n4) Now head over to the gate leaving the castle grounds to initiate\nanother conversation, this time with Ser Alvert and the duke's\nchamberlain, Aldous. The former will tell you that you now have access\nto the castle-and you'd better behave yourself therein. So... don't\nhit anybody, and don't come here after night, essentially. Aldous\ncomments on the duke's erratic behavior before catching himself, and\ntells you that he'll be dispensing royal orders (quests) as you come\nto undertake them. Essentially, instead of Ser Maximilian, now you have\nto go to Aldous for the story-advancing quests. You'll get a quest\nreward for sitting through this exercise in social advancment and\ncourtly excess.\n\n***REWARD***\n(For hearing the duke's directive)\nEXP\t\t10,000\nRift Currency\t20\nGold\t\t20,000\n\nThere's more exploration to be done here, which we'll get to\nimmediately. You should, however, understand how this guide works by\nnow-we'll ignore main story advancement in order to do as many side-\nquests as possible, and do them economically. In order to pick some of\nthese quests up, you'll need to leave the castle and return, whereupon\nsome members of the court will be more talkative. If it's night-time,\nbe sure to rest at the Gran Soren Union Inn until morning before\nreturning to the castle. No sense in getting thrown in jail... yet.\n&lt;----------------------------------------------------------------------&gt;\n5) After leaving and returning to the castle, head back up the stairs\nand through the wooden doors to reach the antechamber. Standing in the\nsouth-eastern corner, you should spot a lady with a quest for you. Talk\nto her, this Mirabelle, and she'll tell you that her lady-Aelinore-wants\nto 'speak' to you, in private. Must have made an impression. She\nmentions that some might considering such a 'meeting' unseemly,\nconsidering her vows to the duke, and will ask you to meet her in the\ngardens, at night.\n\n***QUESTS***\nArousing Suspicion\n&lt;----------------------------------------------------------------------&gt;\n6) Now to paint with broad strokes. Ignore the throne room for now and\nturn your attentions north. Through a doorway you'll find a small mess\nfor the servants, where you can snatch a bit of food, smash some crates,\nand loot a junky square chest in the south-western corner of the small\nchamber. Continue east down a tunnel and you'll pass through a\nperpendicular tunnel which, if you turn north will take you out to the\nnorthern gardens, and if you turn south will take you to the throne\nroom. If you continue east you'll find a larger mess with more mundane\nlootables, including another square chest in the south-eastern corner\nof the room.\n&lt;----------------------------------------------------------------------&gt;\n7) Backtrack to the antechamber and explore down a tunnel to the south\nthis time. You'll shortly reach a chamber, otherwise barren save for a\nfew crates lying around. If you head east you'll reach another\nperpendicular tunnel. Going north here will take you to the throne\nroom, south leads to the southern grounds, and to the east lies the\ntreasury, locked and guarded. Back in the square chamber south of\nthe antechamber you can find another tunnel in the south-western corner\nof the room, which will lead down to the dungeons. Here Ser Jakob keeps\nwatch. Talk to him and you'll get a grasp of his scruples, or lack\nthereof. In the south-eastern corner of the room preceeding the cells\nyou can find another square chest, hidden behind some crates. This\nchest always contains a Skeleton Key, which is worth grabbing.\n\nAudience Chamber\no======================================================================o\n8) Return to the antechamber again, and proceed into the throne room,\nmarked on your map as the 'Audience Chamber.' Depending on the time of\nday, you'll likely find Feste, the duke, and Aldous here. The former two\nhave little to say to you, and we need not start any of the latter's\nquests. Head up the stairs east of the throne to reach the balconies\noverlooking the Audience Chamber. Head south and turn west.\n\nVistor's Chamber\no======================================================================o\n9) The south-eastern-most room up here is marked as the 'Visitor's\nChamber', and it's where you'll find Julien-the suspicious person we\ntracked for Mason earlier, whom we also spotted in the Catacombs during\nour investigation of Salvation. At least, he'll be here when he's not\nconspiring in a tower north of the castle. Anyways, search this room\nfor some goodies, including a 'Set of Salvation Robes' that can always\nbe found under some drawers along the northern side of the room. They're\nnot really being subtle, are they?\n\n***ITEMS***\no--Miscellaneous--o\n[Set of Salvation Robes]\n\nGathering Hall\no======================================================================o\n10) The room to the west of the 'Visitor's Chamber' is marked on your\nmap as the 'Gathering Hall'. It's where the high-rollers eat. You can\ngrab a junky rounded chest in the south-western corner of the room,\nbut otherwise, it's not a very interesting place.\n\nDuke's Solar\no======================================================================o\n11) Exit the 'Gathering Hall' and continue west. There's a small\nchamber in the south-western corner which contains nothing of value,\nso turn north and continue walking around the balcony that surrounds\nthe throne room. Go through a doorway to the west to find the 'Duke's\nSolar', where the duke hangs out early in the morning. You can grab a\nfew trinkets from the tables, and if you search around the chair behind\nthe duke's desk, you'll find approximately eight 'Tufts of Hair'.\nEither the duke has a really frustrating job, or he's going bald.\n\nChamberlain's Office\no======================================================================o\n12) Exit the 'Duke's Solar' and continue north. The chamber in the\nnorth-western corner of this level has some meagre lootables. Turn\neast and continue along the northern balcony. The first room you'll\ncome across here is marked as the 'Chamberlain's Office', which looks\nlike less of an office and more of a dining room.\n\nStorehouse\no======================================================================o\n13) Finally, it's time to enter the last room up here-the north-eastern\nmost room is marked as the 'Storehouse' on your map. There are some\npotions to grab, a Coin Pouch (1000 G) lies in the south-western\ncorner, and two junky rounded chests lurk behind some crates. Better\nthan nothing, I suppose.\n&lt;----------------------------------------------------------------------&gt;\n14) Leave the 'Storehouse' and continue east, down some stairs, at the\nfirst landing turn north to spot a doorway. Enter the tower beyond and\nhead upstairs, going through another doorway after ascending three\nflights. You'll now stand before a large stone bridge leading to a\ntower in the distance. This is the duchess' prison... I mean, quarters.\nSomething to keep in mind for later indiscretions.\n&lt;----------------------------------------------------------------------&gt;\n15) Now that we've covered all the ground inside, let's look for\nsomebody specific. We're looking for a white-clad, somewhat chubby\nman named Fedel, whom you might have see wandering around the throne\nroom or, more likely, its upper levels. Talk to him and he'll say he\nneeds to talk to us privately, after dark, in the courtyard. Seems\nlike we made all kinds of impressions last time we were here. Must have\nbeen the hat.\n\n***QUESTS***\nThe Conspirators\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|The Conspirators\t\t\t\t\t      |{VID040}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=84StwPYM1aQ\t\t       |\no-----o----------------------------------------------------------------o\n\nObservation Room\no======================================================================o\n16) Leave the castle and follow the walls surrounding it to the\nnorth, then east. You'll find two places worth exploring. First is a\ndoorway that leads to a tower that is marked on your map as an\n'Observation Room'. Here you might just observe Julien talking to a\nGran Soren guard. Probably about the weather. Head to the top of this\ntower to reach the walls-you can find a junk-filled square chest atop\nthe tower, and precious little on the walls.\n&lt;----------------------------------------------------------------------&gt;\n17) Exit the tower and continue east to find a door, which leads to a\nsmall chamber filled with treasure chests-three ornate chests, to be\nexact. All three of these chests can contain low-level gear, or junk.\nStill, better than nothing. Back to the west there is a stone\npavillion, in which you'll find another ornate chest, which tends to\ncontain a periapt of some sort.\n\n***ITEMS***\no--Ornate Chest--o\n[Broadsword]\n[Trusty Sword]\n  ---\no--Ornate Chest--o\n[Iron Shield]\n[Pelta]\n  ---\no--Ornate Chest--o\n[Short Bow]\n[Sylvan Bow]\n\nObservation Room\no======================================================================o\n18) Finally, let's finish up by exploring the courtyard south of the\ncastle. Here you'll find another tower marked as an 'Observation Room',\nwhich also leads to the walls around the castle if you follow it... but,\nas there's no treasure to be had, there's really no reason to bother.\nThere's also another stone pavillion which hides an ornate chest,\ncontaining another periapt.\n\nWith that, it's time to leave the castle. We'll deal with the castle\nquests later. For now, return to Gran Soren. We've only just scratched\nthe surface of the new quests available to us.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t      More Missions in Gran Soren\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK020}\n\t\t1) More Salvation Suspicions\n\t\t2) She's a Witch!\n\t\t3) Caxton's Request\n\t\t4) Madelin's Mission\n\t\t5) Bronze, Silver, and Gold\n\t\t6) Strong-Arming Salvation\n\t\t7) Notice Board Quests of Note\n\t\t8) To the Frontier Caverns\n\n1) Exit the castle and find Ser Maximilian in his customary spot. He,\ntoo, has a quest for us. Apparently something has been concerning him\nlately, and he wants to ask us to look into it-not as party to the\nduke, but as a personal favor. Seems that there have been Skeletons\ncreeping about near the capital lately, and Salvation is still active.\nHe thinks the two are connected somehow-an observation that, based on\nour experience in the Catacombs seems terribly obvious. Despite\nexpressing concern about Salvation, he knows where they are meeting...\nhe just can't be bothered to follow up on it. Protect and serve, right?\n\nNote: This quest will only be available if you completed the quest\n'Seeking Salvation' earlier.\n\n***QUESTS***\nRise of the Fallen\n&lt;----------------------------------------------------------------------&gt;\n2) Return to the Fountain Square and chill out north of the fountain.\nIf you completed 'Lost and Found' earlier, you should see three peasants\ntalking about the hexer in the Witchwood. Apparently the duke has sent\nout a search party to find her. Scenes of Monty Python might just be\nplaying in your head, and if so... you're not too far off. This search\nparty doesn't intend to ask Selene nicely about her supposed ability to\nunderstand Wyrmspeak. Talk to the merchant named 'Brice', who will pass\non all kinds of crazy rumors about the witch. Rumors which, we can\nguess, the members of the duke's search party also subscribe to.\n\n***QUESTS***\nWitch Hunt\n&lt;----------------------------------------------------------------------&gt;\n3) Now talk to faithful Caxton, the owner of Caxton's Armory. He'll lure\nyou in with the promise of new, awesome gear, so hear him out. He'll\ntalk about some master weaponsmith, and long story short, he wants to do\nbusiness with him. Problem is, the weaponsmith is picky about who he\nsells to. Only those exclusive few who possess an idol can get his\nwares... of course, he's not exclusive enough that he actually cares\nwho gets said idols, or how... but, you know what? I don't care to pick\nthis silly quest apart. Get such an idol, and Caxton will reward you\nfor it... plus, you'll be able to buy new, superior gear from him, which\nmakes this a very worth-while quest.\n\n***QUESTS***\nIdol Worship\n&lt;----------------------------------------------------------------------&gt;\n4) Before you get too comfortable, though, head down to Madeline's\nshop and pay her a visit. 'Lo and behold, she has the same desire. Get\nher an idol, and she'll expand her stock. Seems we have a bit of a\ndecision to make...\n\n***QUESTS***\nSupplier's Demand\n&lt;----------------------------------------------------------------------&gt;\n5) So... two people want these idols, who do we support? Depends on your\nVocation, really. If you're a Mage\/Strider\/Assassin\/Magick Archer, or\nplaying a female character, you probably want to help out Madeline, as\nshe'll get some of the best armor you can find in the game... again, if\nyou're female. She also specializes in Daggers, Bows, Staffs, and Magick\nBows. Caxton sells superior heavy armor, Swords, Shields, Maces,\nArchistaffs, Longswords, Warhammers and Longbows. Considering I always\nplay a female character, and either an Assassin or Sorcerer, it's an\neasy choice for me-Madeline gets first dibs.\n\nFortunately, however, we can complete both quests, as there's more than\none type of idol. By now we should have found two Bronze Idols (one was\nat Selene's house during the quest 'Lost and Found', and another was in\nthe Dragonforged's Sanctum during 'The Cypher') and one Gold Idol\n(gained by optimal completion of the quest 'Escort Duty'.) Obviously,\nthe better the idol, the better their inventory will be.\n\nSo, here are the options-there are two people who need idols, there are\nthree grades of idols to give them (Bronze, Silver, Gold). We have two\nof those right now-the Silver Idol can be obtained by completing the\nPawn Guild Notice Board Quest 'Put the Eye Out'. Give the best idol you\nhave to the merchant you most prefer. For me, this would be a Gold Idol\nfor Madeline, and whatever else I can spare for Caxton. You can try to\nbe sneaky and pay Mountebank a whopping 187,500 gold to duplicate the\nGold Idol, but his forgery fails us this time. As a general tip, any\ntime you forge something and it has 'forgery' in the name, and doesn't\nstack with the original, chances are it won't work like the original\n(see Wakestone Shards, Salomet's Grimoire, etc.) Since the forged idol\nwill not get you results, I suggest just going Gold\/Silver.\n\nSome notes that might affect your decision-you have until you complete\nall of Aldous' Royal Orders to collect the Silver Idol and decide.\nThat's quite a long time. Of course, the sooner you do this, the sooner\nyou'll have access to superior gear... but honestly, you'll probably\nfind better (or the same) stuff on upcoming quests... except for the\n'Sultry Cowl' and 'Sultry Pareo' Madeline will sell after giving her\na Gold Idol. Also, the merchants keep their stock on subsequent\nplaythroughs. Granted, you probably won't need their gear later, but\nif it really matters that much to you, give one the Gold Idol this\nplaythrough, and give the Gold Idol to the other on the next. Do\nwhatever you wish, whenever you can, I'll record the quest rewards\nnow.\n\n***REWARD***\n(For giving a forged idol)\nEXP\t\t1000\nRift Currency\t10\nGold\t\t3000\n\n***REWARD***\n(For giving a Bronze Idol)\nEXP\t\t3500\nRift Currency\t10\nGold\t\t10,000\n\n***REWARD***\n(For giving a Silver Idol)\nEXP\t\t7000\nRift Currency\t10\nGold\t\t15,000\n\n***REWARD***\n(For giving a Gold Idol)\nEXP\t\t10,000\nRift Currency\t10\nGold\t\t20,000\n&lt;----------------------------------------------------------------------&gt;\n6) Before we head off to complete any of these quests, let's advance\n'Rise of the Fallen' so it's out of Gran Soren, at least. The 'meeting'\nyou're supposed to investigate takes place under the middle bridge\nconnecting the Venery to the Urban Quarter, on the Urban Quarter side\n(this bridge is just above the 'Venery' text on the 'Area' map.) Head\nthere to find two robed figures skulking about... at least, you will\nif you come here at night. What, you can't do secret cult stuff in\nthe day! It would ruin the mood! Anyways, you'll get to watch a\ncutscene between the two-Tagert and Dillan. You'll overhear them talk\nabout the Skeleton menance-Salvation's attempt to draw the attention\nof the duke, apparently (unless it's a pork chop, and in his castle,\nI don't think the duke is paying any attention to it.) Then they'll\nmention some 'High Conclave', reveal that the Skeletons aren't\nnecessarily Salvation-friendly, and complain about their former jobs.\nApproach them after the cutscene ends. One of the cultists is dumb,\nand sticks around, while the other is smart, and runs away. Tagert\nshows his loyalty to his new cult by admitting he only recruited for\nthem to score some coin... and speaking of which, he'll try to sell\nyou a key you need for 10,000 gold. Or you can just take it by force.\nThere's a little more at play here than meets the eye-if you pay him\nyou'll get the 'First Key to Salvation'. If you take the key by force,\nyou'll get the 'Second Key to Salvation'. They open different doors in\nthe Catacombs, but access the same area. Do whatever you wish, but\npersonally, I'd rather keep my money and take the Second Key to\nSalvation.\n&lt;----------------------------------------------------------------------&gt;\n7) Now that we've picked up a host of new quests, do one more thing\nbefore leaving Gran Soren-check the Notice Boards at Arsmith's Alehouse\nand the Pawn Guild. If you've been doing quests regularly, there are\ntwo new Notice Board quests worth mentioning, despite my filthy lies\nearlier in the guide about not talking about them again. The quest\n'Put the Eye Out' offers the Silver Idol as a reward for completion.\nThe task? Kill a Cyclops in the Frontier caverns, one of the few places\nleft to explore in southern Gransys. There will be another quest\nthere, much later, but Notice Board quests give us the only excuse\nwe'll get to explore the Frontier Caverns, so we'll be sure to do so\nshortly. Another quest worth noting is 'The Secret Admirer', which\ndirects you to obtain 'Ophis's Badge of Amity' at 'Heavenspeak Fort'.\nAlso intriguing is 'Parcel Service', which asks us to recover ten\n'Parcels' from 'Soulflayer Canyon'. New places to explore-keep them in\nmind, we'll go there as soon as we get more reason to do so.\n&lt;----------------------------------------------------------------------&gt;\n8) We have four areas calling for our attention-two quests in the\ncastle, at night, Selene needs us back in the Witchwood, Ser Maximilian\nwants us to check out Salvation, who is still lurking around the\nCatacombs, and at some point we should probably return to the Shadow\nFort and explore the Frontier Caverns. Since we're still familiar with\nthe Shadow Fort, I'm going to opt to explore the Frontier Caverns,\nfirst. It'll be a very short trip, as the Frontier Caverns aren't too\ncomplicated and... again, we were just there, so it should be simple\nenough to tell you to return to the Shadow Fort. \n\nNote: If you want to maximize your gains for this trip, rest at the\nGran Soren Union in for about a week. This should cause all the loot\nto respawn in the Ancient Quarry and the Shadow Fort.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\tExploring the Frontier Caverns and Fighting Off Assassins      |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK021}\n\t\t1) Marked For Death\n\t\t2) Hunting the Hunters\n\t\t3) Phantom, Ghost, Soul and Spirits\n\t\t4) Raven, Hawk and Condor\n\t\t5) Into the Goblin Holes...\n\t\t6) Goblinoid Genocide\n\t\t7) The Proving Grounds\n\t\t8) Putting the Eye Out\n\n1) Exit Gran Soren via the southern gate (near Fountain Square). We've\none more quest to pick up as we set out. On the bridge outside of Gran\nSoren, talk to the guard to the north-one 'Ser Rickart'-and he'll tell\nyou about some trivial matter. Apparently somebody is looking for you,\nand doesn't want you to know you're being sought. We'll be given an\n'Unsigned Letter' that, if you look at it, reads \"Let the Arisen's only\npeace be death.\" The camera will zoom out and reveal a group of\nunsavory characters watching the bridge we're on. It seems we've made\nsome more friends.\n\n***QUEST***\nNameless Terror\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Nameless Terror\t\t\t\t\t      |{VID043}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=RreVw245osE\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) This is an annoying quest, as the game is purposefully vague. It's<\/pre>\n\n\n\n<pre id=\"faqspan-12\" class=\"wp-block-preformatted\">likely one of the most often-missed quests in the game, as you'll only\nget quest markers after encountering some of your assassins... which is\ngood, I suppose, in case you forget where they were. These assassins\ntend to come in small groups, and their encounters-although static-range\nfrom the Deos Hills to Seabreeze Trails. We'll go out of our way a\nlittle bit to deal with them during the next two walkthrough Sequences,\nbut remember, they'll only show up at night. So... run back to Gran\nSoren and rest until night if it's not night already... and even if it\nis-resting specifically until nightfall will ensure that we'll\nencounter some assassins.\n&lt;----------------------------------------------------------------------&gt;\n3) Our first stop on this trip will be to the Deos Hills... which is a\nlittle bit out of the way, considering out destination is the Shadow\nFort, but it's a smaller detour now than heading back to Cassardis\nlater will be. After you cross the bridge separating the Deos Hills\nfrom the Estan Plains, continue north-east along the road until you hit\nthe split. Near the rocks between the branching roads you'll find your\nfirst few assassins-Phantom, Ghost, Soul, and Spirits. Two of them are\nspell-casters, and two are Strider-types. There will be plenty of\nSkeletons popping up, as well. Still, it's night-time, which means\n'Bloodlust' will be boosting our offenses... if you bothered to get\nit, which you should have done by now, regardless of Vocation or build.\n&lt;----------------------------------------------------------------------&gt;\n4) Once these 'nameless' men are dead, make your way to the Ancient\nQuarry North Entrance. Instead of merchants begging us to clear some old\nmine for them, we'll find another group of assassins-Raven, Hawk, and\nCondor. Two more Strider-types, and another spell-caster. Dispatch them\nand head into-and through-the Ancient Quarry. Loot as you please, and\nremember, there should be new passages now that we've cleared the mine\nand some time has passed. In any event, you should know the way back to\nthe Shadow Fort from here.\n&lt;----------------------------------------------------------------------&gt;\n5) When you reach the Shadow Fort again, loot as you please. when you're\nready to head off to the Frontier Caverns, find a large Goblin hole\nnear the walls of the citadel. This particular hole is south-west of\nthe unmarked structure along the northern tower of the citadel, east\nof the front gates, and immediately in front of some wooden scaffolding\nalogn the wall. Drop down into the hole and follow the tunnel\nnorth-west until you reach the...\n\nFrontier Caverns\no======================================================================o\n6) Ah, the Frontier caverns, presumably these are the tunnels from\nwhence the Goblinoids came. When you enter you'll score the\ntropy\/achievement 'Into the Frontier Caverns'. Head north, then east to\nreach a chamber crawling with Goblinoids-both normal and Hob, of all\ndifferent fighting inclinations. If there are so many Goblinoids\ncamping out near an open tunnel to the Shadow Fort, it would take a\nserious force to hold the place... but, from what we've seen of the\nduke thus far, it seems more likely that our victory in the Shadow\nFort earlier is likely going to be squandered. Slaughter your way to\nthe east to reach a small side chamber. Ignore a long-running tunnel\nto the north for now and loot some ledges to the south and east, which\ncontain treasure. On the eastern shelf lies two Coin Pouches, two\nLarge Coin Pouches, and a Giant Coin Pouch (for a grand total of\n19,000 gold.) The southern one is crammed with pots, explosives, and\nForeign Knives.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Exploring the Frontier Caverns\t\t\t      |{VID032}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=QFbY83Ze_5I\t\t       |\no-----o----------------------------------------------------------------o\n\nProving Grounds\no======================================================================o\n7) Now peruse the northern tunnel we neglected earlier. It's a long,\nnarrow run, packed with Goblinoids heading south. Cut your way through\nthem (they seem less intent on attacking you than heading south) to\nreach some stairs. Head down and you'll find yourself in a spacious\narena marked on your map as the 'Proving Grounds'.\n&lt;----------------------------------------------------------------------&gt;\n8) This room is occupied by about a half-dozen Goblins and an armored\nCyclops-the target of the quest 'Put the Eye Out', our frail pretense\nfor coming here. By now you should know what to do-kill the Goblins,\nscale the Cyclops to get it to remove its helmet, then shoot it in the\nface a bunch. Once the Cyclops bites it, you'll score the 'Silver Idol'\nif you started 'Put they Eye Out'. Before you leave, note the large gate\nto the north and the smaller one to the east-neither of them will open\nyet, but it's worth noting that there's more to see and do here...\nlater, at least. Search the perimeter of the room, as two chests lie\nalong the wall east and west of the large northern gate, both of which\ncan contain a wide variety of loot that's of excellent quality for this\npoint in the game.\n\nOnce done, return to Gran Soren. Time to prepare for our next, longer,\njourney, this time we'll be returning to the Witchwood to aid Selene...\nwhich will also bring us back to Cassardis and the Encampment. With any\nluck, we'll complete 'Nameless Terror' while we're down there, and\ngrab a few new quests, too.\n\n***ITEMS***\no--Rounded Chest--o\n[Assembled Breeches]\n[Assembled Sleeves]\n[Bespoke Longbow]\n[Fluted Bow]\n[Gryphic Gauntlets]\n[Master's Merle]\n[Runic Bangles]\n[Violet Neck Wrap]\n  ---\no--Rounded Chest--o\n[Caladbolg]\n[Crescending Roar]\n[Divine Axis]\n[Fiery Talon]\n[Fine Magick Buckler]\n[Frozen Tomorrow]\n[Malignance]\n[Scorched Pelta]\n&lt;----------------------------------------------------------------------&gt;\n9) Back in Gran Soren, stash what you need to stash, and in general get\nready to explore. Before you head out, make sure you are playing a\nVocation that can deal physical damage at a range. Not your Pawns. You.\nThis might be tricky if you're playing a Mage build, but we'll be\nfighting foes that simply cannot be defeated with magic. You can always\nreturn to Gran Soren before leveling up to change your Vocation back,\nif necessary. Just keep an eye on your experience as you play. Also\nbe sure to rest until nightfall, so we can get another assassin\nencounter.\n\nNote: Before you leave Gran Soren, you should make sure you have a\ncouple of items in your stash, namely Sour Ambrosial Meat (which you\nshould know how to get) and a Pilgrim's Charm. The latter can be\npurchased from either Fournival or Madeline for a hefty price, but\nwe'll need it to complete a quest later, and it would be bogus to have\nto run all the way back to Gran Soren just to buy a trinket.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t     Saving Selene, and Other Stuff\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK022}\n\t\t1) Darkness\n\t\t2) Rouge and Noir\n\t\t3) Back to Selene's House\n\t\t4) Guardian Golem\n\t\t5) The Deeper Depths of the Witchwood\n\t\t6) The 4th Mist Totem\n\t\t7) Golem Graveyard\n\t\t8) The 5th Mist Totem\n\t\t9) Uninspired Loot to the West\n\t\t10) The 6th Mist Totem\n\t\t11) Mage's Tools of the Trade\n\t\t12) Meniscus\n\t\t13) The 7th Mist Totem\n\t\t14) Guardian's Grave\n\t\t15) King Bay Leaves\n\t\t16) There and Back Again\n\t\t17) Metal and Magick\n\t\t18) More Cryptic Texts\n\t\t19) Zero\n\t\t20) Home Again\n\t\t21) Providing for Valmiro\n\t\t22) Farewell, Valmiro\n\t\t23) Weeding out the Truth\n\nNow, our stated mission is to check in on Selene, but I'll be up front\nhere. We will in fact be doing two runs through the Witchwood (one is\nvery brief, and more of a back-track.) We will also be checking on the\nEncampment and Cassardis, where we'll get more quests. Why not make the\nmost of our trip back there, right?\n\n1) Make your way back through Moonsbit Pass, where you'll get your\nthird assassin encounter. This time around you'll find a lone Mage\nnamed Darkness. His exact location varies a bit, I've encountered him\nas far north as the ledge overlooking the gate to the Estan Plains,\nand as far south as the fork leading to the eastern short-cut.\n&lt;----------------------------------------------------------------------&gt;\n2) On Manamia Trail, you'll get your fourth assassin encounter. This\noccurs on the road north of the Encampment, at the bend where the road\nbegins to run south-east\/north-west. Here you'll encounter Rouge and\nNoir, two Strider-types. Dispatch them, and continue on your way.\n&lt;----------------------------------------------------------------------&gt;\n3) I'm going to be somewhat lazy here, since I already covered the\nWitchwood once, and simply tell you to make your way back to-and\nthrough-the Witchwood. All the loot should have respawned if you haven't\nvisited since last time, so if you need to scroll back up to find your\nway back there, and more importantly, back to all the loot within, feel\nfree to do so. No sense in me repeating what's already been covered,\nhowever. This guide is already big enough. I'll pick up at the valley in\nwhich Selene's house sits.\n\nWitchwood\no======================================================================o\n4) When you approach the 'Witch's House' you'll see an enlightened mob\nof soldiers and peasants outside of Selene's cottage screaming\nplatitudes like \"burn her!\", \"hang her!\" \"damnable hexxer!\" What a\nbunch of nice folk. Approach Selene's house and the strange rock\nformation nearby-which we should recognize as a Golem by now-will\nanimate and attack. Good thing we got some practice fighting Golems\nback in the Verda Woodlands, right? You should know how to kill it, but\nif things aren't going well, you can always catch your breath in\nSelene's house. The peasants, for all their bravado when it came to\nfacing a little girl will run off at the mere sight of the Golem. I have\nfaith in your ability to defeat this foe without the need for much\ndiscussion on my part-I was able to take one down with a solo Sorcerer\nmoon-lighting as a Strider for this occassion.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Witch Hunt\t\t\t\t\t      |{VID033}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=V7VIdzxrw1U\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n5) Once the Golem is vanquished, loot it for the Magick Medals and\nore it drops, then search the roots of the tree the 'Witch's House' is\nbuilt upon. You'll find a door south-west of the house, which leads\ninside an enormous tree stump, which just happens to contain a spiral\nramp leading down into the deeper depths of the Witchwood. Head down\nuntil you exit a cave back into the forest. You're now south-east of\nthe valley in which Selene dwelt. More forest, more mist, more\nexploration. Let's get on with it.\n&lt;----------------------------------------------------------------------&gt;\n6) Continue south-east and keep your eyes on to the south. Follow the\ntrail until-shortly after a tree-you spot a pass leading south through\nthe rocks. Our quest calls us east, but you should know by now that\nmeans I intend to put it off as long as possible in favor of\nexploration. Note the pass south, we'll be heading there shortly, but\nfirst, let's get rid of a nuisance, shall we? Follow the trail east but\nkeep looking south. A very short distance eastward, the short cliff\nface to the south will become passable on foot. When it does, turn\nsouth off the trail and head uphill towards a large tree overlooking\na river valley to the south. Search the southern branches of this tree\n(yes, that means 'look up') to spot a mist totem hanging in the\nbranches. Dispose of it to clear a substantial bit of fog away.\n&lt;----------------------------------------------------------------------&gt;\n7) Now that we've done ourselves a favor, as far as navigation goes,\nhead back north to the trail and backtrack to the west. When you find\nthe pass south again, head down it to reach a river. This place is rich\nin sylvan materials-keep an eye out for fallen branches and ore veins\nto exploit. I'll make no more mention of them, individually. Walk south\nfrom the pass to reach the river bank to stand next to a dormant Golem.\nThis place is littered with hibernating Golems, but fear not-they won't\nactivate at the moment. You should also note a small island to the\nsouth-east, in the middle of the river, where another, golden Golem\nslumbers. Something to remember, surely... I like to call this place\nthe 'Golem graveyard', although it has no such official designation.\n&lt;----------------------------------------------------------------------&gt;\n8) You should be standing on the northern beach opposite the pass. Cross\nthe river to the other side (south) and spot a tree that looks like it's\nsoon to have its perch eroded from underneath it. Search the southern\nside of this tree to find a mist totem hiding. Smash it and score a\nsquare chest to the south, and grab a Small Coin Pouch (100 G) on a\nnearby stone. Note that this chest can yield a 'Master's Merle', one\nof the strongest Magick Bows we can currently obtain, if you're of that\npersuasion.\n\n***ITEMS***\no--Square Chest--o\n[Common Archistaff]\n[Fluted Bow]\n[Malignance]\n[Master's Merle]\n&lt;----------------------------------------------------------------------&gt;\n9) Now continue west-there a bit of stuff to loot, but little of it\nis exceptional. There's a crappy fishing spot by the waterfall, and\nanother Small Coin Pouch (100 G) sitting on the rocks nearby. Worth\nheading down here to reveal on your map, but otherwise, kind of a waste\nof time.\n&lt;----------------------------------------------------------------------&gt;\n10) Head east now, past the mid-river island, then follow the river\nsouth-east. Pass a tree to the south that looks like it's on the verge\nof taking a bath, and pass the alcove beyond it, as well, heading back\ninto the mist. The river will turn east again, but keep your eyes to\nthe south, where eventually you'll see a tree on a rocky ledge\noverlooking the beach below. Along its westward-facing branches is yet\nanother mist totem. Smashing it will buy us precious little visibility.\n&lt;----------------------------------------------------------------------&gt;\n11) Continue eastward in the river, which begins to trend north-east.\nTo the south you'll see another tree clinging stubbornly to the edge\nof the river bank-the eastern bank. Head onto the eastern beach past\nthe tree and climb a ledge to discover a square chest bearing goodies.\nThis chest contains all kinds of potent staffs, for the aspiring Mage.\n\n***ITEMS***\n[Anchor to Heaven]\n[Divine Axis]\n[Unspoken Grace]\n&lt;----------------------------------------------------------------------&gt;\n12) From the chest, turn north to spot an elevated ledge with a tree\non top across the river. Cross the river and ascend to the top of this\ngrassy hill by means of its navigable western side. Atop this hill\nyou'll find a rounded chest on some rocks, which always contains\nArchistaff 'Meniscus', one of the most powerful Archistaffs one can\nobtain presently. Sorcerers everywhere, rejoice. Near the tree to the\neast, Skeleton Knights may spawn, often several of them in lazy\nsuccession.\n\n***ITEMS***\n[Meniscus]\n&lt;----------------------------------------------------------------------&gt;\n13) Continue north along this ledge to find the final mist totem in\nthis area. Smash it, and the entire area should be revealed to you. You\ncan head back into the water to explore the river to it's extremity,\nbut don't expect much in the way of loot. Once you're done fooling\naround, backtrack to the pass that connects the path to the river. Once\nback on the path, all you need do is follow it eastward. If you feel\nlike gobblin' some bacon, Wild Boars tend to occupy this part of the\nforest. Mmmm... Bacon...\n\nGuardian's Grave\no======================================================================o\n14) Eventually the path will end at a gravestone standing in front of a\nlarge tree. Here stands Selene and some ghostly figure who looks an\nawful lot like... Selene. Talk to Selene and she'll admit to being\na Pawn, her 'Gran' was nothing short of her Arisen, who apparently gave\nher part of her soul. Talk to this ghostly 'Gran' to straighten things\nout. Gran-rather, Sofiah, will clarify-she was once Arisen, Selene once\nher Pawn. Over time her Pawn assumed her Arisen's form... which explains\nThe Dragonforged and The Fool-Arisen and Pawn from a bygone age. This\n'bestowal of spirit' between Arisen and Pawn isn't just cosmetic,\naccording to Sofiah-she hopes Selene will one day become fully human.\nSofiah will then ask you to help Selene get away from her past as a\nPawn, incapable of doing aught but the Arisen's will by... allowing her\nto crash at your house in Cassardis. Makes sense, somebody might as well\nuse it, since we apparently can't. The two will babble on, and when\nthey're done, the quest will end. This is a pretty important story\npoint-no fanfare, no warning, in the style of Dragon's Dogma, important\nevents like this are entirely up to you to discover. Still, remember\nit. It'll come up again.\n\n***REWARD***\n(For checking up on Selene)\nEXP\t\t10,000\nRift Currency\t30\nGold\t\t20,000\n&lt;----------------------------------------------------------------------&gt;\n15) Don't worry about Selene, she'll find her own way to Cassardis, just\nas soon as you leave the Witchwood. Villagers will never think to look\nfor her in a village! Whatever. We've got stuff to do. First, loot the\ntwo chests nearby. The rounded chest contains a one-time drop of a\nFerrystone, while the square chest contains random, underwhelming\nloot... although the Alchemical Cloak looks pretty snappy. Grab the\nthree King Bay Leaves near the gravestone-this is the only place in\nthe game to get them. Search behind the gravestone-tree to find another\nrounded chest, which contains some lootage.\n&lt;----------------------------------------------------------------------&gt;\n16) With that, you're done in the Witchwood... well, almost. Okay,\nnot really. Don't use that Ferrystone you just found, either. Instead,\nexit the Witchwood via the shortcut to Seabreeze trail. Don't be a\nboner and drop off the ledge, however. Once you're out in Seabreeze\nTrail, turn around and head back into the Witchwood. Return to the\ndepths of the Witchwood, to the Golem graveyard along the river. \nApproach the island where the gold-colored Golem lies dormant to find...\nwell, that it's no longer content to slumber. The Metal Golem will\nactivate, and a new quest begins.\n\n***QUESTS***\nMettle Against Metal\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Mettle Against Metal\t\t\t\t      |{VID035}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=gCOcKf6Mbek\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n17) An odd quest with no introduction that most people (save the\ndedicated loot-grinders who return to the Witchwood on their own)\nlikely miss. Hopefully you're still playing a class that deals\nphysical damage at a range. Seriously, have a Bow or Longbow, or go\nhome.\n\n\t\t ***ENEMY STRATEGY: METAL GOLEM***\nStronger than even the Golem, the Metal Golem is always in a state\nof rage, making it far more dangerous, still. The Metal Golem is also\nimmune to direct attacks of all kinds. The only way to kill it is by\ndestroying its magical discs which power it. Superficially like the\nGolem, the Metal Golem's discs are disembodied, scattered around the\nbattlefield. You must avoid the Metal Golem at all costs while seeking\nout these discs and destroying them.\n\nA Dangerous Scavenger Hunt\n--------------------------\nThere are no 'stages' to a fight with a Metal Golem, it has no soft\nspots, there is no elaborate take-down strategy. You must merely find\nall its power discs and destroy them. The discs themselves are immune\nto magic, and are often out of reach, making the Bow or Longbow the\nonly viable means of destroying them. Simple enough, perhaps, it's the\nmassive, tireless, aggressive metal behemoth chasing you around\neverywhere what complicates things. It'll punch, pound, stomp, and\nshoot lasers like it's rocky counterparts-it'll just do so more often,\nand hurt more when it hits. You can find the locations of the discs\nby tracing their energy trails, which periodically flow to the Metal\nGolem.\n\nMobility is Key\n---------------\nThe Metal Golem can't be defeated head-on, so keeping away from it is\ndefinately the key to victory. In this particular arena you can do\nyourself some favors. Get high ground-if it can't reach you, it must\nresort to shooting lasers, which can be dodged if you pay attention.\nBe wary, it's awfully tenacious, and can sometimes surprise you by\nfollowing you places you thought it wouldn't be smart enough to reach...\nBeing lightly encumbered and staying out of water can help you\ngreatly. Water will not slow it down, and it will not tire. Running\naway from it with a heavy load, through waist-deep water is just a good\nway to run out of Stamina and get pummeled. Each time you destroy one\nof its discs, it'll fall down for a while-keep that in mind. Also,\neach destroyed disc has a chance to drop a Magick Medal or Electrum.\n\nNot All That's Dormant Is Dead\n------------------------------\nAs you run around the river bank, trying to stay one step ahead of the\nMetal Golem, be warned that not all the regular Golems here are fully\nasleep. Dealing with a Metal Golem can be troublesome enough, but if\nit has a friend join it... Well, life could start to suck quickly.\n\n***REWARD***\n(For Slaying the Metal Golem)\nRift Currency\t30\nGold\t\t30,000\n&lt;----------------------------------------------------------------------&gt;\n18) Only one more thing to do here in the Witchwood, then you can leave\nit forever... at least for this playthrough... if you don't care to\ngrab any more King Bay Leaves or treasure... Anyways, head back to the\n'Guardian's Grave' where Sofiah once lurked. Now you'll find a man\nnamed Rowland (if you forgot, he's the guy who was getting attacked\nby Southron Bandits along Manamia Trail. He gave us the tip that\nSalomet's Grimoire could be found with the Bandits. No?) He claims to\nbe resting... seems like an awfully silly\/dangerous place to rest.\nYou'll also notice an 'Ancient Tablet' sitting in front of Sofiah's\ngrave. Grab the hefty thing, and Rowland will comment on it. He suggests\nwe see a priest about it, as a man of letters might be able to help us\nmake sense of the thing. So starts yet another quest. We're done in the\nWitchwood now. Really, truly, and forevermore. If you go there again,\nit'll be on your own time. Exit via the Seabreeze Trail shortcut and\nmake your way back to Cassardis.\n\n***QUESTS***\nThe Dragon's Tongue\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|The Dragon's Tongue\t\t\t\t      |{VID036}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=7te2iH7v5hA\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n19) Just outside of Cassardis you'll encounter the eleventh, final, and\nmost dangerous of the assassins-their leader, Zero. Unlike the other\nassassins, he's not a Strider or a Mage-he's a Warrior, and he can do\nmassive damage if he can catch you... I've had him deal nearly 1000\ndamage to a level 70 character before. Still, he's slow, and if you\nhave any ranged option at all, you should be able to just avoid him.\nTake him down and he'll recognize you for a 'true Arisen' before he\ndies. Reader the 'Tightly Folded Letter' you get when he dies, which\nstates \"All children of the true god know the Arisen is the end of\nhope, not its source. See this evil expunged.\" Ah, moral relativity,\nand for every 'true' god there are countless 'false' ones... Whatever\nthe case, this quest is over.\n\n***REWARD***\n(For defeating the assassins)\nEXP\t\t12,000\nRift Currency\t30\nGold\t\t30,000\nItem\t\tTightly Folded Letter\n\nCassardis\no======================================================================o\n20) Continue on into Cassardis. It's been a while since we've been home,\nbut don't worry, there aren't any more quests in the well we need to do,\nbut there are still a few things around town to look into... First,\nstore whatever you need to get rid of at Pablos' Inn. Once done, be sure\nto rest until morning, to cure you of any ouchies (and to set the time\nso we can score some quests.) Finally, grab a few specific items out of\nyour stash-one dose of Potent Greenwarish, one Lantern, one piece of\nSour Ambrosial Meat, and one Pilgrim's Charm. We might just need those\nsoon...\n&lt;----------------------------------------------------------------------&gt;\n21) Head over to the eastern side of the 'Fisherman's House' northeast\nof 'Your House' (in which Selene should now reside, if you ever have\nneed of her again.) On a grassy bluff overlooking the sea stands\nValmiro, who has another quest for us. Poor Valmiro has been struck\nby another bout of wanderlust, it seems, and wants us to find him the\nsupplies he'll need for his perilous journey. Honestly, I don't think\nthey make anything that can keep him safe-he couldn't even make it to\nthe Encampment in one piece, and Quina made it all the way to the\nWitchwood. This quest is a just a series of fetch tasks. Strangely\nenough, we just happened to retrieve everything he wanted all in one\ngo. How odd. Anyways, here's what he wants in order:\n\n1st: Potent Greenwarish x1\n2nd: Lantern x1\n3rd: Sour Ambrosial Meat x1\n4th: Pilgrim's Charm x1\n\nOf all the items there, only the last-the Pilgrim's Charm-is difficult\nto get at this point in the game. One way to score such an item is to\nsimply buy it off Fournival... for 70,000 gold. Madeline-if her stock\nhas expanded enough-can also sell them, at a more reasonable 56,000\ngold. With luck they can also be found around, but there's no guarantee\none will have such luck. There are a few places where they always spawn,\nbut we've not explored there, yet. So, just buy one if you haven't been\nfortunate enough to find one, or wait. Valmiro isn't going anywhere.\n\n***QUESTS***\nFarewell, Valmiro\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Farewell, Valmiro\t\t\t\t      |{VID034}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=OXo7huK7o5A\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n22) Once you give Valmiro his four items (whenever this may be, you\nstingy bastard) he'll decide that saving his life three times and\nfunding his ill-advised meanderings wasn't quite enough-he wants you\nto carry his luggage down to the beach. Valmiro will then vanish, and\nin his place will appear four crates. The goal here is simple, yet\ntedious. Drag Valmiro's baggage down to the beach and set it near his\nboat, which you should see along the shore if you look to the\nsouth-east. When you're done with the task, Valmiro will ask you to\njoin him for a drink... which actually turns out to be one of the\nnicer cutscenes in the game. Valmiro will bare his heart and explain\nhis wanderlust, playing the both of you off as two humble folk born\nin a small finishing village destined for greater things. When it's\nover, you'll get your quest reward (including some rather rare\nmaterials) and Valmiro will be gone.\n\n***REWARD***\n(For sending Valmiro off)\nEXP\t\t12,000\nRift Currency\t25\nGold\t\t15,000\nItems\t\tMalecryst x1\n\t\tBlack Freakish Scale x1\n\t\tHydra Gallstone x1\n&lt;----------------------------------------------------------------------&gt;\n23) There's one more quest to grab while in Cassardis. Early in the\nmorning you should find a little boy running around between 'Chief\nAdaro's House' and 'Pablos' Inn'. During the afternoon he'll be running\naround the beach. Wherever you find him, this 'Tomlin' will complain\nabout his father, who has gone missing. His father was a gardener at\nDuke Edmun's castle, which provides us with an awfully convenient\nplace to look. He'll give you a 'Gardener's Permit', which you should\nkeep handy. You can't complete the quest without this item.\n\n***QUESTS***\nAn Innocent Man\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|An Innocent Man\t\t\t\t\t      |{VID038}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=cPyauO5PGpQ\t\t       |\no-----o----------------------------------------------------------------o\n\nAnyways, that's all there is to see and do in Cassardis-in all of\nsouthern Gransys-for now. Make your way back to Gran Soren, where\nwe'll start on some of the castle-based quests we picked up.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t         Questing the Castle\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK023}\n\t\t1) Nocturnal Admission\n\t\t2) A Budding Conspiracy\n\t\t3) Adulterous Assistance\n\t\t4) Internal Affairs\n\t\t5) Sneaking into the Bedchamber\n\t\t6) Death or Detection\n\t\t7) You Fought the Law...\n\t\t8) Uprooting Ansell\n\t\t9) Escaping the Dungeon\n\t\t10) The Short Arm of the Law\n\n1) Once back in Gran Soren, rest until night at the Gran Soren Union\nInn (if it's not night already) and grab one Skeleton Key from\nstorage. This is kind of important for doing things all economic-like,\nso be sure you have one. Also make sure you have the 'Gardener's Permit'\nin your inventory. Once done, head to the magical land of the duke's\ncastle.\n&lt;----------------------------------------------------------------------&gt;\n2) Along the way, you can talk to a wandering guardsman named Ser Jakys,\nor a peasant named Flavian, both of whom will tell us about the gardener\nwe're looking for. You don't need to talk to anybody, but Ser Jakys in\nparticular will, point us towards the castle, where our simple\nplant-handler has apparently been imprisoned. How convenient for us!\nMaurin, the peasant who pointed us towards Hillfigure Knoll much earlier\nin the guide also has a bit of information to say about the missing\ngardener.\n&lt;----------------------------------------------------------------------&gt;\n3) Now, it's night-time, and you no longer have the first-time grace\nhere. If a guard spots you, you'll be arrested. It's a temporary\nset-back, sure, but still annoying. Just something to keep in mind while\nyou do your clandestine business. From the gates head north into the\n'Duchess's Gardens', where you'll find Mirabelle-Aelinore's handmaiden-\nstanding on the southern end of the stone pavillion. Talk to her and\nshe'll lavish praises on you for your ability to follow simple\ndirections. She'll comment on the uniqueness of the situation, and\nremind you of the duchess's marital status, and the need for secrecy.\n&lt;----------------------------------------------------------------------&gt;\n4) Before we run off to see the duchess, however, we've one more bit of\nbusiness to pick up. Head to the un-named grounds south of the castle to\nfind Fedel standing near the southern pavillion, along the eastern side.\n(If Fedel isn't around, you may have to wait a few minutes for him to\narrive.) Talk to him and he'll tell you the score. He's been keeping an\neye on the duke's army in secret, and after years of internal\nobservation, he's finally discovered a potential misdeed. One company\nis stockpiling supplies, and has stopped being a bunch of lazy\ngarrison troops and actually started to work themselves into shape for\nwar. Unfortunately for Fedel, he wrote these observations in a letter,\nwhich never made it to the duke. Why did Fedel just tell the duke in\nperson? Who knows. If the letter is found, however, and knowledge of a\npotential military coup spreads, it could be bad for morale... and of\ncourse, if their enemies know they know about the coup attempt, the\ncourt will lose the element of surprise. Anyways, some flying monster\nthat nests near Greatwall are the likely culprits. This quest gives us\nan excuse to explore a number of previously unexplored lands, so it'll\nbe our next goal... once we're done fooling around in the castle.\n&lt;----------------------------------------------------------------------&gt;\n5) It's time to infiltrate the duke's castle, which is far simpler than\nit might seem. Head through the front doors, continue east through the\nantechamber and the 'Audience Chamber' and scale the northern stairs\nbehind (east of) the throne. Again, keep your eyes open for guards. You\nhave a longer sight range than they do, so if you spot one, just wait\nfor them to move on. And if you're playing an Assassin, in case you were\nwondering-no, Invisibility will not fool guards. Anyways, up the stairs\nyou go, through a doorway and up more stairs. Reach the top of this\ntower and go through another doorway to reach the bridge connecting this\ntower to the duchess's tower, to the north-east. You'll notice the guard\nby the door is now gone (he only leaves after talking to Mirabelle),\nallowing you to gain access to the tower, unseen.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Arousing Suspicion\t\t\t\t      |{VID039}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=makxER9TycE\t\t       |\no-----o----------------------------------------------------------------o\n\nDuchess's Bedchambers\no======================================================================o\n6) Why does this area location sound so naughty? Whatever, head on\ninside and watch a cutscene. Aelinore will try to pretend she's not a\nhussy, but before anything steamy happens, the Duke and Feste will\narrive on the scene. Aelinore acts cool, and you hide behind a dressing\nscreen. Feste will decide not to interrupt the 'duchal proceedings' and\nstay outside. Inside, however, the encounter between the duke and\nAelinore doesn't go so well-he starts assaulting her (while drooling\nlike some deranged beast), and begging forgiveness from somebody named\n'Lenore'. Our duke is an obviously troubled man.\n\nYou have two choices on how you want to handle things, here-you can\nleave the safety of your screen and confront the duke... or you can just\nwait. Waiting will result in Aelinore being killed by the duke, who\ncomes to afterwards and flees the scene. This causes the quest to fail\nand, obviously, prevents you from doing any Aelinore-related quests in\nthe future. There's only one more, but it grants you access to another\narea, which otherwise remains inaccessible for the whole game. In\ntraditional Dragon's Dogma fashion, this high-profile murder won't get\nmuch attention.\n\nSince there's really no point in letting Aelinore die, scamper out of\ncover and confront the duke. He'll stop with the choking business and\nglare at you with confused malice. He'll snap out of his frenzy, and\nAelinore will go into spin mode... and set the blame on you. She'll\nsummon the guard and an obviously still out-of-sorts duke will let his\nvery forunate wife call the shots. You'll find yourself in prison,\nunder the attentions of one 'Ser Jakob', who chastises you for your\nadulturous inclinations. After you take your beating, Aelinore will\nshow up, beg forgiveness, and give you two Skeleton Keys with which you\ncan effect your escape.\n\nDungeon\no======================================================================o\n7) When you're back in control, note that you'll have scored two more\nSkeleton Keys, and a 'Set of Prisoner's Rags'. If you took out a\nSkeleton Key before coming here, we can complete two quests now. The\ngame will give you a few messages about prisons-simply put, if you harm\nsomebody in Gran Soren, you'll be arrested, and you'll either have to\nbreak out (two Skeleton Keys required) or pay the jailer 5000 gold. At\nthe moment you cannot check your inventory or change your gear-you must\nescape prison before you get to change out of the ol' orange jumpsuit.\nSince that's the goal, let's get on with it, eh?\n&lt;----------------------------------------------------------------------&gt;\n8) Open the door to your cell (using up a Skeleton Key) and head out\ninto the hallway. You were in the north-western cell, and the smart\nguess is that you can't simply walk out the front door. Head to and\nunlock the south-eastern cell, which holds 'Ansell', Tomlin's father.\nSo long as you have the 'Gardener's Permit' in your inventory he'll\ntrust you and open up. He overheard a conversation between a royal aide\nand a nobleman, only to wind up under arrest for spying. Apparently it's\ndangerous working around paranoid folks. Anyways, he'll end up begging\nyou to save him, and since we're breaking out ourselves, we might as\nwell take him out with us...\n&lt;----------------------------------------------------------------------&gt;\n9) Turn around and unlock door to the south-western cell, which uses up\na third Skeleton Key. In this cell you'll find a tunnel heading south.\nFunny how they'd have a cell with an obvious escape tunnel in it... and\nthat the duke's guard would be foolish enough to miss our Skeleton Keys.\nBest not dwell on where we hid them. Head down the tunnel and drop down\na ledge to reach the sewers. Change your gear, since you can, and get\nready to fight your way out. Don't worry, your foes are simple critters\nlike Spiders, Large Rats, and Snakes. Head south to reach an east-west\nrunning tunnel, then turn east, since the west path is shortly a dead\nend. Kill pests until you get the chance to turn south again, where\nyou'll find the gate that leads out of the sewers. Once out you'll\nimmediately get a reward for completing 'Arousing Suspicion'.\n\n***REWARD***\n(For escaping the dungeon)\nEXP\t\t6,000\nRift Currency\t20\nGold\t\t10,000\n&lt;----------------------------------------------------------------------&gt;\n10) You'll now find yourself in the slums beneath Gran Soren. Continue\nwest to reach the 'aquaduct', which you should follow south. Eventually\nyou'll reach Tomlin, and father and son will reunite. They'll babble\nfor half an eternity before walking off. Once they escape the city,\nyou'll get your quest reward... which is the same as for 'Arousing\nSuspicion'. Anyways, you flirted with the duke's wife, got caught,\ntortured, then escaped and took another criminal with you. Does anybody\naround Gran Soren care about any of this? Nope.\n\nAnyways, we're done in Gran Soren for now. Fedel's quest, 'The\nConspirators' as well as a notice board quest 'Parcel Service' both\nrequire us to go to a new area-near Greatwall, but more specifically,\nto Soulflayer Canyon. This gives us a great excuse to finally explore\nareas of north-western Gransys which we've ignored up until now-like\nthe Wilted Forest, Cursewood, Souflayer Canyon, Heavenspeak Fort, and\nthe Barta Crags. But first, let's see to Ser Maximilian's request,\nwhich takes us to more well-known territory-the Catacombs.\n\nNote: After completing 'Arousing Suspicion' you'll be able to return to\nthe 'Duchess' Bedchambers' any time thereafter, where you can score some\nloot by searching behind the screen (the one you hid behind when the\nduke went all nuts) and by searching under the bed. Does it seem odd\nthat somebody who was thrown in the dungeon for supposedly trying to\nmess around with the duchess would later be allowed to walk freely into\nher bedchamber later? I suppose we've just got special status for being\nthe Arisen-Duke Edmun sure isn't going to get off his ass and kill\nanother Dragon.\n\n***ITEMS***\no--Miscellaneous--o\n[Lady's Corset]\n[Set of Servant's Garb]\n  --\no--Miscellaneous--o\n[Silk Lingerie]\n\n***REWARD***\n(For rescuing Tomlin's father)\nEXP\t\t6,000\nRift Currency\t10\nGold\t\t20,000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t        Returning to the Catacombs      \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK024}\n\t\t1) The Keys to Salvation\n\t\t2) Tattling Tagert\n\t\t3) Another Scavenger Hunt\n\t\t4) First Gem of Salvation\n\t\t5) Second and Third Gems of Salvation\n\t\t6) Phantoms and Skeletons in the Tunnels\n\t\t7) Fourth Gem of Salvation\n\t\t8) Fifth Gem of Salvation\n\t\t9) Recap\n\t\t10) Bouncing Balsac\n\n1) You should know the way to the Catacombs by now. There are numerous\nways to get where you're going, but for my money, the fasted route is\nby simply heading up through the Deos Hills to reach the formal\nentrance to the Catacombs... you know, the way we went earlier? Once\ninside, head to the elevator that leads from the 'Catacombs: First\nFloor' to the 'Catacombs: Second Level Underground'. Since it's our\nsecond trip here, the bar blocking the door should have been smashed,\nmeaning you only need to go a short ways south from the entrance and\nturn east to find our elevator. Once at the elevator, your route varies\ndepending upon how you dealt with the Salvation cultist-Tagert-in Gran\nSoren. If you paid him for his key you'll have obtained the 'First Key\nto Salvation'. If you took it by force, you should have the 'Second Key\nto Salvation'. There are two doors that lead to where we want to go,\nand two keys. Since there's no treasure or monsters unique to either\nroute, whichever you chose is immaterial... just a bit of randomness\nthrown in by Capcom to make the game seem less linear... and to force\nme to do more work. I'll be favoring the 'Second Key to Salvation'\napproach, since it's cheaper and more sensible, but if you got the\n'First Key to Salvation' instead... well, the area isn't terribly\ncomplex, and I'll summarize in Step #9 what needs to be done. First,\nhowever, how to get to the doors.\n\nFirst Key to Salvation: From the elevator, find a door to the south,\nwhich leads down some stiars. Your key unlocks this door. Simplicity\nitself.\n\nSecond Key to Salvation: Take the elevator down to the 'Catacombs:\nSecond Level Underground'. Once down, head west into a south\/south-west\nrunning hallway and follow it until you reach a gate. This is where\nyour key goes.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Rise of the Fallen\t\t\t\t      |{VID041}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=EbMy-dbZN6Q\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) You'll hear Tagert pleading with forces unknown beyond the gate.\nOpen it and dispatch a horde of Stout Undead immediately beyond. Once\nall the undead are re-dead, continue south until you reach some stairs\nrunning west. Tagert shows up and tells you the job's not finished yet,\nyou need to kill the one that's 'controlling them'. Sure. Head up the\nstairs to the west, then find some more stairs heading up north.\n\nCatacombs: First Level Underground\no======================================================================o\n3) The stairs will open up into chamber, which is occupied by about a\ndozen Skeleton Mages. Nothing new, nothing terribly dangerous, just in\ngreater numbers than we've yet encountered. Put them down before\nsearching the room. There's an open-wall supported by columns to the\neast, which over-looks a lower level (where we were in the last step),\nand a few sarcophagi to loot. Head north opposite the stairs to find a\ndoorway which, if searched, will yeild this text; \"'Tis shut tight. The\ndoor bears five small hollows...\" Yep. Another scavenger hunt.\n&lt;----------------------------------------------------------------------&gt;\n4) South of the stairs is a tunnel that starts out west, bends south,\nwraps around back east, and finally turns north and runs parallel to the\nSkeleton Mage-filled room from the previous Step. As you go through\nthese tunnels, loot sarcophagi. In the southern-most east\/west running\ntunnel you'll find a sarcophagus in the south-western corner that\ncontains the 'First Gem of Salvation'. Numbered gems... five small\nhollows in the door back north... yeah, you see where this is going,\nright?\n&lt;----------------------------------------------------------------------&gt;\n5) Now explore the north\/south running tunnel on the eastern side of the\nmap. Along the eastern wall you'll find two standing sarcophagi. Inside\nthe northern-most one you'll find the 'Second Gem of Salvation'.\nContinue north until you find a wooden ramp running to the west, which\nleads to an elevated chamber overlooking the Skeleton-Mage occupied\nroom. It also houses a sarcophagi which contains the 'Third Gem of\nSalvation'.\n&lt;----------------------------------------------------------------------&gt;\n6) Return back down the ramp to the east and, once back in the hallway,\ncontinue east down a sarcophagus-lined hallway running east\/west. Loot\nas you please and continue east until the hallway turns north. Watch\nout for Phantoms and Skeletons as you explore and eventually the hallway\nwill open into a small chamber with a few short tunnels leading off it.\nThe path to the north leads to some stairs, which in turn terminate at\nthe door that requires the 'First Key to Salvation' to open. That leaves\nus with two options-a path to the south-west and one to the south-east.\n&lt;----------------------------------------------------------------------&gt;\n7) From the chamber here, head into a tunnel to the west, which quickly\nturns south, then west again before terminating. Here you'll find a\nrounded chest and two standing sarcophagi. Search the southern-most one\nfor the 'Fourth Gem of Salvation'.\n&lt;----------------------------------------------------------------------&gt;\n8) Return to the chamber and explore down a tunnel to the south-east.\nFollow it until it terminates. Dispatch two Skeletons and loot a \nsarcophagus to the north to score the 'Fifth Gem of Salvation'. Before\nrunning back to the door north of the Skeleton Mage room, search behind\nsome rocks to the south to find a Giant Coin Pouch (10,000 G).\n&lt;----------------------------------------------------------------------&gt;\n9) Now, to recap the locations of the Gems of Salvation for everybody,\nmostly as a favor to those 'First Key of Salvation' kids out there.\n\nFirst Gem of Salvation: In a sarcophagus in the hallway south of the\nSkeleton Mage-occupied room. This particular sarcophagus is in the\nsouth-western corner of the hall.\n\nSecond Gem of Salvation: In a standing sarcophagus in the north\/south\nrunning hallway east of (and parallel to) the Skeleton Mage-occupied\nroom.\n\nThird Gem of Salvation: Along the northern end of the north\/south\nrunning hallway east of (and parallel to) the Skeleton Mage-occupied\nroom you'll find a wooden ramp running up to the west. It'll terminate\nat a small chamber which houses a sarcophagus, in which lies this\ngem.\n\nFourth Gem of Salvation: South of the stairs opened by the 'First Key\nto Salvation' you'll find a chamber with several branching tunnels\nleading off it. At the end of the western tunnel you'll find two\nsarcophagi. This gem is in the southern-most one.\n\nFifth Gem of Salvation: South of the stairs opened by the 'First Key\nto Salvation' you'll find a chamber with several branching tunnels\nleading off it. At the end of the south-eastern tunnel you'll find a\nsarcophagi, wherein lies this gem.\n\nConfessional Chamber\no======================================================================o\n10) With your five gems, return to the sealed door north of the stairs\nin the Skeleton Mage-occupied room. Activate it to use up your gems and\nopen the door, then head into the chamber beyond-the 'Confessional\nChamber'. The door will seal behind you and a Salvation-member named\nBalsac (heh, ball-sack) will do the typically evil-villian thing and\nspill the beans. Salvation indeed was behind the skeletons assaulting\nGransys-a bit of an experiment. Now that you're here, however, they've\nfound a fitting bag of bones to lead the undead horde they're creating.\nBlah, blah, blah, he attacks.\n\nThis fight is pretty simple-Balsac is a magic-user, and will continually\ncast spells. He's not terribly strong (Magick-wise), nor does he cast\nuncommonly fast. His Miasma can suck, but he's really not very\ndangerous. He does, however, have a bit of health, and, as you should\nexpect, his Magick Defense is pretty good. The annoying part of this\nfight is that he'll summon Skeletons and Skeleton Mages continuously.\nDon't waste your time on them, as they're endless as long as Balsac is\nalive. If you focus on Balsac, he should go down pretty quickly, so do\nthat. Once he's dead he'll explode dramatically, his undead will\nsimilarly falter, the door back south will open, and a chest lurks to\nthe north. When you're done in the Catacombs, all you have to do is\nreport back to Ser Maximilian to claim your reward.\n\nOnce you're done with this quest, it's time to go searching for Fedel's\nletter. I know I'm repeating myself, but I'd rather be tedious than\nsparse. We're using this trip as an excuse to explore several areas\nalong the way to Soulflayer Canyon... in essence, we'll be exploring\nall of north-western Gransys now. The areas we'll hit, in order, are\nthe Wilted Forest, Cursewood, Heavenspeak Fort, the Barta Crags, and\nfinally, we'll go through Soulflayer Canyon on our return trip.\n\n***ITEMS***\no--Ornate Chest--o\n[Crimson Teeth]\n\n***REWARD***\n(For smiting Salvation's skeletal scourge)\nEXP\t\t15,000\nRift Currency\t25\nGold\t\t20,000\n<\/pre>\n\n\n\n<pre id=\"faqspan-13\" class=\"wp-block-preformatted\">o======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t    \t     Exploring the Wilted Forest \t               |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK026}\n\t\t1) To the Wilted Forest\n\t\t2) An Awfully Dull Place\n\t\t3) A Pair of Ogres\n\t\t4) Sulfur Saurians and Undead\n\t\t5) Prayer Falls\n\t\t6) The Abbey\n\t\t7) Quina's Potential\n\t\t8) Deer, Deer, and More Deer\n\t\t9) Monsters Amongst the Rocks\n\t\t10) Handing Off the Blessed Flower\n\t\t11) Not Quite Done Yet...\n\t\t12) Clarus' Request\n\t\t13) Farewell, Quina\n\nWilted Forest\no======================================================================o\n1) The Wilted Forest lies west of the Estan Plains, putting it pretty\nclose to home. To reach it head to the Ancient Quarry (following the\nroad leading west from Gran Soren.) At the Ancient Quarry, follow\nanother road north, through a small gorge. When you hit the forest\nicon on your 'Area Map', you'll have transitioned from the Estan Plains\nto the Wilted Forest. In the actual game, the transition is much less\nobvious. This road runs west through the northern tip of the Wilted\nForest, and ultimately leads to a fordable spot along the river, which\nleads to the Cursewood. All along this road you can find plenty of\nCrows, should you need to hunt them for some Notice Board quest.\n&lt;----------------------------------------------------------------------&gt;\n2) Now, let's discuss the Wilted Forest in broad terms... because it's\nan awfully dull place, and unworthy of the same attention we gave to\nother areas. In general, the Wilted Forest is much safer during the\nday than at night. In fact, except for along the eastern edge of the\nforest, your worst foes during the day will be Deer. At night, Undead\nprowl nearly the entire forest, and there can be as many as six Ogres\nlurking about-they'll be found in three areas, in groups of two. There\nare plenty of chests, warrior remains, and various sylvan goodies lying\naround. Sadly, the chests lying around in the forest are garbage. You\nmight score a Cursed Carving (a rare material), but no gear, and hence,\nnothing worth recording. Also be on the lookout along the cliffs and\nrocks for ore veins.\n&lt;----------------------------------------------------------------------&gt;\n3) Let's focus on the area north of the road for now-starting east at\nthe beginning of the forest and working our way west along the coast.\nAlong the cliffs to the north (which overlook a depressed river),\nnear where the forest begins you'll remember a campsite occupied by\nSulfur Saurians, during the day. At night the campsite will be home to\ntwo Ogres-foes we should know well by now. Dispatch or avoid them as\nyou will, but remember, as Ogres take damage they grow frenzied. You\nprobably don't want two angry Ogres attacking you at once, so try to\ntake one out before injuring the other too much.\n&lt;----------------------------------------------------------------------&gt;\n4) Once you're done playing fist-tag with Ogres, continue west, limiting\nyour wanderings to the road in the south and the cliffs in the north.\nTraverse the hilly, rocky landscape, score apples and other plants,\nloot chests, and in general, raid as much as you can. The river winds\nsouth-west, greatly limiting our roaming area as we continue west.\nEventually you'll reach the spot where the road hits the river. The\nrocky ford is littered with sun-bathing Sulfur Saurians, to dispatch as\nyou please. The road here will be polluted with Undead and Undead\nWarriors at night.\n\nPrayer Falls\no======================================================================o\n5) Head into the river and follow it south-west until you reach the\n'Prayer Falls', a popular escort-request destination. You can't wander\nup to the waterfall itself as... ZOMG THE BRINE!, but once you discover\nthe falls you've no reason to continue on. Instead, head south onto a\nrocky beach near the Prayer Falls and follow the cliffs south.\nEventually the cliffs will turn south-east, then east, finally\nterminating at a rocky ledge, upon which a walled stone building sits.\nNorth of here you'll find a ring of 'Loneflowers', which surrounds a\n'Cursed Carving'. The flowers will respawn, but the Cursed Carving will\nnot. If you're here at night, you'll also find two Ogres prowling\naround. You know what to do by now.\n\nThe Abbey\no======================================================================o\n6) Follow the ledge upon which the structure stands to the north, then\neast. Continue around until you find a hill leading up to the building,\nmarked on your map as 'The Abbey'. Seems like an awfully stupid place to\nbuild a church... but I'll never accuse religion of making sense. At\nnight, Undead swarm outside (north) of the Abbey. You'll find Undead,\nUndead Warriors, and Stout Undead here. Smite Undead if they're there,\nif not, head up into the Abbey. It's a simple enough place-there's the\nchurch itself, which houses many of the nuns at any time of day...\nalthough there's absolutely nothing interesting inside. In front of the\nchurch is a Riftstone, should you need to use one. To the south is a \nsmaller building where the nuns keep kip. Crows line the walls and lurk\na few other places inside the Abbey, and a cemetery sprawls north and\nwest of the church. Undead may crawl up from the ground of the cemetery\nat night, so keep on your guard. The one bit of loot here is south-west\nof (behind) the church, in a square chest.\n\n***ITEMS***\no--Square Chest--o\n[Bronze Gauntlets]\n[Cleansing Earring]\n[Common Archistaff]\n[Crimson Glare]\n[Mahogany Cape]\n&lt;----------------------------------------------------------------------&gt;\n7) There is one interesting encounter here. If you completed 'Lost and\nFound', Quina will be here now, having joined the faith as a nun. I knew\nI never liked her, and now I have a reason why. Anyways, although she\ndoesn't have a quest-migraine, if you talk to her she'll tell you that\nshe came here with the ambition of getting promoted to the Grand\nCathedral in Auldring-she's still looking for information on the Dragon,\nand apparently thinks it's wise to look for it in the service of the\npeople who are trying so damn hard to keep everybody else in the dark.\nNow she'll score herself a quest-marker, so talk to her again and she'll\nask you to deliver a healing flower she cultivated to somebody who might\nbe able to judge its value. Yeah. She becomes a nun, and grows magical\nhealing flowers. Could she be any more stereotypically JRPG female?\nTalk to a nosey nun in the Abbey named Clarus (she'll have a quest\nmarker over her head) and she'll point you to either the priest in Gran\nSoren or Cassardis. This quest is timed-the flower will eventually\nwilt and become worthless... but we're not too far from Gran soren,\nand there's precious little left to do in the Wilted Forest.\n\nNote: The 'Blessed Flower' that Quina gave you grants 'weal' while it's\nin your inventory. While this status-effect is in... effect... you'll\nget double the experience from foes you kill. Too bad the damn thing\nwilts. In case you're wondering, you cannot combine it with an Airtight\nFlask, although you CAN duplicate it perfectly-butit'll cost you a\nwhopping 180,000 gold to do so.\n\n***QUESTS***\nTalent in Bloom \n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Talent in Bloom\t\t\t\t\t      |{VID049}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=A3AsqUZ3EsM\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n8) Leave the Abbey and head around to the eastern side to reach the\ncliffs that form the southern boundary to the Wilted Forest. Follow the\ncliffs as they head south-east and east. If you're worried about the\nmassive block of forest we skipped (you know, the entire center of the\nWilted Forest?) let me summarize; junk-filled chests, Deer, Undead\n(at night), rocks, Spiders, and more Deer. Don't believe me? Come back\nand check for yourself... but not now, we've got a flower to deliver!\n&lt;----------------------------------------------------------------------&gt;\n9) Anywho, continue following the southern cliffs south-east and east.\nAt the southern-most reaches of the Wilted Forest, near the eastern\nedge of the forest (as portrayed on the 'Area Map') you'll find a clan\nof Goblins lurking around, guarded by their pet Chimera. At night, you\nwill find two Ogres here-making it a bit of a fight no matter when\nyou come here. Once you've killed whatever opposes you, continue east\nalong the cliffs. Shortly you'll find the cut stones marking the\nbeginning of the quarry. You'll find a few junk-filled chests to loot,\nand eventually you'll read the ledge overlooking the Ancient Quarry. \n&lt;----------------------------------------------------------------------&gt;\n10) With that, we're done exploring the Wilted Forest-now we need to\nhand off Quina's stupid flower. Since Gran Soren is closer than\nCassrdis... why not just head there? Go back to Gran Soren, stash your\nloot, head to the 'Gran Soren Cathedral' and talk to Geffrey. He'll\nbabble about Quina's 'gift' and you'll be prompted to hand over the\nBlessed Flower. Do so and he'll talk about how awesome Quina is, after\nwhich you'll be prompted to return to her. She'll be exactly where you\nleft her-when you talk to her, she'll celebrate her own awesomeness, as\nshe percieves it, and you'll get a quest reward.\n\n***REWARD***\n(For revealing Quina's blooming talent)\nEXP\t\t10,000\nRift Currency\t30\nGold\t\t15,000\n&lt;----------------------------------------------------------------------&gt;\n11) We're finally done with the Wilted Forest... wait... what? We're\nnot? There's another quest here at the Abbey? *Sigh* It's true, I'm\nafraid. It won't trigger just yet-run back to Gran Soren and rest for\na day before returning... oh, and be sure to pick up a Pilgrim's Charm\nwhile you're there. Fournival and Madeline both sell them.\n&lt;----------------------------------------------------------------------&gt;\n12) When you return the head nun-Clarus-will have a quest marker for us.\nShe'll inquire about your past with Quina before asking if you'll take\non a task for Quina's benefit. Accept and she'll tell us how successful\nQuina has been-success that has achieved the end Quina was hoping for;\nshe's been granted transfer to the Grand Cathedral in the mainland. For\nsuch a person to come out of a little island monastery is a great honor,\nand the nuns here wish to give Quina a parting gift... they just need\nsomebody else to gather the materials. That somebody is you. Oh, and\nthis is supposed to be a surprise, so don't go blabbing to Quina, eh?\n\n***QUESTS***\nA Parting Gift\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|A Parting Gift\t\t\t\t\t      |{VID050}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=osL_TA6jqN8\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n13) With great foresight, you've already managed to secure what they\nneed-a Pilgrim's Charm! What an awesome guy (or gal) you are. Talk to\nClarus again and hand over the trinket. A small little ceremony will\nstart for Quina, where Clarus and Quina will exchange favorable words.\nWhen the gift has been given, Quina will wisely deduce that you were the\none who did all the running around for this gift. She'll gush about what\ngreat friends she has, and swear to return with the knowledge we need to\nkill the Dragon. When the cutscene ends, Quina will be gone.\n\nWe're finally done with the Wilted Forest... For real this time. Next\nstop is Cursewood, which you should reach by crossing the river to the\nnorth. Using the ford gives us an easy landmark to reference, so that's\nwhere we'll pick up. Be sure to go to town and store items\/rest as you\nneed. I won't bother telling you when to do this-it's likely not going\nto be the same for you as for me. I will say, however, that I didn't do\nthis run all on one health bar or inventory limit, so you shouldn't feel\ncompelled to do so either.\n\n***REWARD***\n(For giving Quina a farewell gift)\nEXP\t\t10,000\nRift Currency\t20\nGold\t\t20,000\nItem\t\tNe'er-Do-Part x5\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \tExploring Cursewood and Heavenspeak Fort     \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK026}\n\t\t1) Bandits in the East\n\t\t2) The Beast Cave\n\t\t3) Cliffside Bandit Camp\n\t\t4) Plundered Parcels\n\t\t5) The Skeleton Supreme\n\t\t6) Bandit Boulder\n\t\t7) The Eastern Entrance\n\t\t8) The Treacherous Mountain Path\n\t\t9) Misandrist Bandits\n\t\t10) Fashion AND Function\n\t\t11) Ruined Tower Loot\n\t\t12) Customary Attire in the Western Lands...\n\t\t13) Opening the Gate\n\t\t14) Daggers to Die For\n\t\t15) Earning Ophis' Admiration\n\nCursewood\no======================================================================o\n1) Cross the river to the north to exit the Wilted Forest and enter\nCursewood. To the south-west the land trends uphill, to the north-east\nyou'll find the Sulfur Saurian-infested beaches where a Snakeskin\nPurse can commonly be found... which was already covered when we\nexplored the Deos Hills. There's a triangle of forest (as seen on the\n'Area Map') east of the north\/south running road that runs through the\nCursewood, south of the east\/west running road through the Deos Hills,\nand west of the Sulfur Saurian beach that we'll explore quickly. These\ngrassy, wooded hills have little in the way of loot, and during the\nday you might spot a few scattered groups of female Bandits lurking\naround. Not so interesting, we'll try our luck to the west, next.\n\nBeast Cave\no======================================================================o\n2) Return to the ford and follow the cliffs along the northern shore of\nthe river to the south-west. You'll find yourself heading continuously\nuphill, into forested land teeming with Deer, Grandgrapes, and other\nmundane sources loot. You can also score Reminishrooms here, which are\nnative to Cursewood. As you continue south-west and near the cliffs that\nmark the western boundary of Cursewood, you'll find a cave, marked on\nyour map as the 'Beast Cave'. Despite the name, you'll encounter little\nin the way of beasts here, but the cave does provide shelter to a clan\nof Bandits-very strong Bandits, at that. They're more or less as potent\nas the ones we encountered in the Northface Forest, so however much\ntrouble they gave you, expect the same, here. Once your foes are dead,\nsearch the Beast Cave to find a rounded chest.\n\n***ITEMS***\no--Rounded Chest--o\n[Black Matter]\n&lt;----------------------------------------------------------------------&gt;\n3) Leave the cave and continue west until you hit the cliffs that mark\nthe western extent of the Cursewood. Follow them north and keep your\neyes peeled for various bits of loot-Grandgrapes, ore veins, etc. After\na while you'll find another Bandit camp atop a hill. These poor guys\nhave no cave to keep them safe, however, just a pair of tents. They\nvary more in strength, but include a rather rare Magick Archer in\ntheir ranks... which is more noteworthy for being unusual, rather than\nfor being dangerous. Once they're dead, explore up a grassy ledge\nsouth-west of the camp to find some apple trees. South-west of these\ntrees lies a scalable rock formation, upon which sits a rounded chest.\n\n***ITEMS***\n[Iron Headgear]\n[Sectional Iron Plate]\n[Unspoken Grace]\n&lt;----------------------------------------------------------------------&gt;\n4) Now, as fun as all this Bandit-slaying, forest-exploring undoubtably\nis, it's time to leave it behind and head due east, until you find the\nroad again. Nothing stops you from wandering into the forest and\nsearching for goodies. For now, though, our path lies along the road.\nHead north until the roading running north\/south through Cursewood\nintersects with the east\/west road running through the Deos Hills. At\nthe intersection you'll find a smashed wagon. Get close to it and you'll\ntrigger a cutscene showing the carnage in detail, before showing a grey\ncreature flying off towards the mountains. After the cutscene ends,\nsearch around the wrecked wagon to find two 'Parcels' lying on the\nground. A quick note about the foes here-female Bandits stalk around,\nand will continue to be a pain for a while yet. Keep in mind that,\nalthough they're of moderate potency, they shun the Fighter\/Warrior\nclasses, so expect to find only Striders (bow or daggers) and Mages.\nThere are also Wolves aplenty lurking about, and, at this intersection,\nusually an armored Cyclops... although while this quest is active you\nshouldn't see one.\n&lt;----------------------------------------------------------------------&gt;\n5) Continue north along the road. If it's night out, veer off the road\nto the east for a bit of a treat-a new foe, the Skeleton Lord. Dispatch\nit and continue north. The road heads uphill sharply, and gently rolling\nhills are briefly replaced by rugged cliffs. The road switch-backs up\nthe mountain, turning south-west for a bit before twisting again back\nto the north.\n\n***MONSTER INFO: SKELETON LORD***\nOrnately armored, bearing a tower shield, wearing a crimson cape,\nSkeleton Lords are tough, tenacious foes, masters of the skeletal\ncaste of undead. They are Mystic Knights, and will often cast various\nelemental counter spells on their shields. Failing that, they'll use\nvarious sword attacks (like Blink Strike), hit hard, and block often.\nGetting behind them is the key to damaging them. They're not terribly\nsturdy, and are weak to all the traditional skeletal scourges-fire,\nholy, bludgeoning.\n&lt;----------------------------------------------------------------------&gt;\n6) Continue north until the road turns north-east again. Where it turns,\na large boulder lies just north of the road, crawling with female\nBandits who just so happen to have a sparse campsite atop it. For a\nbrief, profitable, and dangerous detour, head west from the large\nroadside rock and follow the cliffs north of you as you go. Eventually\nyou should come across a Chimera, who prowls around up here. Exterminate\nit and search its lair-a rocky, desolate, debris-littered northern\nprojection near the cliffs, where a rounded chest sits. If it's night,\nyou may also encounter another Skeleton Lord stalking about these woods.\n\n***ITEMS***\no--Rounded Chest--o\n[Gran Soren Shield]\n[Morgenstern]\n[Tight Cinquedea]\n&lt;----------------------------------------------------------------------&gt;\n7) Return to the road near the big rock and follow it north-east. The\nroad will turn north briefly, then bend sharply to the west. If you veer\noff the road to the east at this point, you'll likely encounter another\nSkeleton Lord (at night) and, if you continue east you'll discover a\nledge, down which lies the 'Soulflayer Canyon East Entrance'. Don't get\ntoo excited, however-we're not going in this entrance. Instead, this is\nwhere I plan to exit after exploring Soulflayer Canyon from a different\nvantage. Just keep it in mind... and kill whatever female Bandits are\naround, if you feel like it.\n&lt;----------------------------------------------------------------------&gt;\n8) Head back west until you reach the road again. This time, we follow\nthe road until we reach our destination-Heavenspeak Fort. No more\ndetours. The path is trivially easy to navigate-a sheer cliff falls in\nthe south and rises in the north. These cliffs will bound your travels\nfor a while yet. Follow the mountain path as it meanders... in a more\nor less south-westerly trend. Along this mountain path you'll have to\nfind groups of female Bandits at various points, which vary from trip\nto trip, day to night. You need to worry about the archers shooting you\n(or your imbecile Pawns) off the ledge, which will of course result\nin massive damage, if not death. A more troublesome encounter occurs\nalong a long southern run uphill, where an armored Cyclops blocks the\npath. A Cyclops isn't a terribly dangerous foe anymore, but the fact\nthat it can knock you around-at any level-means it's capable of\nknocking your (or your Pawns) off the cliff. There are often female\nBandits lurking on the rocks beyond (south of) the Cyclops, which can\ncomplicate the fight a bit. Once the Cyclops (and possibly Bandits, if\nthere were any) climb on the rocks they were camping on and loot a\nsquare chest.\n\n***ITEMS***\no--Square Chest--o\n[Adventurer's Cloak]\n[Iron Lorica]\n[Snapdaggers]\n\nHeavenspeak Fort\no======================================================================o\n9) Continue uphill to reach Heavenspeak Fort. Here you'll have to be\nwary of boulders. After dodging them, search around a rock formation\nsouth of the larger one the Bandits were squatting on to score a hidden\nLarge Coin Pouch (3500 G). After that, just continue to the south-west\nto reach the gate leading to Heavenspeak Fort. Sadly, the portcullis is\nlowered, so we'll have to find another way around. Fortunately, a\nperfectly obvious path to the south-east exists. Follow it uphill until\nit loops around to the west, where you'll find a camp full of female\nBandits. Don't worry, though, like the male Bandits at Aernst Castle,\nthese ones aren't interested in gutting you on sight... yet.\n\nBefore we go exploring this area, some information that might come in\nhandy. The leader of the female Bandits here is a woman-warrior named\nOphis. She is, simply put, into women. Furthermore, she's a rabid\nmisandrist. Her banditas are cool enough, but if she spots anything\nthat stinks of the maleocentric maleocracy, she'll turn hostile... and\nthen so will her bandits. There are two ways to avoid trouble here-play\nas a female, and hire all-female Pawns, like I do. Or... well, you can\nbuy a 'Set of Lady's Garb' from the Black Cat for about 6200 gold.\nCross-dressing for the win! Doing this will get you the\nachievement\/tropy 'A Queen's Regalia'.\n&lt;----------------------------------------------------------------------&gt;\n10) There are two towers calling out to us-one to the west of the\nclearing in which the Bandits have set up their tents, and one to the\nnorth. Go through the doorway to the west and head up some stairs to\nreach the top of a small, squat, intact tower, where you can find a\nsquare chest waiting for you to loot it. I should note that the chests\nin Heavenspeak Fort contain some of the best armor available at this\npoint in the game... if you're playing a female character, and is worth\nsave\/loading to make sure you get something decent from each chest.\n\n***ITEMS***\no--Square Chest--o\n[Maiden's Petticoat]\n[Summery Cowl]\n[Summery Pareo]\n&lt;----------------------------------------------------------------------&gt;\n11) Once that chest has been suitably looted, head north-east along some\nbattlements to reach another, more impressive tower. Head up the ruined\nstair case beyond as far as you can go and climb atop the crumbling\nexterior wall along the stairs. Once up there, turn west to see a\nmostly-collapsed level of the tower with an ornate chest lurking on it.\nYou'll need to jump from the ruined wall to the floor upon which the\nornate chest sits to peruse its contents.\n\n***ITEMS***\no--Ornate Chest--o\n[Hunter's Bow]\n[Purple Long Kilt]\n[Red Over-Knee Boots]\n&lt;----------------------------------------------------------------------&gt;\n12) Drop down onto the lower level again (be careful not to drop down\ninto a hole in the floor below, which will result in an extended,\npainful, fall.) Once back on the lower floor head down two flights of\nstairs to reach a fully interior room with a table and three chests-two\nsquare chests filled with junk, and an ornate chest containing goodies.\n\n***ITEMS***\no--Ornate Chest--o\n[Maiden's Camisole]\n[Nimble Earring]\n[Noblewoman's Corset]\n[Scarlet Cape]\n[Silk Lingerie]\n&lt;----------------------------------------------------------------------&gt;\n13) Head through a doorway to the south-east to reach the walls over the\ngate impeding our progress. If you turn to the south-west you'll find a\nladder that will safely take you down to the Barta Crags-beyond the\nlowered portcullis. On the other hand, if you turn north-west you'll\nreach a ruined square tower where Ophis resides. Ignore it for now and\nactivate the lever on the outside wall of the tower to open the\nportcullis. We can now simply walk through Heavenspeak Fort for the\nrest of the game... although why would you opt to ignore all the loot\nhere?\n&lt;----------------------------------------------------------------------&gt;\n14) Now, one more thing to do before we bug Ophis. Note the doorway\nleading to the interior of the square tower she resides in. It's\nruined, and the north-eastern section of the doorway is easily scalable.\nFrom there, jump to the more elevated south-western side of the door,\nand from there, jump onto a rounded-chest-bearing ledge further to the\nsouth-west. Loot it and down down into Ophis' tower, where another\njunky chest resides.\n\nNote: Bardiche Daggers are the most potent Daggers available to us at\nthis point in the game. Dedicated Dagger-users would be well-advised to\ntry to score them. For Magick-build characters, Galvanic Razors are\nhigh-end enhanted Daggers.\n\n***ITEMS***\no--Rounded Chest--o\n[Alchemical Cloak]\n[Bardiche Daggers]\n[Galvanic Razors]\n[Thick Fur Greaves]\n&lt;----------------------------------------------------------------------&gt;\n15) Talk to Ophis, who, if your Arisen is female (or is cross-dressing)\nwill admire your feminine wiles. Being the poon-hound that she is, she\nwill offer you a position with her theives... if you complete a task for\nher. Yeah, this is just like Maul's Southron Bandit quest, you have two\noptions; kill a bunch (10) of Maul's male Bandits. You know where they\nare-you don't actually have to kill the ones in Aernst Castle, but you\nshould try to kill the ones outside of it, at least. Or... head back\nalong the wall to the south-east, then turn south-west and head down\nthe ladder. Welcome... to the Barta Crags. But we won't count it just\nyet, because I'm lame like that. Follow the road to the south-west a\nshort distance and find another she-Bandit, named Betiah, on lookout.\nNote the quest marker and talk to her. She'll mention one of Ophis'\npets-a Cyclops-that Betiah is supposed to feed. Problem is, the thing\nis kind of stupid, and liable to eat anything it gets its hands on, be\nit proper food, or human being. She's understandably wary about\nperforming this duty, and wishes somebody would do it for her. This\nupdates 'Thick as Thieves'-either feed the Cyclops or kill some Bandits.\nThe latter should be simple enough, if that's how you want to go, but\nfeeding the Cyclops takes more doing... and hence, more explanation.\nIt's also local to the Barta Crags, so it's the method I'll describe\nin detail when we reach the appropriate area. Again, feel free to run\nto southern Gransys and take the easier (Bandit-killing) route, but\nit won't be discussed in any depth.\n\n***QUESTS***\nThick as Thieves\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t        Exploring the Barta Crags\t     \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK027}\n\t\t1) Into the Barta Crags\n\t\t2) The Miasmic Haunt\n\t\t3) Snow Harpies and Coin\n\t\t4) The Fourth Journal Entry\n\t\t5) An Isle Surrounded by Death\n\t\t6) Saurians, Skeletons, and a Chimera\n\t\t7) Following the Western Cliffs\n\t\t8) Ophis' Domain\n\t\t9) Hobgoblin Hill\n\t\t10) More North, More Direwolves\n\t\t11) A Sarcophagus-Littered Forest\n\t\t12) More Putrescent Ponds\n\t\t13) The Western Entrance\n\t\t14) Greatwall Encampment\n\n1) The Barta Crags lie before you, and includes all the land west of\nHeavenspeak Fort. A short ways south-west from the gate the path will\nfork one running uphill, one running downhill. Follow the southern,\ndownhill path for now. As you go, watch for boulders lining the cliffs\nto the south which will, of course, fall as you approach. Continuing\nfollow the path until it terminates at a lake full of foul, blackish\nwater, marked on your map as the 'Miasmic Haunt'.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Exploring the Barta Crags\t\t\t      |{VID011}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=1PjyokvEYV4\t\t       |\no-----o----------------------------------------------------------------o\n\nMiasmic Haunt\no======================================================================o\n2) The dangers around this lake are manifold, and for once, they do\nnot include the Brine. This entire body of water is fordable, but\ncontact with it is extremely detrimental to one's health-the waters\nwill inflict Blindness, Poison, and Silence upon any who enter... which\nusually means your Pawns, since they're too stupid to avoid anything.\nNot only is the water toxic, but the lake is teeming with adversaries;\nSnow Harpies in the air, and Sulfur Saurians on the ground. At least,\nduring the day. At night the water is harmless, although Phantasms\nlurk over the waters. Perhaps at night the wretched spirits infecting\nthe water come out to frolic? Another amusing thing-during the night\nthe water doesn't... well, it doesn't get you wet, so it's like\nHealing Spring water. Strange. In any event, search a boat along the\nnorth-eastern shore of the lake to find a square chest within it, which\nmay contain loot (the lake is roughly circular on the map-if you think\nof it as a clock, (with the river along the northern end acting as a\nconvenient '12:00' location) the chest is at about 2:00).\n\n***ITEMS***\no--Square Chest--o\n[Hunter's Bow]\n&lt;----------------------------------------------------------------------&gt;\n3) Now that we've already used the idea of a clock as a navigational\naid, let's continue that by exploring around the edge of the lake\nclock-wise. At about 4:00 you'll find a large rock upon which a Giant\nCoin Pouch (10,000 G) sits. You should have encountered little in the\nway of Sulfur Saurians by now, but Snow Harpies have certainly begun\nto pester you.\n&lt;----------------------------------------------------------------------&gt;\n4) Continue counter-clockwise until you reach the southern end of the\nlake, where you'll find a campsite, complete with three tents, four\nchests, and a nice little fire. Who the hell would camp out here?\nClearly nobody who is still alive. Search the chests, which will\ndisappoint you with their contents, but the rounded one contains the\none-time treasure, the 'Fourth Journal Entry'. We've nearly collected\nthem all now.\n&lt;----------------------------------------------------------------------&gt;\n5) North of the campsite, across a narrow strip of water, you'll find\na small island. A short distance clockwise you'll find a small beached\nship that serves as an excellent bridge by which you can reach this\nisland without getting your feet wet. On this island you'll find a\nlargely variable number of Sulfur Saurians... and likely attract\nwhatever Snow Harpies still loom above the lake (it's worth noting that\nneither are immune to the effects of the lake, and the sight of 'drunk'\nSulfur Saurians wandering the waters in a stupor or flailing out against\nimaginary foes are quite common.) At night you'll find a Wight haunting\nthis island, although without its usual retinue of subordinate undead.\nDispatch whatever foes lurk here and search a rock formation along the\nsouthern end of the island. South of these rocks you'll find a square\nchest, and upon them you'll find an ornate chest. Other than that,\nthere's a wooden cage which contains warrior remains for you to loot.\n\n***ITEMS***\no--Square Chest--o\n[Flamberge]\n[Sight Earring]\n&lt;----------------------------------------------------------------------&gt;\n6) Return back to the campsite along the southern shore of the beach\nand continue around it clock-wise. Be on guard as you walk around the\nwestern shore of the lake, as Sulfur Saurians are rather thick in the\nforest nearby-around a half dozen of them, by my counting. Continue\nclockwise until you reach a stream along the northern end of the lake,\nwhich presumably feeds it. Follow the stream to where it connects to\nthe lake to find a junky square chest lurking amidst some rocks. You\nneed not fear such a feeble amount of water-it's harmless... The Chimera\nthat prowls along the stream, however is not. Dispatch it as your means\nallow and note that the northern path from Heavenspeak Fort (which we\nignored in favor of the southern one) terminates near this stream. For\nthe sake of completionism, follow the road back to Heavenspeak Fort-it's\nonly an interesting trip at night, where you'll encounter Skeleton\nKnights and Skeleton Sorcerers. What? New foe? Damn...\n\n***MONSTER INFO: SKELETON SORCERER***\nSorcerers &gt; Mages, hence Skeleton Sorcerers &gt; Skeleton Mages, right?\nYeah, pretty much. They're not much tougher, and also tend to prefer\nsimple elemental spells... so... mostly pointing them out just because\nthey are different, although you probably won't know what you're\nfighting until the experience pops up.\n&lt;----------------------------------------------------------------------&gt;\n7) Return to the stream and follow it north until it terminates. From\nhere, if you examine the cliffs to the north you should see a\nfortification in the distance. This is Greatwall-our ultimate \ndestination (in more ways than one...) It's where we're going to end\nup, but we're going to take a round-about route to ensure we see\neverything in the Barta Crags. Backtrack to the lake and follow it\ncounter-clockwise until you're at about 9:00 (along the western edge).\nFrom here, head west through the woods until you find the cliff that\nbounds the Barta Crags. You can, if you search well enough, find a\njunky square chest in the woods here, but our real goal now is to\nfollow the cliffs as they run north and west.\n\nOphis' Doman\no======================================================================o\n8) Follow the cliffs faithfully and you should find a palisade (that's\na spikey wooden wall, for you dummies out there.) Continue around the\nedge of the palisade-around which Goblins and Hobgoblins lurk-until you\nfind an entrance. Kill one of the Goblinoids and grab its corpse\n(for smart points, you'll grab the last one, so its buddies won't be\nbothering you as you abscond with the body.) Drag the deader into the\npalisade, marked on your map as 'Ophis' Domain'. Here you'll find a few\nneutral female Bandits and Ophis' pet Cyclops. It's time to feed the\ncreature. Be brave and walk up to the beast, standing near it for a\nmoment until it notices you-and the treat you've brought for it. It'll\nreach out to take it from you, but, like Betiah warned, it's not too\nbright-it'll gladly grab you instead. You must drop the corpse just\nbefore the Cyclops reaches you. The annoying part is-if the Cyclops\ngrabs you it'll take a bite. The damage sucks enough, but the delay\nthis causes will cause the corpse to rot away, forcing you to find\nanother. If you succeed, the Cyclops will grab the Goblinoid instead,\nand will enjoy itself a disgusting little snack. If the timing just\nisn't working for you, check out the video I made, below. Once you've\nfed the Cyclops, you can turn this quest into Betiah, then to Ophis\n(if you just killed the Bandits, you only need to talk to Ophis).\nWhichever route you take, the experience rewards are below. Before you\nleave the palisade, search along the southern cliffs to find a trio of\nchests-two square, one ornate.\n\n***ITEMS***\no--Square Chest--o\n[Black Gaiters]\n[Pauldron]\n[Silver Vest]\n  ---\no--Ornate Chest--o\n[Forest Tunic]\n[Ingot Club]\n[Thunder Kite Shield]\n\n***REWARD***\n(For appeasing the Heavenspeak Bandits by killing their Southron rivals)\nEXP\t\t8000\nRift Currency\t30\nGold\t\t10,000\nItem\t\tOphis's Badge of Amity\n\n***REWARD***\n(For appeasing the Heavenspeak Bandits by feeding Ophis' Cyclops)\nEXP\t\t12,000\nRift Currency\t30\nGold\t\t17,500\nItem\t\tOphis's Badge of Amity\n\no-----o----------------------------------------------------------------o\n|VIDEO|Feeding Ophis' Cyclops\t\t\t\t      \t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=1-VOVYfE-LU\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n9) Leave the palisade and follow the road north until it forks. Time for\na profitable little detour. Follow the south-eastern fork, which will\nshortly veer east before running downhill and terminating in a ditch. If\nyou follow said ditch south-east, you'll see a natural stone bridge\nrunning over the low ground. That bridge is our destination, which\nrequires you to walk along the southern ledge of the ditch. Cross the\nbridge to the north to find a plateau occupied by Hobgoblins (Snow\nHarpies will also be floating around during the day.) Note the obvious\ncage in the middle of this area. Slaughter your foes, then loot some\nWarrior Remains east of the cage. West of the cage, along some rocks,\nsits a square chest, and north-west of this you'll find a rounded\nchest, also near a (much larger) rock. Circle to the northern end of\nthis rock to find yet another rounded chest.\n\n***ITEMS***\no--Warrior Remains--o\n[Gambeson]\n  ---\no--Rounded Chest--o\n[Animistic Robe]\n[Ring of Sable]\n[Thick Fur Greaves]\n&lt;----------------------------------------------------------------------&gt;\n10) Backtrack to the palisade, then follow the road north, this time\ntaking the northern fork, which mirrors the cliffs to the west. We'll\nhead uphill steadily at first before the elevation levels out a bit. Our\nfoes here will be Goblinoids near the palisade, the odd wandering Snow\nHarpy, and, as we continue north, Direwolves. Eventually you'll spot a\nnatural stone bridge spanning a dried up river channel. The road begins\nto turn east and runs over this bridge, which you should follow. Once\non the bridge, drop off it to the north and into the river basin-it's\ntime to explore the forest in the north.\n&lt;----------------------------------------------------------------------&gt;\n11) In the ditch under the bridge you'll find Hobgoblins roaming about,\nand more in the sarcophagus-littered forest up north. At night, you'll\nfind a Wight with a full retinue of Skeleton Knights to keep you busy.\nKill whatever needs some death, then search the bogus chests nearby.\nAlso loot the sarcophagi strewn about, which are more generous than the\nchests.\n\n***ITEMS***\no--Sarcophagus--o\n[Solar Numen] \n&lt;----------------------------------------------------------------------&gt;\n12) Now return south, running along the dried up river basin and under\nthe bridge. Our goal is to continue following this river channel south\nuntil we reach one of the stagnant, toxic, miasma lakes it connects to.\nThe map doesn't always give you cues to keep you on track, but to put\nit simply, if you ever find yourself going uphill, you're not going\nthe right way. When you reach the lake you'll find that it's surrounded\nby Hogbolins. Like the Sulfur Saurians to the south-east, they're not\nalways wise enough to stay out of the polluted waters. Snow Harpies\nfly overhead as well, so stay on guard. At night the lakes-again like\nthe one to the south-east-have Phantasms swarming over their waters.\n&lt;----------------------------------------------------------------------&gt;\n13) Head east along the northern short of this lake-across the lake to\nthe south you'll spot the plateau from Step #9. There's not much to see\nor do here, save loot a junky square chest near two small rocks just\nbefore the lake terminates in the east at an acute downward slope. If\nyou head down the slope to the east, you'll find another, smaller lake.\nEast of this lake is a small pass that leads to the 'Soulflayer Canyon\nWest Entrance'. It's where we'll be heading soon enough-but not yet \n(it's also worth noting that this small pond is just north of where the\nnorthern road running from Heavenspeak Fort terminated.) Near this\nsmaller lake, between two rocks along its south-western side, you'll\nfind a loot-worthy square chest.\n\n***ITEMS***\no--Square Chest--o\n[Chestcaver]\n[Flamberge]\n\nGreatwall Encampment\no======================================================================o\n14) From the larger, western lake uphill, turn north and look... even\nfurther uphill. You should spot a mighty fortification, surrounded by\na more humble palisade. Head north up the steep side the mountain from\nthe lake until you find a gate in the palisade... your Pawns might\nmumble something cryptic about not forcing a confrontation with the\nDragon... why? Because beyond Greatwall-this massive fortress-lies the\nTainted Mountain Temple we explored with Savan in another lifetime.\nFear not, we're not about to confront the Dragon yet-the time is not yet\nripe. We can, however, peruse the services of the Greatwall Encampment,\nthe area enclosed by the palisade, but outside the might stone walls\nto the east. There's a Riftstone near the gate, and opposite it, near\nsome tents, you'll find a merchant named Mathias, who sells some rare\ngoodies. At this point in the game he sold Gryphic armor and the Cyclops\nVeil helmet. The former is stylish heavy armor which might be worth a\nbuy... although we'll be able to find it shortly. West of Mathias is\na Gran Soren soldier-Ser Alfonso-who will stash items for you, allow you\nto rest (for 100 G) and gives you the option to learn\/set skills.\nEmpty your inventory and rest up, as Soulflayer Canyon awaits us, and\nyou're going to want to carry all the fine loot you'll find therein.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t      Exploring Soulflayer Canyon\t     \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK028}\n\t\t1) Into Soulflayer Canyon\n\t\t2) Letter Sniping Gargoyle\n\t\t3) A More Practical Way\n\t\t4) The Cyclops Bridge\n\t\t5) Seeking Shelter\n\t\t6) Water-Sliding Fun!\n\t\t7) Getting Rid of the Gargoyle\n\t\t8) Recovering Fedel's Letter\n\t\t9) Leg Armor Loot\n\t\t10) Leaper's Ledge\n\t\t11) More Loot on the Ledge\n\t\t12) Leaving Leaper's Ledge\n\t\t13) The Hobgoblin Tunnel\n\t\t14) Sulfur Saurian Ledge\n\t\t15) Ledges and Bridges\n\t\t16) Backtracking for Treasure\n\t\t17) Cliff Crawling in Cursewood\n\t\t18) More Intrigue at Court\n\nSoulflayer Canyon: First Floor\no======================================================================o\n1) Leave Greatwall and head to the 'Soulflayer Canyon West Entrance'.\nWe've teased Soulflayer Canyon enough, time to penetrate and explore\nits depths. Yes. That was a sexual pun. Anyways, you'll get the\nachievement\/trophy 'Into Soulflayer Canyon' when you enter. Soulflayer\nCanyon is one of those obnoxious, multi-level, vertical dungeons. Death\nby falling is not uncommon here, especially since Snow Harpies lurk\nabout the upper reaches, and love grabbing silly little bipeds that\ninvade their home. It's also the most lucrative dungeon we've yet set\nfoot in, so keep the idea of save\/loading for premium loot in mind... or\nplan to run through multiple times (after resting for about a week in\nbetween runs to respawn goodies). There are, of course, various plants\nto grab and ore veins aplenty scattered throughout Soulflayer Canyon.\nNow that I've given them obligatory mention to remind you to use that\nPickaxe of yours, I'll go about ignoring them from now on. I will\napologize about something ahead of time, however-there is no way to\nexplore this entire area without doing a little bit of back-tracking, so\nbear with me.\n&lt;----------------------------------------------------------------------&gt;\n2) From the entrance head north-east until you come to a fork in the\ntunnel. Ignore the northern path for now-we'll get there shortly.\nInstead, head east to reach a ledge overlooking the canyon. You should\nget a cutscene showing our sneaky letter-stealing Gargoyle lurking\naround. We'll get there shortly. A ruined bridge extends a short ways to\nthe east and holds a rounded chest which contains the 'Fifth Journal\nEntry'-the final one. Hobgoblins prowl around, but more dangerous are\nthe flocks of Snow Harpies that roost around. One of them can grab a\ncharacter and drop them into the abyss, making them the most dangerous\nfoes here... and don't think they won't try if you let them. To the\nsouth extends an intact, Spider-infested bridge that terminates at a\nsmaller rocky ledge. Loot the square chest here, and grab a 'Pilgrim's\nCharm'. We needed one of these for the quest 'Farewell Valmiro', and if\nyou were being cheap... well, this is a way to get one for free.\n\n***ITEMS***\n[Arm Crest]\n[Chimeric Armet]\n&lt;----------------------------------------------------------------------&gt;\n3) Search the north-eastern side of the ledge to find a ladder leading\ndown. Mount and descent to reach another bridge. Loot a square chest\nnear the bottom of the ladder. Now, you can turn north and head along\nthe bridge, eventually working your way to the bottom of the canyon...\nbut there's a more practical way to go about exploring Soulflayer\nCanyon. So, backtrack up the ladder, head north back across the Spider\nbridge, and return west back to the fork. This time, explore up the\nnorthern fork.\n\n***ITEMS***\no--Square Chest--o\n[Bastard Sword]\n[Crowned Hood]\n[Plain Longbow]\n&lt;----------------------------------------------------------------------&gt;\n4) Smite whatever Hobgoblins lurk along the way and follow the tunnel\nwhen it turns north-east. You'll find a long, watery, natural stone\nbridge running across the canyon to the north-east. Along this bridge\nskulks a Cyclops, and if you set out on the bridge to engage it, Snow\nHarpies will also join the fray. This entire situation serves one \npurpose-to increase the odds that you'll be knocked off the bridge and\ninto oblivion. The Cyclops certainly has no problem knocking you off\nwith its attacks, and Snow Harpies can, of course, grab and carry you\nor your Pawns to their demise. The safe course here is to run up and\nprovoke the Cyclops on the bridge, then run back to the relatively safe\ncovered tunnel back south-west (using missile fire or spells to get the\nattention of the Cyclops is, obviously, the best option.) If you're\nclever, you might also be able to trick the Cyclops into falling off\nthe cliff itself\n&lt;----------------------------------------------------------------------&gt;\n5) Once the Cyclops is removed, the safest thing to do is just run\nacross the bridge without stopping. The Snow Harpies will spawn and move\nto attack, but running into the safe tunnels at the north-eastern end of\nthe bridge will prevent them from dropping you from any dangerous\nheight, hence turning them from a legitimate threat into a mere\nnuisance. Once the Snow Harpies are dead, search the bridge to find a\nsquare chest.\n\n***ITEMS***\no--Square Chest--o\n[Rex Lion Padding]\n[Sage's Robe]\n&lt;----------------------------------------------------------------------&gt;\n6) Leave the bridge again and head into the tunnels to the north-east.\nHere you'll find a square chest along the northern wall. Opposite of\nit to the south you'll find a watery ramp you can (and should) slide\ndown. Once on a small ledge between two watery ramps, creep to the\nsouth and look down over the next watery ramp, which descends much\nfurther than the first. You'll notice that the watery ramp leads to\ntwo ledges-one to the east, and one to the west. For now, take the\nshorter slide down south while sticking to the east. Once on the ledge\nhere, turn east and slide down another short ramp, then finally turn\nnorth and descend down a longer ramp.\n\n***ITEMS***\n[Bespoke Longbow]\n[Fluted Bow]\n[Master's Merle]\n\nSoulflayer Canyon: First Level Underground\no======================================================================o\n7) You're now on an east\/west running watery platform, where a few\nSnakes may lurk. Along the southern wall in the middle of this platform\nyou can find some potions, sconces to loot, and a Coin Pouch (1000 G) as\nwell as an ore vein... but other than that, there's not much of interest\nup here. Head to the western end of this platform and turn south to\nfind another long ramp that leads two two ledge. This time stick west\nto reach the watery ledge upon which our wayward Gargoyle lurks.\n\n***MONSTER INFO: GARGOYLE***\nGargoyles are superficially similar to Harpies... because, well... they\nfly. They'll do swooping fly-by attacks, but their most dangerous\nattack is a flying-charge grapple, by which they employ their tail\nsting, which can cause petrification, a fatal infliction unless you\nhave Cocatrice Liquor, Secret Softener, or a Sorcerer with High\nVoidspell. As with Harpies, the best way to take down a Gargoyle is\nwith ranged attacks or spells. They're quite a bit sturdier than\nHarpies, though, so don't expect to put them down so easily.\n&lt;----------------------------------------------------------------------&gt;\n8) Once the Gargoyle is defeated, loot the ledge upon which it nested,\nas goodies abound. First, obviously, are the Parcels and the\n'Confidential Letter' that Fedel wants. Once you have them all-the\nletter and at least ten (of a possible twelve) Parcels, loot the nearby\nornate chest before heading back to the south-east, where, along the\nsouthern cliff near the ramp you'll find one of each type of money\npouch (Small, normal, Large, and Giant) worth a total of 14,600 gold.\nWhen ready, slide down the watery ramp to reach a ledge, then turn\nnorth-west and slide down a final ramp to reach the watery bottom of\nSoulflayer Canyon.\n\n***ITEMS***\no--Ornate Chest--o\n[Steel Beak]\n&lt;----------------------------------------------------------------------&gt;\n9) This watery platform is occupied by Phantasm at all times-day or\nnight. To the south you'll find a square chest, to the north you'll<\/pre>\n\n\n\n<pre id=\"faqspan-14\" class=\"wp-block-preformatted\">find a rounded chest, and between them, in the eastern cliffs, you'll\nfind a Hobgoblin-filled interior chamber. First, however, head up a\nramp to the southwest, down which flows a small stream. On some raised\nrocks along the way sits a square chest. Loot it and continue south-west\nuntil you spot a ladder. This leads back to the western entrance, which\nwe've already explored and have no need to explore again. At the ladder\nturn south, then head west between two rocky ledge to find a large\nramp leading down. Great treasure lies beyond, so slide down this ramp\nto read the 'Leaper's Ledge'.\n\n***ITEMS***\no--Rounded Boots--o\n[Fine Over-Knee Boots]\n[Raptor Cuisses]\n[Red Longkilt]\n\nLeaper's Ledge\no======================================================================o\n10) This ledge is absolutely overflowing with loot, so try to bear with\nme as I describe where it all lies-although for simplicity, you could\njust loot everything here. South-east of the ramp are some warrior\nremains which can yeild Kunai. From these remains turn south-west and\nwalk to an animal corpse near three piles of hay. Past this corpse are\ntwo more warrior remains-the ones north-west of the corpse may contain\nMaster's Bracers, and the ones to the south can give up a Plucked \nHeart (the most potent Archistaff you can find at the point in the\ngame.) On a ledge to the north sits an ornate chest.\n\n***ITEMS***\no--Warrior Remains--o\n[Kunai]\n  ---\no--Warrior Remains--o\n[Master's Bracers]\n  ---\no--Warrior Remains--o\n[Plucked Heart]\n  ---\no--Ornate Chest--o\n[Almace]\n[Animistic Robe]\n[Terminal Gyre]\n&lt;----------------------------------------------------------------------&gt;\n11) From the animal corpse between the warrior remains, head south-east\nacross a stream. Here you'll find some more warrior remains near another\npair of animal corpses and a hay pile. These warrior remains can be\nsearched twice-and always gives up a Misshapen Eye the second time it's\nsearched, and can also drop either Alchemical Hosen or an Alchemical\nVest. Head south-west from here and score some more Warrior Remains near\nthe edge of the ledge. Now turn south-east to find a ledge upon which\nsits a rounded chest. Along the south-western face of this ledge sits\nanother collection of Warrior Remains, which might give up a Crowned\nHood and Pleached Limbs-the strongest Bow avaiable currently.\n\n***ITEMS***\no--Warrior Remains--o\n[Alchemical Hosen]\n[Alchemical Vest]\n  ---\no--Rounded Chest--o\n[Triple Tooth]\n  ---\no--Warrior Remains--o\n[Crowned Hood]\n[Pleached Limbs]\n&lt;----------------------------------------------------------------------&gt;\n12) West of the ledge upon which sat the rounded chest you'll find a\nseries of scalable rocks to the north. Upon the eastern-most low rock\nsits some Warrior Remains. Continue scaling the rocks until you reach\na ledge upon which sits a square chest. Loot it and turn north. Slide\ndown a very short ramp to reach the area above Leaper's Ledge again.\nIt's now time to head back north and enter the Hobgoblin-infested\ntunnels we ignored earlier.\n\n***ITEMS***\no--Square Chest--o\n[Chimeric Gauntlets]\n[Knight's Mantle]\n&lt;----------------------------------------------------------------------&gt;\n13) This cavern runs north\/south and, like I said earlier, is occupied\nby Hobgoblins. Exterminate them and get to looting. Along the northern\nend of the cavern are a pair of Warrior Remains-the northern-most of\nwhich can be looted multiple times, and only yeilds mundane items.\nAlong the eastern wall you'll find a box full of potions, and in the\nsouth-eastern corner sits a square chest. Once done, head to the\nsouthern end of the cavern and turn west to find another passage out.\n\n***ITEMS***\no--Warrior Remains--o\n[Ingot Club]\n[Rusted Magick Shield]\n  ---\no--Square Chest--o\n[Free-Spoken Earring]\n[Iris Ring]\n[Ring of Sable]\n&lt;----------------------------------------------------------------------&gt;\n14) Here you'll find another large, watery platform occupied by\nPhantasms. Smite them and continue south past a watery ramp to reach\nthe dry, elevated southern end of this ledge. Be wary of the several\ncamouflaged Sulfur Saurians that lurk around here. Dispatch them and\nloot some Warrior Remains at the edge of the water, then head up to\nwhere the Sulfur Saurians lurked and turn east to find a ledge you can\nclimb. Before you climb it, score a square chest south of this ledge\nfor some goodies.\n\n***ITEMS***\no--Warrior Remains--o\n[Silver Vest]\n  ---\no--Square Chest--o\n[Caladbolg]\n[Malignance]\n&lt;----------------------------------------------------------------------&gt;\n15) Once on the ledge turn north-east and head across the fallen ruins\nof a wooden bridge. Climb up to another ledge upon which stand the\nfeeble remains of the bridge littering the ledge below. Continue north\nto find yet another ruined bridge above you, crawling with Giant\nSpiders. Before climbing on this next ruined bridge turn east to score\nan Angel's Periapt sitting along the cliff. Scale the bridge and follow\nit north until you find a ladder. Head around the ladder to the north\nto find a square chest hiding.\n\n***ITEMS***\no--Square Chest--o\n[Chimeric Half Plate]\n[Crowned Hood]\n[Scarlet Cape]\n[Thousand Stings]\n&lt;----------------------------------------------------------------------&gt;\n16) Now, we can climb the ladder to reach the eastern exit of Soulflayer\nCanyon and be quit of this place... but there's one last bit of loot to\nbe gained if you're willing to backtrack to the western entrance of the\ncanyon. Backtrack down to the southern Phantasm-haunted watery platform,\nhead through the Hobgoblin cavern, then travel south-west up through the\nnorthern watery platform. Scale three ladders, turn north, and recross\nthe Spider-infested bridge. Follow the stream west until you reach\nthe fork, then head north, cross the Cyclops-occupied natural stone\nbridge and return to the watery ramps. Drop down the short, first ramp,\nand when faced with the second, larger watery ramp, descend while\nsticking to the west this time. After a long slide you'll find yourself\non a ledge with a square chest. Score a Light Cure behind the chest, and\na Seeker's Token to the south before sliding down another ledge to the\nwest. Not a terribly rewarding detour, but at least we've seen all there\nis to see. Head south along the open-air ledge and note a collapsed\nwooden bridge to the west. There's a ladder down nearby-but we have no\nneed to descend deeper into the canyon again. Instead, turn south-east\nand follow a stream until you reach the exit.\n\n***ITEMS***\no--Square Chest--o\n[Free-Spoken Earring]\n[Golden Ring]\n&lt;----------------------------------------------------------------------&gt;\n17) You're now back in Cursewood, just outside of the 'Soulflayer Canyon\nEast Entrance'. If you've been gone a while, expect foes to have\nrespawned. Head south-east and loot a square chest for some junk loot,\nthen turn south-west and search some Warrior Remains. Now turn east and\nwalk amidst some apple trees (yummy healing, if you were hurt in\nSoulflayer Canyon). Head to the eastern ledge of this platform and head\nto the northern tip to score a Coin Pouch (1000 G) hidden amidst some\ntrees. Grab it and walk off the ledge to the east and onto the rocky\nslope. Head south along the slopes until you reach a ledge with a\nbird's nest along the sheer cliff to the west. Turn north-east and\nwalk along the ledge to find a rounded chest, which bestows goodies\nupon those who loot. Continue past the chest to the north-east until the\nwalkable ground ends, then slide down the cliffs to the south. You're\nnow west of the Catacombs entrance, and should have no trouble finding\nyour way back to Gran Soren from here... we have a letter to turn in,\nafter all.\n\n***ITEMS***\no--Warrior Remains--o\n[Leather Gloves]\n  ---\no--Square Chest--o\n[Iron Headgear]\n[Sectional Iron Plate]\n[Unspoken Grace]\n&lt;----------------------------------------------------------------------&gt;\n18) Return to Gran Soren, stash loot, and rest until morning, if\nnecessary. Once done, head back to the castle, letter in hand... err...\ninventory. Walk towards the castle and you'll see a cutscene of a Gran\nSoren soldier very awkwardly spying on you. Either head into the\npalace or go talk to the chap-if you do the latter, he'll intercept\nyou, so... you'll be talking to him either way. This Ser Gabrian, a\nsoldier of Ser Daerio, captain at the Stone of the North (Windbluff\nTower) knows an awful lot about your dealings with Fedel, and intimates\nthat Fedel is a snake in the grass, preying upon sympathies towards the\nhealth of the duke that... well, you probably don't possess. Of course,\nhis company is the squad being investigated by the court for potentially\nreadying a coup, so, his story smacks of self-interest. If you give\nSer Gabrian the letter, Fedel will still have a quest marker, and will\nstill babble about the quest, but it's a legitimate way to complete the\nquest. On the other hand, if you refuse Ser Gabrian will suggest that\nyou might encounter some ill fortune in the future. The reward is the\nsame for giving the letter to Fedel, so there's no objective reason to\nfavor one side over the other... and honestly, it seems stupid to get\noverly concerned over who owns the duchy while the Dragon is out there\ntrying to burn in down.\n\nThere is, of course, a third option-visit Mountebank at the Black Cat\nand have him forge the letter for 34,500 gold. The fake is marked as\nsuch in your inventory, usually a sign that it won't substitute for the\noriginal... but that's not the case in this instance. You can give one\nof them the forgery, and the other the real letter, and score double\nthe quest reward... which pays for the cost of the forgery, and a bit\nextra.\n\nWhen you turn over the letter, we're done with this Sequence of Events.\nDon't be afraid to head back to Soulflayer Canyon on your own time and\nloot it again, as there's little chance you've found most of the loot\nin only one run, even if you save\/loaded alot. As for our next move,\nwe still have a few things to do up in the Northface Forest... but\nthanfully there's a quest we can get from Aldous that'll take us up\nin that area... two birds, and all that. Actually three in this case,\nand it's one hell of a bird...\n\n***REWARD***\n(For giving the letter to Ser Gabrian)\nEXP\t\t18,000\nRift Currency\t35\nGold\t\t35,000\n\n***REWARD***\n(For giving the letter to Fedel)\nEXP\t\t18,000\nRift Currency\t35\nGold\t\t35,000\n\no======================================================================o\n|\t\t    Chapter 4: The Duke's Directives\t\t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\tAiding the Corps on a Hunting Expedition   \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK029}\n\t\t1) Griffin Hunting\n\t\t2) Bait and Smite\n\t\t3) Everything Eats Goblin!\n\t\t4) Ser Daerio's Supply Deficiencies\n\t\t5) The Arisen's Bond\n\t\t6) Playing Patsy\n\t\t7) Meloirean Armor\n\n1) Since we're already in the castle and all, head over the Chamberlain\nAldous and talk to him. It's finally time to start doing jobs for the\nduke. Right now we have two choices; 'Aid the Corps on a Hunting\nExpedition' or 'Gather Evidence for an Important Trial'. These quests\naren't like the Wyrm Hunt quests-we've got two quests to do now, two\nquests to do later, and we must finish the first two before we move onto\nthe next two. To start, pick the obtion to 'Aid the Corps on a Hunting\nExpedition'. A Griffin has been terrorizing the lands, and the local\nmercenaries hired by the duke (his own forces being patently useless)\naren't quite up to the task. That's where we come in. The leader of\nthis merry expedition will be waiting for us outside of Gran Soren's\nsouthern gate. Prepare as you need, this quest will see us just as far\na way from Gran Soren as did the last one, but through more explored\nland. Travel as light as you can... but be sure to bring the 'Ancient\nTablet' we got back in the depths of the Witchwood... with a weight of\n15.80, it makes it hard to 'travel light', but we'll get putting it to\ngood use soon enough.\n\n***QUESTS***\nGriffin's Bane\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Griffin's Bane\t\t\t\t\t      |{VID042}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=mFKfmSCRCz4\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) Exit out Gran Soren's southern gate and cross the bridge to find a\nsquad of soldiers assembled on the road ahead. Talk to the quest-icon\nbearing guard-Ser Georg-to get the show started. Listen to him advocate\ntheir piss-poor plan, then follow them uphill towards Manamia Trail.\nWatch as they struggle against Goblins, and you might wonder how they\never hope to match a Griffin? If you didn't think this was all going to\nbe up to you already, it should be clear by now. They'll head into the\neastern-most path south, the one leading to the Moonshower Cliffs.\nFollow them until the camera directs your attention to a spot on the\nground. What we need to do now is find ourselves something yummy for the\nGriffin to eat and bring it to that spot. This will lure the Griffin to\nus. The squad drops into what they obviously think is cover and leave\nthe baiting up to you.\n&lt;----------------------------------------------------------------------&gt;\n3) So, head up into the hills to the north and find yourself a Goblin\nvictim. Smite it, and drag its delicious corpse back to where the\nsquad is gathering. Stand in the area the cutscene showed you and look\nup at the sky to the south-west. Wait a few moments and the Griffin\nshould appear in air-you may have encountered one already, as they've\ncertainly started stalking Oxen in the Estan Plains by now... but this\nis the first time such an encountered has been guaranteed... Still, it's\nnot quite time to give them their monster entry. When the Griffin turns\nto face you in the sky, drop the snack for it and get out of the way.\nThe Griffin will land, and your squad will attack. Now, the purpose of\nthe fight is, on the surface, to vanquish the Griffin... and indeed my\nfirst time through the game I ended up killing the Griffin here. But if\nyou injure the Griffin enough without killing it, it'll flee to Bluemoon\nTower, giving us an excuse to chase it there, and what's more, allowing\nus to explore the place in its entirity. It's not necesssary, but since\nmany low-level characters are in fact unlikely to defeat the Griffin\nhere, and since it gives us an excuse to explore more, I'm going to\nassume that you force the Griffin to flee here, rather than killing it\noutright... which is certainly how this mission is supposed to play\nout, anyways. Fight the good fight, but don't kill the Griffin, and\nafter a while it'll fly off. Your mercenaries buddies will condemn the\ncowardly creature before deciding to chase it back to its nest.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Griffin Bait\t\t\t\t\t      \t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=GjYqjqwB9Yc\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n4) The journey to Bluemoon Tower will take us back through the\nNorthface Forest and give us an excuse to explore the Pastona Cavern,\nbeyond which Bluemoon Tower lies. There's also a few quests to see to\nalong the way... which we'll do now, since it's on the way and all.\nFirst stop? Windbluff Tower, the source of so much intrigue in the\nrealm... Here you'll find a Gran Soren soldier who happens to have a\nquest for us-this is none other than Ser Daerio, whom we've recently\nheard of... Anyways, hear him out and he'll give you a task-after giving\na sob story about the hardships of a soldier's life. Simply put, his\nsoldiers aren't getting fed, and hungry soldiers aren't happy soldiers.\nHe wants you to head to the capital and speak to somebody in court on\nhis behalf. He'll specifically say that his troops are one week in\narrears, and that they need food to boost morale for a new training\nexercise coming up. He will also inform you that Lord Julien is\nresponsible for the supply here.\n\n***QUESTS***\nSupply and Demands\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Supply and Demands\t\t\t\t      |{VID037}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=Ea7ePmZpucw\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n5) That's one little task-but we've more to do before we head back to\nGran Soren. Return to Hillfigure Knoll and enter the Dragonforged's\nSanctum. Talk to the Dragonforged, who will speak crypically about the\ncipher you found in the Witchwood before prompting you to hand over the\n'Ancient Tablet'. Gleefully hand over this heavy hunk of stone, and he\nwill babble more. The tablet is nothing less than a disguised token\nthat only appears to the Arisen-a bond given form. And what better form\nfor such a thing to take than a ring? You'll get the 'Arisen's Bond'\nring, whose purpose the Dragonforged will explain. In effect, it's a\npromise ring. Give it to somebody to massively boost their affinity\ntowards you. It won't ensure that they'll be your romantic partner\nlater in the game... but it does cover significant ground. Anyways,\nbe sure to loot around here before you leave-no sense in running out\nthis far without grabbing some goodies.\n\n***REWARD***\n(For discovering the Arisen's Bond)\nEXP\t\t10,000\nRift Currency\t30\nGold\t\t25,000\nItem\t\tArisen's Bond\n&lt;----------------------------------------------------------------------&gt;\n6) Now, we've got a lot of exploration ahead of us still, and we'll\nprobably end up running back to town at least once while exploring\nPastona Cavern\/Bluemoon Tower to stash loot... but even so, I still\nprefer to get done with 'Supply and Demands' now, just so we don't have\nto worry about it anymore. So, return to Gran Soren, rest until\nmorning if it's night-time, and head back to the castle. There are two\npeople we can see to complete the quest, a guard named Ser Elmest, or\nJulien. Write off the guard, as resolving the quest through him will\nlead to a less-than-optimal reward... which is a shame, since Julien\ncan't be bothered to drag his lazy ass to the castle until later in the\nday (must be all that cultist crap he's involved in.) Just wait around\nuntil Julien shows up (if you're tracking this quest, just wait until\nthere are two objective markers on the mini-map.) when you talk to\nJulien he'll ask how many supplies they need. You have three answers;\n'One week's supply', 'Enough for training exercises, ''Twas left to your\ndiscretion.' Pick 'One week's supply' and he'll decide that two more\ndays worth of supplies are needed, and will give you five pieces of\nAmbrosial Meat to take back to Windbluff Tower. \n&lt;----------------------------------------------------------------------&gt;\n7) Return to Windbluff Tower and talk to Ser Daerio. If you ordered\nthe wrong number of supplies from either the soldier or Julien, you'll\nget the top reward. If you tell the soldier the right amount of food,\nyou'll get the middle reward. If you tell Julien the right amount and\nbring the Ambrosial Meat back with you, you'll get the bottom reward.\nFrom his comments it should become clear that you played the patsy in\nsome clandestine scheme of theirs. In addition to the quest reward, if\nSer Daerio's affinity towards you raises enough (which will often happen\nif you complete the quest the best way) he'll have another quest marker\ncome up over his head. Don't worry-this isn't more work, just a token of\nappreciation from Ser Daerio. He'll tell you how awesome you are and\nfork over the Windbluff Tower Key, which we can use to open the locked\ndoor along the southern edge of Windbluff Tower, beyond which lie two\nrounded chest with very valuable loot in them-some of the best heavy\narmor in the game.\n\nIf somehow you botched the quest, or his affinity just isn't there\nyet, you can always butter him up with more mundane methods... like\ngiving him gifts. As a soldier he's partial to Foreign Knives. Once\nhe likes you enough, he should hand over the key.\n\nOnce we're done here, we're free to explore the Pastona Cavern without\nany distractions. You'd be well served by grabbing three Skeleton Keys\nbefore you head to Pastona Cavern... you know... just in case some\ndoors lie around that need to be unlocked...\n\nNote: These chests can only be opened once per game.\n\n***ITEMS***\no--Rounded Chest--o\n[Meloirean Helm]\n  ---\no--Rounded Chest--o\n[Meloirean Plate]\n\n***REWARD***\n(For botching Ser Daerio's request)\nEXP\t\t1500\nRift Currency\t20\nGold\t\t3000\n\n***REWARD***\n(For successfully relaying Ser Daerio's request to a soldier)\nEXP\t\t3500\nRift Currency\t20\nGold\t\t5000\n\n***REWARD***\n(For successfully relaying Ser Daerio's request to Julien)\nEXP\t\t6000\nRift Currency\t20\nGold\t\t12000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t\tExploring Pastona Cavern\t  \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK030}\n\t\t1) Windworn Valley\n\t\t2) Through the Wind Once More...\n\t\t3) undead Ledges\n\t\t4) Into Pastona Cavern\n\t\t5) Under Fire From On High\n\t\t6) Leaping for Loot\n\t\t7) The Bandit's Den\n\t\t8) Bandits On High, Golem Down Low\n\t\t9) Skeletons and Spiders\n\t\t10) Smuggler's Pass\n\t\t11) To Bluemoon Tower\n\nWindworn Valley\no======================================================================o\n1) Run, run, run, through the Northface Forest, past Windbluff Tower,\nHillfigure Knoll, and the Abandoned Campsite areas, staying on the\nroad. When the road splits in the north-the northern route heading to\nthe Blighted Manse and the Healing Spring, take the eastern path to\nreach Windworn Valley, a tiny map area not even worth it's own area.\nAhead of you you'll spot a hill with a cage on top... you remember the\nplace, we discussed it way back in [WLK014], Step #19. Snow Harpies,\ncrappy junk loot, blah, blah, blah. Kill whatever Snow Harpies fly\naround, as they'll only pester you later if you don't.\n&lt;----------------------------------------------------------------------&gt;\n2) Bid the road farewell and walk along the eastern side the\ncage-bearing hill here, heading north-east. Strong winds will impede\nyour movement as you progress... walk when you can't run, but running\nis what make headway. When you run out of north-east, turn south-east,\nthen south as you push your way through the pass. Once the wind is gone\nadmire the view to the south-west, as you can still see Windbluff Tower\nand Gran Soren in the distance.\n&lt;----------------------------------------------------------------------&gt;\n3) Turn east and, when you can, head up a ramp to the north. Atop the\nramp you'll find some Warrior Remains, and more to the south-east.\nBeyond both of the lie an apple tree. You're probably going to need some\nhealing during this mission, so don't neglect to grab some fruit if you\ndon't have any. If you turn west you'll find a tree surrounded by\nplants, if you continue north-east you'll walk into a dead-end which\nterminates near another apple tree. On a rock at the end of this\nnorthern reach you'll find a Wakestone Shard, making it worth exploring.\nThere are no foes here during the day, but at night you'll have to\ncontend with Skeleton Knights and Skeleton Mages.\n\n***ITEMS***\no--Warrior Remains--o\n[Fine Over-Knee Boots]\n  ---\no--Warrior Remains--o\n[Guardian's Hood]\n\nPastona Cavern\no======================================================================o\n4) Backtrack to the top of the ramp and turn south-east until you find\na narrow pass to the east. Continue on to reach Pastona Cavern. Your\ntrip east is brief, the cavern opens up and turns south, and on an\nelevated ledge lurk some of the strongest Bandits in the game-you'll\nnot find human foes more dangerous than the Bandits in Pastona Cavern.\nThey've got plenty of versatility, including a rare Magick Archer, but\ntheir Rangers are the most dangerous, in my eyes. Even if you're\napproaching level 100, these Bandits can do wretched damage, so fight\nsmart, and when that fails, be ready to retreat and heal, as necessary.\nOnce they're dead, search the ledge they operated off of to find a\nroom dug into the rock to the south. Inside is a square chest which\nhints at the quality loot that lies in store for us during this journey.\nHead back out onto the ledge and spot another room cut into the stone\nto the east-on the opposite side of the cavern. A good running jump\nmight suffice here, but a Double Vault or Levitation will make this-and\nother jumps coming up-much easier. In here you won't find much to loot\nsave a pile of literature but... uh... at least I mentioned it?\n\n***ITEMS***\no--Square Chest--o\n[Font of Fire]\n&lt;----------------------------------------------------------------------&gt;\n5) Head back down to the lower part of the cavern and continue south,\nbut do so quickly-two asswipe archers lurk on ledges above you, and\nwill take great delight in raining death down upon you. Sprint into\none room cut into the northern wall to score a square chest, and then\nrun into a second further down the cavern to the south-east. Exterminate\nwhatever Bandits come to you here, safe from archer fire. When you're\nconfident you've killed the groundies off, head up some stairs to the\nnorth-west. Ascend three flights of stairs, loot a square chest, and\ncarefully peek out the door to the south-west and spot the archers to\nthe west. If you have ranged attacks of your own, killing them shouldn't\nbe any trouble. If you're a Mage or Sorcerer, you're at a distance\ndisadvantage, and if you're a pure melee class... well, life sucks\nsometimes. Kill them if you can, endure them if you can't.\n\n***ITEMS***\no--Square Chest--o\n[Seeker Tights]\n  ---\no--Square Chest--o\n[Assassin's Mask]\n[Iron Headgear]\n&lt;----------------------------------------------------------------------&gt;\n6) I should note that you can jump onto the platforms of the Bandit\narchers-first west to reach the platform on the northern end of the\ncavern, then from there to the southern one, and ultimate you can jump\nwest again to reach a lower ledge to reach another chamber cut into\nthe cliffs... but there's no real point in doing so, as there's nothing\nof interest within. From the long, narrow ledge east of the Bandit\narcher platforms (the one just outside of the room in which we found the\nlast square chest) turn south-east to notice another chamber cut into\nthe rock. The way to reach it is to sprint to the end of the ledge and\nmake a jump at the last second... a difficult jump that becomes\ntrivial with Double Vault or Levitate. In the chamber beyond you'll\nfind three chests-one ornate chest in the center, two square chests\non either side.\n\n***ITEMS***\no--Square Chest--o\n[Barbed Nails]\n[Knight's Mantle]\n  ---\no--Ornate Chest--o\n[Fiery Talon]\n[Meniscus]\n[Red Leather Armor]\n\nBandit's Den\no======================================================================o\n7) Loot and leave, jumping into the sloped corner between the ledge we\njumped from and the room we jumped to to slide safely down to the\ncavern floor again. Continue down the pass to the south, then turn\nsouth-east when you must. Ahead of you the cavern will open up\nextensively. To the north sits another chamber cut into the stone,\ncontaining another Square Chest, and outside of this chamber you'll\nfind some Warrior Remains. On your map, we are just south of the\n'Bandit's Den' marker.\n\n***ITEMS***\no--Square Chest--o\n[Barbed Nails]\n[Ring of Purpure]\n  ---\no--Warrior Remains--o\n[Iron Shield]\n&lt;----------------------------------------------------------------------&gt;\n8) Look into the open part of the cavern lying before you to the\nsouth-east. Any fool can see the dormant Golem sitting just in front\nof us. Beyond it is a rock formation where two Snow Harpies roost. To\nthe south-west of the Golem and Snow Harpies are some elevated ridges\nwhich we can use to bypass the Golem. On the highest ledges to the\nsouth-west rest two ballistae, standing proud and useless on this\nhigh ground. Standing by the ballistae you can look across the cavern to\nthe north to spot a Bandit camp on the elevated ground there. To reach\nthat lofty Bandit camp in the distance, kill or bypass the Golem\n(keeping a safe distance away) and work your way to the eastern reaches\nof this area. Turn north and you'll see a doorway cut into the rock,\nbeyond which lie some stairs, which lead to the Bandit's Den. The\nBandits here aren't any weaker than the ones elsewhere in Pastona\nCavern... but killing them is a good bit less lucrative. The only loot\nto be found here is an Airtight Flask, a Flask of Water hidden atop some\nrocks, and a junky rounded chest in a tent. Finally, to finish this\nopen area up, search the cliffs to the east to find an elevated chamber\ncut into them. Fortunately, there are narrow ledges that can be scaled\nto reach this room, in which sits a rounded chest. On the cavern floor\nitself, all you'll find are some Warrior Remains south of the Snow\nHarpy rocks.\n\n***ITEMS***\no--Warrior Remains--o\n[Cutlass]\n  ---\no--Rounded Chest--o\n[Caladbolg]\n&lt;----------------------------------------------------------------------&gt;\n9) Exit this open area by heading south. You'll move briefly through a\nnarrow pass before the cavern opens up again. Here you must contend\nwith Skeleton Knights and Skeleton Warriors if it's night... or Giant\nSpiders during the day. I'm honestly not sure which I find more\nannoying. No, wait. I am. Spiders. At least the undead give you\nexperience. If you scale some stones along the northern cliffs you\ncan find some loot-worthy Warriore Remains. If you head south-west, all\nyou'll reach is a cliff... albeit with a nice view. Nice views aren't\nloot, though, and this isn't Journey, so head south-east under a large\nnatural arch. while under the arch, search the northern wall to find yet\nanother chamber cut into the cliff-face... although these chambers run a\nbit deeper than the ones we explored earlier...\n\n***ITEMS***\no--Warrior Remains--o\n[Fine Magick Buckler]\n\nSmuggler's Pass\no======================================================================o\n10) Despite the name, fear not-there are no smugglers down here... not\nany living ones, at least. Head down some stairs to the south-east,\nignore a room to the south-east and turn the corner to find some stairs\nto the south-west. Follow the stairs down until you reach the bottom,\na long south-east\/south-west running hall with rooms on each side.\nSword-and-shield armed Skeleton Knights prowl these rooms, and their\ntendency to block and the narrow confines work together to make them\nsomewhat annoying here. I'll spare the details here because they're\nunnecessary, and just paint in broad strokes-there are usually one or\ntwo Skeleton Knights in each room. Some rooms are locked, some are\nopen. Skeleton Keys will make locked doors not so locked. In most of\nthe rooms are chests-chests with pretty good loot in them. You need\nthree Skeleton Keys to open all the locked doors here-and they stay\nunlocked the rest of the game, so it's good sense to bring them... you\nknow, just in case we come this way again? One thing I will mention is\nthe north-eastern most chamber, as it has another chamber beyond it to\nthe east. The square chest in the western room before it contains junk,\nbut the ornate chest in the eastern room contains goodies. Also, there's\na Wakestone Shard in the south-eastern corner of this room, so, extra\ngoodies. with any luck you'll leave the Smuggler's Pass much more\nweighed-down with loot than you entered.\n\n***ITEMS***\no--Ornate Chest--o\n[Bardiche Daggers]\n[Lion-Lord's Helm]\n[Scarred Sentinel]\n  ---\no--Square Chest--o\n[Guardian's Hood]\n  ---\no--Square Chest--o\n[Fine Magick Buckler]\n[Scorched Pelta]\n[Thunder Kite Shield]\n  ---\no--Ornate Chest--o\n[Black Matter]\n[Caladbolg]\n[Malignance]\n\nCutlass Cape\no======================================================================o\n11) Return to the exterior and continue following the cavern downhill\nto the south-east. You'll pass under another stone arch, and will have\nto deal with more skeletal undead and Spiders, depending on the time of\nday. Eventually the cavern will turn east and you'll see the ruins of\nstone stairs on the ground you traverse, with toppled arches lining\nthe path. Ahead of you lies Bluemoon Tower, the remains of what must\nhave been a once-mighty civilization. As the road turns south again,\nyou'll find a square chest along the northern side of the road, and\noutside the gates to Bluemoon Tower itself sits a Riftstone. At least\nyour Pawns can get back up to full strength before venturing on. Be\nwarned, though, lots of loot still lies ahead. If you're inventory is\nfull now, it might be worth a run back to the 'Traveler's Rest' south\nof the Blighted Manse. If you're quick enough (and don't rest) the\nenemies won't all respawn in such a short time... and neither will all\nthat tempting treasure...\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t\tExploring Bluemoon Tower\t  \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK031}\n\t\t1) Enlishment Corps. &lt; Snow Harpies\n\t\t2) Auspicious Statues\n\t\t3) Snow Harpy Snack Time\n\t\t4) Silver Chestplate (Bra)\n\t\t5) Ascending Bluemoon Tower\n\t\t6) Drop-Down Treasure\n\t\t7) Looting the Broken Tower\n\t\t8) Precarious Walkways\n\t\t9) More Tower Treasure\n\t\t10) The Griffin Awaits\n\t\t11) A Storm Approaches\n\t\t12) Breaking Through\n\t\t13) Fleeing the Griffin\n\t\t14) A Short Reprieve\n\t\t15) Searching the southern Stairs\n\t\t16) Griffin Battle Atop Bluemoon Tower\n\t\t17) The Power of the Portcrystal\n\t\t18) Looting the Summit\n\t\t19) Searching the Northern Stairs\n\t\t20) Planting the Portcrystal\n\nBluemoon Tower: First Floot\no======================================================================o\n1) Bluemoon Tower... if there's any place in the entire game at this\npoint that can challenge Soulflayer Canyon in both quantity and quality\nof loot, this is it. Head south across the bridge you start on and\nscore two Warrior Remains before passing under a large arch (the second\nset of Warrior Remains can take a bit of time to load... but that might\njust be an Xbox 360 thing.) Here you'll find members of the Enlistment\nCorps. fighting a losing battle against a flock of Snow Harpies. Snow\nHarpies are normally native to Bluemoon Tower-but the only reason\nthese ones are here is due to the quest progress of 'Griffin Bane'.\nIn subsequent runs, you shouldn't encounter any Snow Harpies here.\nTalk to Ser Arbel and Ser Loren for a flavor update, if you care about\nsuch things.\n\n***ITEMS***\no--Warrior Remains--o\n[Iron Vest]\n&lt;----------------------------------------------------------------------&gt;\n2) Continue out onto another bridge-this one running east\/west. To the\nwest you'll find a square chest worth looting. Once done, head east\nwhere you'll see more soldiers fighting some Skeleton Knights. Again,\nthese monsters are native to Bluemoon Tower, but you normally wouldn't\nencounter any here. Continue south across another bridge and head up\nsome stairs to reach a column-lined hall with more Warrior Remains on\nit. Before the arch, flanking the stairs, sit two Griffin statues...\nfitting, considering our prety. If you climb atop them, you can find a\nfew things to loot-some Harspud Juice and Secret Softener around the\nbase of the western one, and a Seeker's Token near the front left paw\nof the eastern one.\n\n***ITEMS***\no--Square Chest--o\n[Bespoke Longbow]\n[Chimeric Sabatons]\n[Silver Ring]\n  ---\no--Warrior Remains--o\n[Silver Ring]\n&lt;----------------------------------------------------------------------&gt;\n3) Carry on to the south, under another arch. You'll spot a pair of\nSnow Harpies feasting on carrion, and on an elevated ledge above them\n(and you) sits a Skeleton Mage waiting to blast you with Ingle when you\ncome in range. To the east lurk some slumbering Skeleton Knights and\nsome stairs-dispatch all your foes, loot a rounded chest near the\ncarcasses the Snow Harpies were feasting on, and head east.\n\n***ITEMS****\no--Rounded Chest--o\n[Iron Bandings]\n[Master's Merle]\n&lt;----------------------------------------------------------------------&gt;\n4) Reach the stairs and defiantly ignore them for now. At the feet of\nthe stairs turn north and spot a sliver of intact, uneven floor running\nunder an arch to the north-east. Use the ruined floor as a bridge of\nsorts and walk onto a ledge under some more arches-and-columns and look\ndown. You'll see a rounded chest glowing merrily at you, but be\ncautious-a Skeleton Knight lurks here as well. This chest can contain\nthe ultra-cool looking Silver Chestplate, essentially a muscle cuirass\non male characters, and a metal bikini top on females. While it's\nattractive enough... I wish there was a muscle cuirass for both\ngenders. Why does the guy get a cool, full-frontal piece of chest armor,\nand the ladies only get tit-holsters? Come on, Capcom, this isn't\nDead or Alive: Beach Volleyball, I want armor, not swimwear.\n\n***ITEMS***\no--Rounded Chest--o\n[Silver Chestplate]\n[Trooper Outfit]\n&lt;----------------------------------------------------------------------&gt;\n5) Return back south to the stairs and follow them up, then up another\nflight to the west, grabbing a Light Cure near a torch along the way.\nUp some more stairs to the east another Skeleton Mage will do his best\nto act as an Ingle-turret... but fortunately there's a column you can\nhide behind, waiting to attack while he's casting. When you do attack,\nhowever, do so quickly, as a number of Snow Harpies will show up and\nattack. Run to the landing the Skeleton Mage was on and hide in the\ncorner, picking the Snow Harpies off at a range or waiting for them to\ncome to you-doing this will lessen the odds that they'll pick you up\nand drop you into any of the pits nearby. If it matters at all to you,\nthere's an Inverventive to score on the flat ledge under the arch\nseparating the stairs the Skeleton Mages lurked near from the ones\nbelow.\n&lt;----------------------------------------------------------------------&gt;\n6) Continue south to find more stairs-which we'll be ignoring again.\nInstead, walk under another arch and look down the ledge it rises over\nto spot a rounded chest. Before you jump, grab some Harspud Milk to the\nwest and a Pickaxe to the east, if you need it. On the ledge under the\nnext arch to the west you can find a Salubrious Brew. When you jump\ndown, try to land on top of the rounded chest or one of the several ore\nveins to avoid taking damage-a little trick my girlfriend taught me.\nMine the ore, loot the chest, and continue east.\n\n***ITEMS***\no--Rounded Chest--o\n[Grand Surcoat]\n[Gryphic Gauntlets]\n&lt;----------------------------------------------------------------------&gt;\n7) When you run out of east, turn north and head up some stairs.\nContinue north along some arches-and-columns until the path turns east,\nterminating at a collapsed stone walkway leading to a square tower. The\ngap can-and should-be jumped. Grab a Light Cure on the other side and\nwalk the narrow ledge around the elevated platform of the square tower\nto score three Bladeleaf and some Harspud Milk. Atop the elevated part\nof the tower you'll find two chests-both ornate, and both very generous.\nIn the south-eastern corner of the tower you'll find a Panacea and a\nSalubrious Brew, and in the north-western corner you'll find two Large\nCoin Pouches (7000 G).\n\n***ITEMS***\no--Ornate Chest--o\n[Anchor to Heaven]\n[Crescending Roar]\n  ---\no--Ornate Chest--o\n[Assailant's Bracers]\n[Fluted Bow]\n[Hunter's Bow]\n&lt;----------------------------------------------------------------------&gt;\n8) Head back west, jump the gap again, and head under the northern-most\narch lining the walkway to the west. Another strip of floor leads to\nthe intact surfaces of the arches-and-columns below. Continue west to\nscore a rounded chest, then turn north and walk across some much more\nuneven ground to find a square chest... scoring a Dose of Courage\nalong the way.\n\n***ITEMS***\no--Rounded Chest--o\n[Chimeric Half-Plate]\n[Sectional Iron Plate]\n  ---\no--Square Chest--o\n[Divine Axis]\n[Fiery Talon]\n[Margenstern]\n&lt;----------------------------------------------------------------------&gt;\n9) Backtrack to the last rounded chest we scored to the south, and from\nthere continue west along the tops of arches-and-colums before passing\nunder another arch to the west-scoring another Dose of Courage under\nan arch to the north along the way, of course. Cross another ruined\nfloor to the west, then cross under yet another arch to spot another\nsquare tower-this one with an intact walkway. Stroll around it first\nto gather up another two Bladeleaf Plants and a Salubrious Brew, then\nascend to the elevated platform to find a rounded chest. Grab two more\nLarge Coin Pouches (7000 G) in the north-eastern corner and return to\nthe walkway. Follow it east, then south. Head up some stairs (another\nInterventive hides under the arches east of the stairs) and turn east\nto find yet another rounded chest. Once done looting jump off the\neastern side of the ledge (behind the chest) to reach the platform\nwhere the first Skeleton Mage we took down here stood.\n\n***ITEMS***\no--Rounded Chest--o\n[Plated Coat]\n[Twilight Hood]\n  ---\no--Rounded Chest--o\n[Gryphic Helm]\n[Violet Ring]\n[Vouge Daggers]\n&lt;----------------------------------------------------------------------&gt;\n10) Head up the stairs to the east again, turn south, and rush up the\nstairs to the west here. Skeleton Knights dot the stairs and landing\nabove, but a Skeleton Mage waits behind them. Rush past the dormant\nSkeleton Knights and kill the Mage before his buddies animate to\nsimplify the fight. Once all the undead lie still, grab a Dose of\nStrength and some Harspud Milk on the floor before turning south-east.\nOn top of a crate near a door sits some Harspude Juice. The caged door\nnearby is barred from the other side... something we'll need to remedy\nshortly. The metal door on the opposite wall, however, is open to us due\nto the progress of the quest 'Griffin Bane'. Be in top form before you\nhead through the door, as the Griffin awaits.\n&lt;----------------------------------------------------------------------&gt;\n11) Open the door and the weather will turn stormy... not that it\nactually rains, mind you, there's no precipitation of any kind in\nDragon's Dogma... which is a shame, I think. A game like this could have\nonly benefited from the atmosphere added by a little weather... anyways,\nyou'll see a soldier standing near a ledge to the north gesturing\nwildly. Head over to him and the Griffin will make its grand\nreappearance and, well... will do bad things to the soldier.\n&lt;----------------------------------------------------------------------&gt;\n12) To the west Ser Georg will call for aid-they're attempting to cut\ntheir way through the cross-bar that seals a nearby gate-run up to the\ngate and give them a hand. When the bar is destroyed, the gate opens and\nyou can continue past it. Another gate looms ahead, however, blocking\nyour path-you can either cut your way through this one, or run up some\nstairs to the north-west, cross a bridge (smashing crates that block\nyour way as you go), and head down some more stairs to get behind the\ngate. The Griffin will pick off Ser Cyrus-spare the soldiers some effort\nby pulling a lever on the far side of the gate, which will open the way\nfor them.\n&lt;----------------------------------------------------------------------&gt;\n13) Once reunited, continue south to the next gate. Ser Westley is the\nnext victim of the Griffin, who snatches him and flies out of reach to\npick poor Ser Westley to pieces before renewing the assault on you.\nAttack the Griffin as you may (but try not to kill it yet) and it'll\neventually bash through the gate for you... but not before smashing the\nwalkway back. Once the gate is down, do not hesitate-you must run into\nthe camera (a cinematic cliche my girlfriend absolutely hates in games),\nas the Griffin repeatedly swoops down and destroys the walkway behind\nyou. Flee the wrath of the Griffin, running counter-clockwise along\nthe walkway until the walkway ends. When it ends turn north and head\ninto a hallway, which will provide us sanctuary from the Griffin.\n&lt;----------------------------------------------------------------------&gt;\n14) Grab some Harspud Juice in a nearby crate, loot some Warrior\nRemains beyond them (to the north), further north still lies an\nInterventive, and when the hall turns west, search the corner for a\nSalubrious Brew. These potions should be sufficient to cure whatever\ndamage you may have sustained, if any. Head down the hallway to the\nwest, then south to reach a larger, columned hall running north-west.\nTo the south-east you can find a rounded chest hidden by crates. Loot\nit and continue north-west.\n\nNote: If you return here later you'll find Phantoms, Skeleton Mages,\nSkeleton Knights, and a pair of Ogres in this area.\n&lt;----------------------------------------------------------------------&gt;\n15) Head under an arch in the western corner of the room and follow\nthe hallway beyond to the north-east. It will shortly end and you'll\nfind yourself standing before a grand staircase running\ncounter-clockwise. Along the side of the stairs are various platforms\nthat rise with the stairs, along which various goodies can be found.\nOn the floor near the stairs to the north you'll find some Harspud\nMilk, and on the level above it sits an Eyedropper. You can also score\nsome Secret Softener on the stairs itself. Keep and eye to the south\nas you ascend the stairs, and when you've gained enough elevation,\nnote that you can leap from the stairs onto the ledge below the \narches-and-columns that surround the stairs to the south. Do so and\nfollow the ledges counter-clockwise behind (east of) the stairs to\nfind a rounded chest. Grab your prize and score a pair of Harspud\nJuices next to a pillar on your way back to the stairs. Once back on\nthe stairs, ascend until they terminate, then turn north and head\ninto what looks an awful lot like a collesium... \n\nNote: Again, if you return later this staircase will be occupied by\nSkeleton Knights and Skeleton Mages.\n\n***ITEMS***\no--Rounded Chest--o\n[Assassin's Breeches]\n[Gryphic Greaves]\n\nTower Summit\no======================================================================o\n16) Behold, a large, rounded arena with the eastern side partially\ncollapsed. Here the Griffin roosts, and here we fight. The Griffin\nstrategy below is more general than strictly applicable to this fight\nwhich is complicated in several ways-first we've got allies besides\nPawns, and although the Gran Soren soldiers aren't really even good\nat drawing the Griffin's attention, an old friend will come through for\nus in a big way... perhaps... If you completed 'A Troublesome Tome'\nSteffen will show up, having studied Saloment's Grimoire in the\nintervening time and put the arcane magic therein to good use. If you\ngave him the real grimoire, he'll arrive and dramatically conjure fire\nagainst the Griffin-setting it ablaze and knocking it from the sky. He\nwill continue to contribute rather effectively throughout the fight, as\nwell. If you gave him a forged tome... well, his dramatic entrance\nresults in nothing, much to his confusion.\n\nThis Griffin also doesn't fight like normal Griffins, who tend to have\na lot more space, and aren't averse to circling around at great\ndistances and performing dives or dive-and-grab attacks. This one,\ninstead, will be much more focused, and will spam a few attacks-a\nseries of short, diving attacks, a lightning blast, or a lightning\nfly-by attack. Sprinting to the side is usually sufficient to dodge\nits attacks, and ranged attacks should see you to victory in short\norder. If you gave Steffen the forgery and don't have any ranged\noptions, however, this could be a tough fight...\n\n\t\t   ***ENEMY STRATEGY: GRIFFIN***\nGriffins are big, flying, lion-eagles. Strong, swift, and agressive,\nthey're dangerous foes, indeed. Characters with ranged attacks will\nhave a much easier time taking one down than melee character, as usual.\nUnlike many large foes, climbing a Griffin is not a good idea, as \nthey'll energetically oppose your grapple, and there's little chance\nyou'll actually get the opportunity to strike... and if a Griffin takes\noff while you're on them, it can be a long way down... Setting their\nwings on fire will prevent them from flying for a time, but avoid\nlightning attacks, as Griffins have an affinity for that element.\n\nAerial Advantage\n----------------\nThe Griffin is a magnificent flying beast-with speed, power, and\nmaneuverability that put other winged foes to shame. Even Drakes are\nnothing more than clunky hoverers compared to Griffins. They will often\nfly around their prey before swooping in from a great distance and\ntrying to snatch up morsels. Those morsels could be Oxen, Goblins,\nBandits... or you. If you're grabbed in the Griffin's dive attack,\nyou're in trouble-you can break free, but a long fall awaits you.\nSometimes, however, the Griffin isn't in the mood for such precise\nattacks-a hovering Griffin can also resort to a series of clumsy but\npowerful swoops against land-based foes, diving in, attacking, and\ntaking flight again before any counter-attack can occur. Other times,\nthey'll fly overhead and perform a lightning attack reminiscent of the\nDevil May Cry boss... Griffin. Hmm...\n\nGround Pound\n------------\nOnce grounded, the Griffin is a much more attractive target-they're\nstill big and dangerous, however, and a grounded Griffin will content<\/pre>\n\n\n\n<pre id=\"faqspan-15\" class=\"wp-block-preformatted\">itself by stomping at foes in front of it. Often, however, Griffins\nwon't remain on the ground for long, so take advantage of them while\nthey're in reach, and aim for the head if at all possible.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Bluemoon Tower Griffin Battle\t\t\t      \t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=Wt7IlHVAHas\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n17) Once the Griffin falters you'll be instructed to head back to the\ncapital for your reward. You can talk to the survivors after the fight,\nSer Loren, Ser Georg, and Steffen, at least. Steffen will either boast\na bit (deservedly) or question the integrity of the tome you gave him...\nwithout going so far as to accuse the gentle Arisen of a misdeed, of\ncourse. Your attention may also be drawn via cutscene to a glowing gem\nwhich rests amidst other treasure along the western side of the arena.\nThis is a Portcrystal, the first-and only-one we'll find during this\nplaythrough of the game.\n\nWhat does it do? You can use it from your inventory to place it anywhere\nin Gransys (but not in any dungeons or towns) and, once placed, it'll\nserve as a teleportation destination when you use Wakestones. You'll get\na list allowing you to choose amongst the various possible destinations\n(Gran Soren for example is static and will always be an option.) If you\ndecide you want to move it somewhere else after placing it, you merely\nhave to go back and pick it up. This drastically reduces the amount of\nrunning around in subsequent games... but only helps us so much this\ntime around. Where do I suggest putting it? Right outside of Bluemoon\nTower. This will let you return here without trudging through the\nPastona Cavern, Northface Forest, Deos Hills, and the Estan Plains\nshould another quest take us here, or should we just want to return to\nscore some more loot. I won't go into too much more detail about this\nright now, since, again, we can only obtain one Portcrystal this game.\nStill, increased Portcrystals means increased Ferrystone consumption,\nso, in case you forgot you can purchase Ferrystones from Mountebank for\n20,000 gold each. Fournival also sells a limited quanity of Ferrystones\nfor 10,000 gold each.\n\nNote: Like Wakestone Shards, the Portcrystal will not respawn. You can\npay Mountebank to forge one (300,000 G), but it's non-functional. On\nsubsequent playthroughs Mountebank will sell additional Portcrystals for\n200,000 gold each. These do work, and can be placed at your whim\nthroughout Gransys, making the second (and later) playthroughs much\nless tedious. For ideas of where to place your Portcrystals, check out\nthe 'Placing Portcrystals' section of the guide [PRT001].\n&lt;----------------------------------------------------------------------&gt;\n18) Now for the looting. Just east of the Portcrystal lies some Warrior\nRemains, and nearby you'll find numerous coin pouches of various sizes.\nGrab them all for a pay-day of 46,100 gold. Not bad. There are also\ntwo ornate chests flanking the Portcrystal, and two more warrior\nRemains lying about the area. Finally, in the ruins to the east, near\nthe remains of the southern wall by the ledge you'll find some Harspud\nMilk and a Coin Pouch (1000 G).\n\n***ITEMS***\no--Ornate Chest--o\n[Assassin's Mask]\n  ---\no--Ornate Chest--o\n[Gryphic Armor]\n  ---\no--Warrior Remains--o\n[Silver Ring]\n[Summery Cowl]\n&lt;----------------------------------------------------------------------&gt;\n19) Exit the arena via the north to find another grand staircase, this\ntime ascending clockwise. Descend the stairs a bit and keep your eye\nto the north, as we want to jump onto the ledge under the arches-and-\ncolumns there. Once done, grab some Throat Drops and an Interventive\nnear a column, then turn and walk clockwise, heading behind (east of)\nthe stairs to find a rounded chest on the ledge under the arches-and-\ncolumns. Head back west and jump back onto the stairs and walk off them\nto the south, aiming to land on the highest platform next to the stairs,\non which sits another rounded chest.\n\n***ITEMS***\no--Rounded Chest--o\n[Red Leather Armor]\n[Rex Lion Padding]\n  ---\no--Rounded Chest--o\n[Gryphic Cloak]\n[Harpy Cloak]\n&lt;----------------------------------------------------------------------&gt;\n20) Continue down the stairs to reach the bottom-it should be noted that\non subsequent visits both this grand staircase and the one we ascended\nearlier will be crawling with Skeleton Mages and Skeleton Knights. At\nthe bottom of the stairs, continue clockwise until you can turn\nnorth-west, then head counter-clockwise up a hallway, at the end of\nwhich lies a rounded chest. Loot it and turn north to find the caged\ndoorway we couldn't get through earlier-smash the beam on it to open\nthe way back to the rest of Bluemoon Tower, which we now have explored\nevery inch of. It's time to head back to town and proclaim our success\nto Aldous... but first, leave Bluemoon Tower on foot and place the\nPortcrystal outside. Doing so will save us a good bit of time later.\nOnce done, use a Ferrystone and teleport back to Gran Soren... or walk,\nif you must.\n\nStash loot, rest if necessary, and talk to Aldous for a well-earned\nreward. Our next quest is much more mundane and results in much less\nloot.\n\n***REWARD***\n(For aiding a hunting expedition)\nEXP\t\t25,000\nRift Currency\t40\nGold\t\t30,000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \tGathering Evidence for an Important Trial  \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK032}\n\t\t1) A Fair Cop\n\t\t2) Fedel's Petition\n\t\t3) Symone's Petition\n\t\t4) Geffrey's Petition\n\t\t5) Jasper, Pip, and Sara Speak\n\t\t6) Incriminating Documents\n\t\t7) Reynard's Forgeries\n\t\t8) Ser Daerio's Character Witness\n\t\t9) Ansell's Testimony\n\t\t10) Fournival's Fate\n\n1) Talk to Aldous again and select the task 'Gather Evidence for an\nImportant Trial' to get the details. Apparently Fournival's misdeeds\nhave finally caught up with him, and stands trial for a 'litany of\ncrimes' including bribery, fraud, abduction, and the selling of\nsecrets, and collusion with Salvation... typical merchant crap, but\nmethinks it's not what Fournival has been doing, rather who he has been\ndealing with. The stakes are high-nothing less than the death penalty\nawaits Fournival, and as things stand, the odds are against him. Our\ntask is to gather 'evidence'-in this case testimonies pertaining to\nFournival's character, good and ill. We've got several days to gather\nwhatever 'facts' we can. Essentially, we have to talk to various\ncharacters and collect petitions from them... it's a good old fashioned\npopularity contest!\n\nThis quest can be as simple or as complicated as you want it to be. We\ngain nothing by seeing Fournival put to death, and very little from\nseeing him acquitted. Still, little is more than nothing, last I\nchecked. You need evidence strongly in favor of Fournival, and to that\nend, you can just collect as many petitions as you want and turn only\nthe good ones in. I won't go into detail about seeing him found guilty,\nfor that, all you need to do is rest at the Gran Soren Union Inn for a\nfew days until the trial is concluded.\n\n***QUESTS***\nTrials and Tribulations\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Trials and Tribulations\t\t\t\t      |{VID044}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=vjgDJz1E3aU\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) The first petition can be obtained from right in the castle. Fedel,\nour friend of lost letters, makes significant profits by dealing with\nFournival and doesn't want to lose this income. So... he wants to\nbelieve he's innocent, and that's apparently enough for him to give us\n'Fedel's Petition'. Not really any proof of innocence here, just a\ngreedy guy trying to keep another greedy guy out of prison so they can\ncontinue to be greedy together... It's like the government here in\nAmerica. Anyways, score one for Fournival.\n&lt;----------------------------------------------------------------------&gt;\n3) Leave the castle and visit Fournival's house, around which you'll\nfind Symone. She, too, wants her father to remain healthy... you know,\nbecause she'll be a penniless orphan without him? Oh, and also probably\nbecause of the whole family thing, too. This self-interest causes her\nto write up a petition as well. Score two for Fournival. Inside you can\nfind Fournival, who claims to be innocent. He'll also promise to sell\nto you at cost for the rest of his days if you get him acquitted.\n&lt;----------------------------------------------------------------------&gt;\n4) Next stop, visit the Gran Soren Cathedral and talk to Geffrey. This\nholy man knows too well Fournival's faults, but still doesn't think that\nhe's bad enough to deserve the punishment in store for him. He'll hand\nyou a petition, too. That's three in favor of Fournival.\n&lt;----------------------------------------------------------------------&gt;\n5) Now visit the Craftsman's Quarter where Jasper, Pip, and Sara will\nbe if you helped Fournival evict them. They have some opinions of\nFournival, and none of them good. Each one of them will hand you a\npetition in favor of Fournival getting the axe. Ouch. Three for, three\nagainst, in one swing.\n&lt;----------------------------------------------------------------------&gt;\n6) For the next bit of evidence that actually might actually count as\nevidence, we'll need to check our stash. If you forged (or simply didn't\nturn in) the Chamberlain's Affidavit or the Gift Ledger we found in\nFournival's House earlier (way back when we first entered Gran Soren,\nafter completing the Pawn Guild, if you remember), both serve as\nevidence. The Chamberlain's Affidavit counts as evidence in favor of\nFournival, the Gift Ledger, against him. Still even at four for, four\nagainst.\n&lt;----------------------------------------------------------------------&gt;\n7) Honestly, we've already done more than enough work to see this trial\nplay out any way we want it to, but if you just must do everything, we\nstill have options. Reynard, the wandering merchant we saved immediately\nafter leaving Cassardis the first time has some tricks up his sleeve.\nFind him (if you're lucky he'll be in Gran Soren, but he could be in\na variety of places-let thy map marker be thy guide...) and he'll seem\ndelighted in the diversion offered by an inquest. He'll offer to sell\nyou 'writs of affidavit' to influence the trial in any ways you wish.\nAfter you buy one, whether you purchased an affidavit petitioning\ninnocence or guilt, the next one-again, regardless of the influence,\nwill cost more, as follows:\n\n\t\to=======================o=======o\n\t\t|   Soiled Affidavit\t|3000 G |\n\t\t|-----------------------|-------|\n\t\t|  Tattered Affidavit\t|5000 G |\n\t\t|-----------------------|-------|\n\t\t|Sweat-Stained Affidavit|7000 G |\n\t\t|-----------------------|-------|\n\t\t|   Blurred Affidavit\t|9000 G |\n\t\to=======================o=======o\n\nAfter purchasing all you can, or care to, it's time to move on to the\nfinal means of influencing the trial.\n&lt;----------------------------------------------------------------------&gt;\n8) Head over to Windbluff Tower and talk to Ser Daerio, who also has\nbenefited from Fournival's lack of scruples. The fact that these guys\nview Fournival favorably is the best evidence we've found so far that\nhe's a bad guy... but in any event, he'll decide to vouch for Fournival.\nSadly, he can't leave to give testimony, so he'll send one of his\nsoldiers-Ser Castor-who is lurking around here somewhere (again, follow\nthe map-marker) to speak for Fournival in his stead. Talk to Ser Castor\nto start the escort mission-traveling from Windbluff Tower to Gran Soren\nshouldn't be too terrible of an ordeal. Take him to Gran Soren and talk\nto Aldous, selecting the option 'Gather Evidence for an Important\nTrial' to complete this escort quest.\n&lt;----------------------------------------------------------------------&gt;\n9) One escort mission in favor of Fournival, so you know what's next...\nthat's right, one unfavorable one. Why would you even bother doing this\nextra work for a conviction that's so easy to secure is beyond me, but\nwe'll cover it anyways. Return to Cassardis, where you'll find Ansell-\nthe gardener we rescued from prison a while back. This snooping peasant\noverhead Fournival making illegal dealings when he worked back at the\ncastle, and he's willing to risk returning in order to testify. Start\nhis mission and make your way back to Gran Soren, a trip that goes\nmuch quicker if you simply use a Ferrystone. Ansell is an annoying\nguest-he'll whine if you run too far ahead (which means, if you move,\npretty much) and when you make your way halfway through the Estan\nPlains he'll whine about not being able to go on and lose almost all of\nhis health, so be sure to baby him as you travel. When you reach Gran\nSoren, talk to Aldous and he'll see that Ansell is retained for the\nduration of the trial.\n&lt;----------------------------------------------------------------------&gt;\n10) You now have had more than enough opportunities to gather whatever\n'evidence' you could have cared to gather. Again, it's easy as pie to\nget him convicted-you merely have to wait. To acquit him, however,\nyou should hand over three pieces of evidence (or more) in favor of\nFournival... or rather, three pieces of favorable evidence more than\nunfavorable evidence. The easiest way to do this is to get petitions\nfrom Fedel, Symone, and Geffrey. After that, turn them into Aldous and\nrest four days at the Gran Soren Union Inn. When the time runs out,\nyou'll be prompted to inquire after the verdict. Head out into Fountain\nSquare and a cutscene will trigger, where Fournival's verdict is read\nout loud by some dweeb named Ambrose. After the verdict is read, go\ntalk to claim you reward and start on the next quest... if he was\nacquitted be sure to seek Fournival out, as he'll now sell the\n'Magnanimous Cloak' Accountrement. Not a great item, but there's no\nother way to get one.\n\nAnyways, we're done with this task, and hence, the first two of Aldous'\ndirectives. This allows us to start two more missions-'Recovering a\nStolen Item' or 'Assisting Ser Mercedes'.\n\n***REWARD***\n(For gathering evidence for an important trial)\nEXP\t\t15,000\nRift Currency\t30\nGold\t\t20,000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t\tRecovering a Stolen Item\t \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK033}\n\t\t1) The Wyrmking's Ring\n\t\t2) Following Quest Markers\n\t\t3) Suspect: Salomet\n\t\t4) The Lead\n\t\t5) Resisting Arrest\n\t\t6) Brice's Advice\n\t\t7) Back to Bluemoon Tower\n\t\t8) Badass Bandits\n\t\t9) Showdown with Salomet\n\t\t10) They'll Never Know the Difference...\n\n1) Talk to Aldous and pick the task to 'Recover Stolen Item'. Apparently\nan heirloom was stolen from the castle recently-the Wyrmking's Ring.\nIt's no petty trinket, and was stolen under heavy watch-Aldous suspects\nit could be an inside job. So, we'll need to be sneaky, keep our\nintentions hidden, and watch who we talk to so they don't know they're\nbeing... wait? We just need to go around talking to people? Just flat\nout ask potential suspects about the stolen ring? Okay... not very\nsubtle, I guess. Aldous will finish by exaggerating how important the\nring is before finally leaving you to your own heavy-handed devices.\n\nNote: The next several Steps, while they add flavor to the quest, are\nentirely unnecessary. If you want to just get on with things, skip to\nStep #5.\n\n***QUESTS***\nThe Wyrmking's Ring\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|The Wyrmking's Ring\t\t\t\t      |{VID045}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=_LbEL4r0GZo\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) Okay... let's begin by talking to the servants around here... this\ninvolves little more than following quest markers, but it'll be\ndiscussed just so this guide is all complete-like. First, talk to a\npleb named Pering, who merely confirms that, given the super-awesome\nlayout of the castle, the thief must have been in the know. Now seek out\na guard named Ser Gyles, who will confirm that there was an 'unfamiliar\nman' seen within the castle's walls, one with the look of a Sorcerer\nabout him. An unfamiliar Sorcerer who yet knew the castle well? Hmm...\nFinally, find a scribe named Ambrose... hey! It's the guy who read out\nFournival's verdict! Anyways, talk to him and he'll put the pieces\ntogether for you-the only Sorcerer insider who fits the bill is\nSalomet... you know? He's got potions named after him? We gave his book\nto Steffen? Anyways, Ambrose suggests that the ring-being magical in\nnature, is just the thing that Salomet would covet. Hmm... Time to\nreport back to Aldous.\n&lt;----------------------------------------------------------------------&gt;\n3) Aldous knows of Salomet well enough. Back in the day, when the duke\nwas more ambitious, he had a council of magick scholars who... well,\ndid the sort of magicky stuff such experts are supposed to do. Salomet\nwas the boss of this little enterprise, but was apparently only involved\nfor his own gain. Whatever research the council gain, Salomet made off\nwith, killing his colleagues in the process.\n&lt;----------------------------------------------------------------------&gt;\n4) To find the next clue, head into the city and find an aristocrat\nnamed Mellard, who will inform us of a 'queerly dressed man skulking\nabout the quarry.' We now have our lead, time to head out to the\nAncient Quarry. You should have no trouble making your way there on\nyour own, by now.\n&lt;----------------------------------------------------------------------&gt;\n5) Enter the Ancient Quarry and, from the entrance, head south until\nyou trigger a cutscene. Salomet stands ready with a host of bodyguards.\nHe'll babble a little before attacking. Kill his pathetically weak\nbodyguards before going after Salomet... who is also laughably weak.\nOnce they're dead and Salomet is injured, he'll admit you're more\ncompetent than the duke's guard (meagre praise, indeed) then he'll\nteleport away, using a Comestion to cover his escape. Time to report\nback to Aldous, but... well... since we're here, it wouldn't hurt to\nloot the Ancient Quarry again, would it? Whatever, do what you wish.\n&lt;----------------------------------------------------------------------&gt;\n6) Talk to Aldous again, and select the option 'Recover Stolen Item'\nonce more to prompt him to talk. Just running Salomet off was, of\ncourse, not enough-you'll need to track him down and finish what you\nstarted in the Ancient Quarry. Where could he have gone, though? Leave\nthe castle and talk to a merchant in the Fountain Square (again, follow\nyour quest marker) named Brice-the guy whose intriguing about Selene\nstarted the quest 'Witch Hunt'. He'll mention Bluemoon Tower; apparently\na merchant friend of his has seen a man coming and going 'round there of\nlate. He cast spells to drive off the beasts, and, Brice suspects that\nthis man just might be the sorcerer that stole some bauble from the\nduke. Yeah. They're not being subtle here-they might as well has hit\nyou on the head and shouted 'He's in Bluemoon Tower!'\n&lt;----------------------------------------------------------------------&gt;\n7) The trip back to Bluemoon Tower is as arduous as you've made it on\nyourself. If you followed my advice and dropped the Portcrystal there,\nit's just a Ferrystone away... although it wouldn't hurt to run through\nPastona Cavern again to score extra loot and experience. In any event,\nI won't repeat myself-you know the way there, and you'll get there\nhowever you wish.\n&lt;----------------------------------------------------------------------&gt;\n8) Once you make it back to Bluemoon Tower, you'll discover that Brice's\ninformation was correct-the old foes have been evicted and replaced\nwith Bandits. Don't let Salomet's petty cronies in the Ancient Quarry\nfool you-these are some of the strongest Bandits around-on par with\nthose out in Pastona Cavern. Groups of asshole Rangers are especially\nfrustrating, as they're quite powerful and love knocking you and your\nPawns around with their Longbows. Considering the many pitfalls here,\nit's a recipe for grit teeth, swearing, and flying controllers (this\nis one of many times where my Sorcerer-build character shows her\nlimitations...) Your goal is to head back to the arena where you fought\nthe Griffin, but the Bandits are even worse along the northern grand\nstaircase leading to the arena, where archers have positioned themselves\non high ground-unless you can shoot back with a bow, you're going to be\nat a great disadvantage. All things considered, it might just be easier\nto take the route you used when we came after the Griffin... and of\ncourse if the loot here has respawned, go out of your way to grab it.\n&lt;----------------------------------------------------------------------&gt;\n9) Once atop Bluemoon Tower you'll confront Salomet, who comments on how\nmuch time you waste pursuing him and calls you a coward for chasing\nafter him rather than the Dragon. Thankfully, he won't go on much\nlonger, opting to fight it out. Salomet is far less troublesome than his\nBandit henchmen were, he only really has a few attacks-he'll summon up\nsome Skeleton Knights or Skeleton Lords-two at a time, either sword\nand shield or longsword-weilding knights, and he'll replenish them as\nyou kill them. He'll also use a rather potent Comestion spell, as well\nas High Ingle or High Frazil. If you approach him, he's fond of\nteleporting away. If you have any sort of ranged attacks, killing him\nis quite simple-just shoot him to death and ignore everything else.\nIf not, you must work your way through his minions while dodging his\nspells-he can only summon aid so many times, after which point he'll\nstop teleporting around and take the beating he deserves. Once he's\nsmote, he'll fall off the eastern edge of the arena, hopefully to a\nwatery grave. Head over to where he fell and recover the Wyrmking's\nRing. Just north if it, along the ledge, is a Ferrystone. The trip back\nisn't going to be so terrible, after all...\n&lt;----------------------------------------------------------------------&gt;\n10) Make sure you have all the loot you care to grab here (the Bandits,\nif any were left, will vanish once Salomet is vanquished) and leave\nBluemoon Tower. I suggest picking up your Portcrystal from outside, as\nit'll be more useful elsewhere in the future. Once you're ready, return\nto Gran Soren, where we're faced with a bit of a dilemma... We should\nprobably return the Wyrmking's Ring to Aldous, as... well, that's what\nour job is, but it's a fairly potent magical item. Just having it in\nyour inventory reduces the casting time of spells-an indispensible\naccessory for any Mage or Sorcerer.\n\nOnce again, Mountebank is our answer-he'll forge you a copy of the\nWyrmking's Ring (99,990 G). You can give the forgery to Aldous, which\nwill fool him well enough, and keep the original for yourself. Doing\nthis will cost you a reward later, but it's a worthwhile sacrifice.\nWhat, exactly, does this ring do? According to the description, it\n'allows for quicker incanting of spells', like the Augment 'Articulacy'.\nIn fact, it seems to do the exact same thing Articulacy does, and the\ntwo effects stack. I've calculated the base casting times of three\nspells, their casting times with Articulacy or the Wyrmking's Ring, and\nfinally the casting times with both Articulacy and the Wyrmking's Ring.\nAt the end of the calculations, it seems that both reducing casting\ntimes by 10%. Shaving a second (or less) off the casting time of most\nspells might not be worth an Augment slot for you, but certainly it's\nworth bearing an inventory weight of .75.\n\nAnyways, when you're good to go speak to Aldous again and give him\nthe wyrmking's Ring (or the forgery) and get ready to accept the duke's\nnext directive.\n\n***REWARD***\n(For recovering a stolen item)\nEXP\t\t30,000\nRift Currency\t40\nGold\t\t35,000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t\t Assisting Ser Mercedes\t\t \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK034}\n\t\t1) She Took 'Ur Job!\n\t\t2) Playing Knight\n\t\t3) Revolt in the North\n\t\t4) Mercedes Versus Julien\n\t\t5) Honor or Victory\n\t\t6) Ser Daerio's Doubts\n\t\t7) A Troubling Trophy\n\t\t8) More Mundane Tasks\n\n1) Only one task left-talk to Aldous and select the option 'Assist\nSer Mercedes'. Apparently Mercedes tried to snipe this job from us,\nthis impetuous daughter of Hearthstone's lord, trying to play a knight.\nAldous is worried about her lack of competence, too, and asks us to\nassist her in the task she was given-a task better suited to a real\nwarrior-us. Accept the task to baby-sit Mercedes, then head to the\ncastle gate.\n\n***QUESTS***\nPride Before a Fall\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Pride Before A Fall\t\t\t\t      |{VID046}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=Se2wqw8eglw\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) Here you'll find Mercedes. She claims responsibility for the task at\nhand-wishing to prove herself more than just a sorry moocher of a\nforeign lord. She'll ask you to allow her this shot at glory. Say what\nyou will, it doesn't matter. She'll elaborate about some trouble at\nthe Stone of the North (Windbluff Tower)-Lord Julien's domain. He set\nout to take care of whatever issue arose there, and hasn't returned.\nIt's our job to go see what's up. Mercedes will reluctantly accept your\npresence, while trying to pretend she's calling the shots. She intends\nto make a name for herself here, and wants you to wait in the shadows.\n&lt;----------------------------------------------------------------------&gt;\n3) Head to Windbluff Tower-you surely know where it is by now. When you\narrive you'll see that insurrection-long suspected-has finally erupted.\nYou can waste your time attacking the enemy soldiers, if you wish, but\nthey're more content to fight against the loyal Gran Soren soldiers...\nbesides, they give crap experience and a few of them are just immortal.\nContinue through the courtyard past the fighting to the east. Head up\nthe stairs to reach the battlements and you'll get a peek of Mercedes\nrunning into the keep.\n&lt;----------------------------------------------------------------------&gt;\n4) Follow the foolish girl, where she'll confront Lord Julien, the\narchitect of this rebellion. His reasons are simple-if Duke Edmun\nwere able to defeat a second dragon (even presumably through your\nagency) Gransys would become even mightier, something its neighbors\ncould ill afford. He'll reveal the stark game of politics to Mercedes,\nwho refuses to hear any of it-a duel is inevitable.\n&lt;----------------------------------------------------------------------&gt;\n5) There are two ways to go about this quest-either jump in on the\nfight and kill Lord Julien (an easy enough task) or let Mercedes fight\nhim alone. The latter choice is more honorable, and it's probably what\nMercedes wants (certainly Julien, as well). It will, however, result in\nMercedes being defeated and humilated, after which Julien suggests that\nyou, as an Arisen, ignore worldly affairs and focus on the Dragon.\nAfter that, he'll head into the interior of the keep and vanish from the\ngame world. If you defeat Julien, he'll taunt Mercedes before dying.\nEither way, Mercedes comments on her own sorry state of affairs. Go to\nleave the building and she'll talk to you again, giving you a reward;\neither a Cutlass (if you attacked Julien) or a Silver Rapier (if you let\nher earn her beating, but keep her pride.) She'll also admit she\nunderstood full well why she was sent to Gransys instead of a real\nknight, and what little was expected of her. She's a token gesture of\nsupport-nothing more. Politics prevented any real multi-national effort\nagainst the Dragon from the start. She promises to head home and return\nwith a real force to aid Gransys, but we should count this as an empty\npromise-only the Arisen and their Pawns will lay the Dragon low. In\nany event, Mercedes' futile little errand will take her out of Gransys\nfollowing this quest.\n&lt;----------------------------------------------------------------------&gt;\n6) On your way out you can talk to Ser Daerio, who will explain the full\nscheme, how Julien searched the army for ties to Salvation, gathered\nrebellious soldiers here, and sparked a rebellion when the time was\nright. Ser Daerio is no cultist, however, his ends were more practical;\nthe Dragon is simply an invincible foe against which all opposition,\nboth the duke, and you, are doomed to fail. Uplifting. Outside, another\nsoldier named Ser Francis will offer further commentary.\n&lt;----------------------------------------------------------------------&gt;\n7) Head back towards Gran Soren, but on the way, stop north of the\nbridge connecting the Deos Hills and the Estan Plains and note the body\nof a large, black, bird-like creature on a hill north-west of said\nbridge. Around the body you'll find three soldiers-Ser Morrison, Ser\nRustom, and Ser Tulius, who are quite proud of themselves for finding\nthe body of this monster-a Cockatrice. They'll point out they didn't\nactually kill such a foe, they merely found its corpse, and eagerly\nawait the reward they'll get for presenting such a trophy to the Duke.\nThis might come up again...\n&lt;----------------------------------------------------------------------&gt;\n8) Return to Gran Soren and pay Aldous a visit, who is quite relieved\nthat the rebellion was put down... but not so relieved to see the\nextent of Salvation's influence. He'll vouch to remain vigilant against\nfurther corruption... certainly, the wise ministers in the duke's\ncourt will never fall for such deception again... Immediately after\ncompleting the fourth and final of the duke's directives, a guard will\nshow up and whisper sweet nothings in Aldous' ear. One of the duke's\nsoldiers showed up at the Mountain Waycastle, gravely wounded. He's\nasked to speak with you, and Aldous wastes no time sending us off on\nthis frivolous charge, casually dismissing the utter stupidity of the\nfact that they sent a messenger to tell us that there's a message we\nneed to come recieve. Damn bureaucracy, this is why this duchy is\nfalling apart.\n\nNote: After completing this quest, Madeline will no longer be at her\nshop. There's a quest involved with that, which we'll get to later.\nJust note that if you need to buy anything from Madeline, do it before\nturning this quest in.\n\n***QUESTS***\nHonor and Treachery\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Honor and Treachery\t\t\t\t      |{VID047}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=2ON5BNZ0AOg\t\t       |\no-----o----------------------------------------------------------------o\n\n***REWARD***\n(For assisting Ser Mercedes)\nEXP\t\t18,000\nRift Currency\t30\nGold\t\t20,000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t        The Cockatrice Conspiracy\t \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK035}\n\t\t1) An Amazing Waste of Time\n\t\t2) Cockatrice on the Loose\n\t\t3) Chasing Off the Cockatrice\n\t\t4) Taking Care of the Trophies\n\t\t5) Finishing the Fight\n\t\t6) Killing the Cockatrice\n\n1) Before you depart Gran Soren, it might be a good idea to grab some\nSecret Softener or ready High Voidspell on a character... or both. Big\nfreakin' *hinthint* here. Once ready, head on over to the Mountain\nWaycastle-if I have to give you directions, there's no hope for you at\nthis point. Once you reach the Mountain Waycastle, cross the bridge from\nMoonsbit Pass to Manamia Trail. Along the bridge a soldier named Ser\nRavenn will show up and tell you to return to Aldous with all possible\nhaste. Well, what an amazing waste of time, eh?\n&lt;----------------------------------------------------------------------&gt;\n2) Return to Gran Soren. When you reach the Estan Plains and see the\nsmoke rising from the northern side of the city... yeah, you should\nfigure that something's wrong. If you look closely, you can also see\nblack wings flapping above the walls. If you go to the southern gate\nyou'll be turned away by one Ser Rickart, so head through the southern\ngate, instead. Ser Laurent will spill the beans-the Cockatrice that was\nbrought to the duke as a trophy revived inside the walls, and is now\ngoing on a rampage. The people inside the city are safe, for the most\npart, but oh goodness, the poor duke might lose some of his other\nunearned treasures! He'll help out by handing over two Secret Softeners\nand two doses of Potent Greenwarish. Off on our merry way we go,\nprotecting the property of the rich.\n&lt;----------------------------------------------------------------------&gt;\n3) Enter the Craftsman's Quarter, where the Cockatrice prowls in the\nfield. A squad of Gran Soren soldiers will help out, but they're not\nlikely to manage anything more than getting themselves petrified. A\ntreacherous soldier named Ser Tolth will cackle about the fruition of\nhis plan to unleash the Cockatrice on the city... and then there's the\nCockatrice, itself. This encounter is similar to the Griffin fight on\nthe Estan Plains during 'Griffin Bane'-the Cockatrice isn't here to\nstay, and will run away if sufficiently injured... so it's not a great\nplace to discuss the beast in detail. In brief, however, it shares a\nnumber of attacks with the Griffin (especially the clumsy, short dive).\nThe real danger, of course, is its breath, which comes in two forms,\na short-ranged breath attack which it performs in an arc in front of it,\nand a series of aerial bursts, which it performs at long-range. Being\nhit by these breath attacks will deal a bit of damage, but more fatally\ncause Petrification. If you get petrified, use a Secret Softener, or\ncast Voidspell before it fully takes effect. The duke's cargo that you\nare supposed to protect is along the road east of the field, but I\nwouldn't worry about it. First, I don't give a crap if the duke loses\nsome toys, second, you'll just get a lesser quest reward, and third, you\ncan't control the Cockatrice, so your only active ways of protecting\nthe cargo is by being overwhelmingly powerful, or by fighting away\nfrom the crates. When the Cockatrice flies away (or dies, if you're\nlucky and powerful enough) Ser Tolth will falter, too.\n&lt;----------------------------------------------------------------------&gt;\n4) Head over to the Pawn Guild and take the road running alongside it\nuphill to the east. Ignore the passage leading to the Urban Quarter-the\nway is blocked by a gate. Instead, head up to the Passage Tower at the\nend of the eastern road and speak to Ser Camillus, who will take you to\nAldous. Aldous, in turn, will recap events-he's an idiot, fell for an\nobvious trick to send off the duke's strongest agent (you) while the\nCockatrice was revived and unleashed in a nearly helpless Gran Soren.\nHe'll then give you a quest reward based upon how much of the duke's\ncargo you protected-the posted rewards below are the best outcome and\nworst outcomes, respectively.\n\n***REWARD***\n(For protecting all the Duke's cargo)\nEXP\t\t25,000\nRift Currency\t40\nGold\t\t60,000\n\n  ---or---\n\n***REWARD***\n(For failing to protect the Duke's cargo)\nEXP\t\t10,000\nRift Currency\t40\nGold\t\t15,000\n&lt;----------------------------------------------------------------------&gt;\n5) Aldous has yet another quest for us... but I have other plans. That\nCockatrice started something here in Gran Soren, and we're going to\nfinish it. It just wouldn't be right to encounter a foe without shortly\nfighting it in a fitting enough fashion to record it in full... besides,\nat five Steps this section is woefully short. So, let's go kill that\nCockatrice, says I. If you remember talking to the idiot soldiers who\nchanced upon its corpse earlier, they said they found it along the\nwestern roads. From where they were in the Deos Hills, what's west of\nthat? Well... lots of crap, but I've done this before, and talking from\ncheap experience-our quarry lies in Soulflayer Canyon. It couldn't hurt\nto run there again, so we shall... or, well, you could just ignore this\nand skip to the next section, you insubordinate whelp.\n&lt;----------------------------------------------------------------------&gt;\n6) Trek back to Soulflayer Canyon, collecting whatever loot and killing\nwhatever monsters you find along the way. Our destination? Leaper's\nLedge. It did seem kind of arena-y didn't it? Large, fairly even,\nsecluded platform. Now it's got an occupant-our wayward Cockatrice.\n\n\t\t  ***ENEMY STRATEGY: COCKATRICE***\nLooking like a huge, diseased, black quadrapedal vulture, the Cockatrice\nis a nasty foe. It has similar dimensions to-and indeed shares a few\nattacks with-the Griffin, the the lightning speed and grace of the\nGriffin isn't possessed by the Cockatrice. No, the Cockatrice is an\nugly, inelegant foe whose most dangerous weapon is its breath.\n\nAn Inelegant Attacker\n---------------------\nThe Cockatrice's resemblance to the Griffin yeilds similar forms of\nattack-it'll perform a short, flying dive that the Griffin used in\nrepeated series. It also fond of making lunging bites and an erratic,\nawkward, zig-zagging charge where it seeks to deal damage through its\nsheer size. What it lacks in grace it makes up for in sheer power. In\nthis, it far out-classes the Griffin.\n\nIts Breath is Worse than its Bite\n---------------------------------\nIts most dangerous attack, however, is its breath weapon, a noxious\ncloud of vapor which can turn those struck to stone. We've dealt with\nPetrification earlier in Soulflayer Canyon, but the Gargoyle is a much\nweaker foe than a Cockatrice. Its breath weapon takes two forms-an\narching horizontal spray in front of it, and a series of aerial blasts.\nThe former has a fairly short range, while the latter has a much\nlonger range, yet is more easily dodged as it sacrifices area for\naccuracy. Both have significant visual cues that indicate their\nimminent deployment. The safest place when fighting a Cockatrice is\nbeside the beast, especially after it starts using its breath, which\nleaves it fairly vulnerable to attack. The strategy is simple-wait for\nit to start huffing and puffing, run to its flank and pummel it.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Cockatrice Takedowns\t\t\t\t      \t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=DPiFYnegekM\t\t       |\no-----o----------------------------------------------------------------o\n\nOnce you slaughter the Cockatrice, return to Gran Soren and talk to\nAldous again... our final task in service to the duchy is at hand.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t      Exploring the Blighted Manse\t \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK036}\n\t\t1) Recognition at Last\n\t\t2) Looting the Treasury\n\t\t3) Duchess in Distress\n\t\t4) Infiltrating the Blighted Manse\n\t\t5) Defiling the Duchess\n\t\t6) Breaking Out\n\t\t7) Into the Depths\n\t\t8) Pampered Nobility\n\t\t9) Pointless Options\n\t\t10) Bandit Bridge\n\t\t11) Not-So-Pointless Options\n\t\t12) Beyond the Bridge\n\t\t13) Reunited\n\t\t14) More Fashion and Function\n\t\t15) Maiden's Wear\n\t\t16) Crashing the Bandit Party\n\t\t17) Another Bandit Bridge\n\t\t18) Farewell, Aelinore\n\n1) Aldous will inform you that the duke has taken notice of all your\nhard work and is going to honor you with... more work. This time we're\nto lead an expedition, one of great importance to the realm. He'll warn\nus that once we accept, we might be away from Gran Soren for a while...\nhe's blowing hot air. Don't let him scare you. It's true we're nearing\nthe end of our journey, but we're not in any danger of having our\nwanderings restricted. Accept and he'll lead you to the duke, who wishes\nto see us before we depart.\n\n***QUESTS***\nReward and Responsibility\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Reward and Responsibility\t\t\t      |{VID051}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=899ybYDCgZk\t\t       |\no-----o----------------------------------------------------------------o\n\nTreasury\no======================================================================o\n2) Don't feel confined by Aldous' pace-just run up to the Duke's Solar\n(upstairs along the western side of the castle). Approach the duke and\nhe'll recognize your strength... and ambition. Before we set off, he\nmeans to reward us for our previous work. Follow him through the castle\nto the treasury, which he'll unlock for us now (unlike Aldous you do\nneed to stay close to the duke-walk too far away and he'll stop moving,\nso be sure to walk beside him as he takes his sweet as time wandering\ndown to the treasury...) Once he reaches the treasury he'll go to open\nan ornate chest in the back, using his ring-if you gave back the real\nWyrmking's Ring, the chest will open. If not, not. The chest contains a\nPaladin's Mantle-a unique item, but not a terribly powerful one. \nPostpone your looting for a moment and head for the door to trigger a\ncutscene-a Gran Soren guard willl bring the news that Salvation has\ntaken Greatwall. The duke immediately postpones the expedition he\nplanned to send you on and charges you instead of vanquishing Salvation.\nYou'll get a quest reward for the little work you did, and the\nachievement\/tropy 'The Message'. Now we'll get to looting the treasury.\nFirst, there's quite a bit of gold stashed around the ornate chest the\nduke tried to open-53,500 gold by my count. In the square chests\nopposite (north of) the ornate chest you'll find a Golden Bastard (east\nchest) and a Badge of Merit (west chest.) In the north-western corner of\nthe room, search near two urns to score a Grand Surcoat.\n\nNote: The Badge of Merit will-as long as it's kept in your inventory-\ngrant you an 8% discount at stores.\n\n***ITEMS***\no--Ornate Chest--o\n[Paladin's Mantle]\n  ---\no--Rounded Chest--o\n[Golden Bastard]\n  ---\no--Miscellaneous--o\n[Grand Surcoat]\n\n***QUESTS***\nDeny Salvation\n\n***REWARD***\n(For recieving the duke's commendation)\nEXP\t\t20,000\nRift Currency\t35\n&lt;----------------------------------------------------------------------&gt;\n3) Greatwall has been attacked, and that's probably pretty bad, and\nstuff... but we've another quest we can do, so let's postpone an urgent\nmatter to pursue a trivial one. Leave the castle and, just outside of\nthe castle, along the northern stairs, you'll find Aelinore's\nhand-maiden, Mirabelle. She orchestrated our last scandal, and seeks\nto guide us to another-Aelinore has apparently been banished to the\nduke's northern manse-the Blighted Manse in the Northface Forest. Simply\nput, Mirabelle fears for Aelinore's safety, and given the duke's\ntempestuous disposition, one can't blame her. She wants us to help\nAelinore escape back to their homeland of Meliore (must be where the\nFrench folk live in Dragon's Dogma... like Orlais in Dragon Age.) To\naffect our infiltration of the Blighted Manse, she'll give us a 'Set of\nRoyal Guard Armor', with which we can disguise ourselves as a soldier.\nDon the armor and head to the Northface Forest. The bridge leading to\nthe Blighted Manse is north-west of the Traveler's Rest and south-east\\\nof the Healing Spring.\n\n***QUESTS***\nDuchess In Distress\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Duchess in Distress\t\t\t\t      |{VID052}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=K8HATaTc__E\t\t       |\no-----o----------------------------------------------------------------o\n\nBlighted Manse: First Floor\no======================================================================o\n4) Cross the bridge and talk to one 'Ser Whitby', who won't bother\nexamining you too closely-he's just happy somebody came, he presumes,\nto relieve him. Lazy guard! Head past him into the manse, whence you'll\nscore the achievement\/trophy 'Into the Manse'. From the entrance head\nup some stairs to the west, go through a doorway, and turn south.\nContinue until you're near some stairs to the south-ignore them and\nturn east, going up a flight of spiral stairs to reach a guard room.\nHere you'll find no fewer than three Warrior Remains, a square chest,\nand various money pouches (one small, three normal, and two Large)\ntotaling 10,100 gold.\n\n***ITEMS***\no--Warrior Remains--o\n[Dalmatica]\n[Rusted Daggers]\n\nReceiving Room\no======================================================================o\n5) Turn south and go up another spiral flight of stairs. When you reach\nthe room atop the stairs, turn east and go through another doorway to\nthe south. Ascend more spiral stairs and go down a short hall to the\nsouth, turning east to spot a door, beyond which lies the 'Receiving\nRoom'. Enter, and Aelinore will exalt at the appearance of her hero,\nsalvation, and by the end of this cutscene, lover. For the record (not\nthat anybody cares) I hate Aelinore. I find her entirely uninteresting\nas a character... but this game is nothing if not a wonderful collection\nof cliches-both good and bad. If I must endure 'the princess in the\ntower' to get the epic battles against mythic foes... I will.\n&lt;----------------------------------------------------------------------&gt;\n6) When you're done defiling the duchess, search her bed to score more\nnaughty items. Now all we have to do is escape with our human cargo.\nFear not, Aelinore is rather hardy, although you'll have to make do\nwithout your Pawns for a while, if you still rely on them. Leave the\nReceiving Room, head down the hallway to the north, down the stairs,\nand when you reach the lower level turn west. The guards here will\nknow the gig is up when they see Aelinore, so spare yourself the bother\nand just kill any you see. Aelinore will babble about her plans-head\ndown the stairs to the west, then turn north and descend another flight\nof stairs. Kill all the guards you encounter and Aelinore will suggest\nan alternate route, as waltzing out the main gate is... probably not\nwell-advised.\n\n***ITEMS***\no--Miscellaneous--o\n[Silk Lingerie]\n\nBlighted Manse: First Level Underground\no======================================================================o\n7) Go through the barred door to the west after Aelinore unlocks it and\nsearch the room immediately beyond to find two Warrior Remains and a\nSquare Chest. When done, head down some stairs to the west to reach\nthe room below, which you should proceed through by heading east.\n\n***ITEMS***\no--Warrior Remains--o\n[Gloaming Boots]\n  ---\no--Warrior Remains--o\n[War Blade]\n&lt;----------------------------------------------------------------------&gt;\n8) Eventually the paved floor will yield to raw earth, and a stream will\ncut the room in half. A feeble bridge makes an abortive attempt to\ncross this stream and keep your feet dry. Giant Bats and Giant Rats\nlurk about and should be destroyed for Aelinore's sake. Speaking of\nwhich, she'll complain like the spoiled noble she is-the water is\ncold, the gap in the bridge too far to jump... ignore her. She will\nbe able to follow you just fine, just focus on clearing the way.\nHead into the stream and follow it south to find a gate, along which\nyou'll find some Harspud Milk and Does of Strength.\n&lt;----------------------------------------------------------------------&gt;\n9) Jump the gap in the bridge to reach the eastern side of the chamber,\nthen go up some stairs. Two passages lie to the east-take whichever you\nprefer, both shortly lead to the same area. Drop off a ledge or climb\ndown a ladder to reach another stream. Follow it south until you reach\nan intersection. Continue south and jump on a ledge to score a rounded\nchest.\n\n***ITEMS***\no--Rounded Chest--o\n[Recluse's Robe]\n&lt;----------------------------------------------------------------------&gt;\n10) From the chest turn east and go through a doorway to reach a large\nchamber with a wooden bridge crossing it. Below the bridge flows\nwater, fed by many sources. It's not deep enough to attract the Brine,\nand treasure lies below... but we'd better deal with what lies across\nthe bridge before we worry about what's under it. On the stone landing\nacross the bridge lurk several Bandits, who vary wildly in power-at\nthe strongest they're equal to those found in the Pastona Cavern, at\nthe weakest, to those in Manamia Trail. Don't be surprised if, while\ncrossing the bridge, some more appear behind you to the west. Dispatch\nall your foes, but spare the bridge as much abuse as possible-it could\ncollapse if struck too much. Once the Bandits are dead feel free to\nloot the waters below. There are stone platforms under the bridge on\neach side of the room-on the western side you'll find a square chest,\nwhile the eastern side is noteworthy only because it has ladders for\nAelinore to climb. Against a spiked fence in the north-western corner<\/pre>\n\n\n\n<pre id=\"faqspan-16\" class=\"wp-block-preformatted\">of the chamber you'll find an Angel's Periapt, and south of this, on\na mound of dirt, lies a Conquerer's Periapt. On another mound of dirt\nin the south-eastern corner of the room lies a square chest. Finally,\nnear another spiked fence (the center of three along the southern\nend of the room) you'll find two Harspud Milks and some Harspud Juice,\nas well as two Empty Flasks and a Flask of Oil.\n&lt;----------------------------------------------------------------------&gt;\n11) Once you're done looting, cross the bridge to the eastern side and\nclimb to the top platform, where the Bandits lurked. Again, you'll\nfind two doors you can explore, but this time, they don't lead to the\nsame place. Take the northern-most door first and follow the passage\nbeyond to find an ornate chest, behind which lie a Coin Pouch (1000 G),\na Large Coin Pouch (3500 G), and a Seeker's Token.\n\n***ITEMS***\no--Ornate Chest--o\n[Lady's Corset]\n[Noblewoman's Corset]\n&lt;----------------------------------------------------------------------&gt;\n12) Return to the bridge room and head through the southern door and\ndown some stairs. Score some Warrior Remains along the eastern wall,\nnear a ladder. Ignore the ladder, and the water below it, and instead\njump across a bridge to the south to reach another chamber. Some stairs\nto the west lead to a water-side patch of dirt with Droughtshrooms\ngrowing off it-not entirely interesting. On the eastern side of the room\nsits a rounded chest.\n&lt;----------------------------------------------------------------------&gt;\n13) Head down some stairs to the south to reach a large chamber with\ndry stonework and bridges over a watery floor... you know, the usual.\nIt's festering with Bandits of middling strength, but on the plus side,\nyour Pawns will rejoin you here. First head east to find a rounded\nchest behind some crates, then turn west until you reach some wooden\nbridges that run most of the length of this room. The bridges are\nunreliable, with many gaps in them, and Bandits lurk all about...\nalthough to be fair, they're only of middling potency. Kill them all to\nensure Aelinore doesn't get scuffed up, then go treasure hunting. Turn\nsouth and cross a very short wooden bridge to reach some stonework.\nHop up and run to the southern end of the stonework to find a rounded\nchest.\n\n***ITEMS***\no--Rounded Chest--o\n[Bardiche Daggers]\n[Bastard Sword]\n[Cast Stone]\n  ---\no--Rounded Chest--o\n[Alchemical Hosen]\n[Brown Laced Leggings]\n&lt;----------------------------------------------------------------------&gt;\n14) Return back north, continue past the wooden ramp lead down to the\nbridgework in the middle of the area to the northern end of this\nstonework. Once there, turn east to find a square chest. Once done, head\nacross the bridges to the west, staying along the northern part of the\nbridge work, and ascend to the stonework on the other side before\nturning south to find an ornate chest. From this chest turn south and\nclimb a ledge to reach a higher part of the stonework. Continue south\nacross the chamber to reach the southern edge of the stonework here,\nwhere a rounded chest sits.\n\n***ITEMS***\no--Ornate Chest--o\n[Striker's Greaves]\n  ---\no--Rounded Chest--o\n[Summery Cowl]\n[Summery Pareo]\n&lt;----------------------------------------------------------------------&gt;\n15) Head back to the northern end of the bridgework and drop down into\nthe water. In the water, follow the eastern side of the bridgework\nwhile heading south to find a rounded chest under a segment of bridge.\nContinue to-and past-the bridges in the south and turn west to spot\nanother rounded chest on a mound of dirt. Continue along the dirt to\nthe west to find a Giant Coin Purse (10000 G). Return back to the north,\nstaying along the western side of the bridgework while keeping your\neyes to the west. When you find passage through (or under) the\nstonework to the west, take it. On a mound of dirt you'll find a\nsquare chest. See the stonework ledge above you, to the south? That's\nyour destination, which you can reach by simply crossing the bridges\nin the middle of the room.\n\n***ITEMS***\no--Rounded Chest--o\n[Plucked Heart]\n  ---\no--Rounded Chest--o\n[Maiden's Camisole]\n[Maiden's Petticoat]\n&lt;----------------------------------------------------------------------&gt;\n16) Once on the southern ledge, head to the western end and turn south\nto find a doorway, which you should head through. Go down some stairs\nand through two small rooms (the southern-most of which holds a rounded\nchest) and into another, larger, circular room. This room houses a\ntrio of rather strong Bandits. Dispatch them and loot a table along the\nwestern side of the room for some Harspud Milk, Harspud Juice, a Coin\nPouch (1000 G), two Festival Pies, and some Sconces. There's also a\nsquare chest nearby.\n\n***ITEMS***\no--Rounded Chest--o\n[Red Over-Knee Boots]\n&lt;----------------------------------------------------------------------&gt;\n17) Turn east and head through yet another doorway, and into another\nbridge-over-water room. No Bandits this time, and like the last one of\nthese rooms, all the loot lies below. There are two stone platforms\nunder each end of the bridge-there's an ornate chest on the western end,\nand a square chest on the eastern end. There are three other chests,\ntoo-two rounded chests on dirt mounds on either side (east\/west) of the\nroom (both north of the bridge) and a square chest along the western\npylon. Finally, search along the middle fence along the southern side\nof the room to score five Apples and a Golden Egg. When you're done\nhere, ascend the ladders to reach the eastern side of the room, go\nthrough a doorway to the east, then turn south. You'll find a rounded\nchest further south, and a ladder which leads to the exit.\n\n***ITEMS***\no--Ornate Chest--o\n[Raptor Cuisses]\n  ---\no--Rounded Chest--o\n[Rooted Gloom]\n  ---\no--Rounded Chest--o\n[Free-Spoken Earring]\n&lt;----------------------------------------------------------------------&gt;\n18) Once outside you'll encounter Aelinore's entourage, including her\nhand-maiden and some Meloirean guards. Aelinore makes a courtly-and\nentirely out of place-exit and cries her ever-lasting love for you\nbefore being taken away by her imposingly protective guards. You'll get\nyour quest reward, and Aelinore exits Gransys.\n\nNote: You can now use the 'Blighted Manse Rear Entrance' to return to\nthe Blighted Manse any time you wish. Bandits still lurk within, but\nin the more hospitable parts of the manse the guards will be replaced\nby Hobgoblins, Goblins, and Specters... albeit creepy, pale-skinned\nGoblinoids. Ghost Goblins?\n\nWe've been chasing off familiar characters left and right lately, and\nit's a trend we'll continue. Before we pursue Salvation, let's finally\nresolve two quests for two of our oldest merchant contacts-Reynard and\nMadeline.\n\n***REWARD***\n(For rescuing the duchess)\nEXP\t\t25,000\nRift Currency\t40\nGold\t\t35,000\nItem\t\tLove-In-The-Rough\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t             Merchant Matters\t\t \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK037}\n\t\t1) Bartering with Reynard\n\t\t2) Scrounging for Scrap Iron\n\t\t3) Handing Over Miasmite\n\t\t4) Reynard's Number One Customer\n\t\t5) Farewell, Reynard\n\t\t6) Madeline's Honest Mistake\n\t\t7) Talk Around Town\n\t\t8) Ser Raulin's Manhunt\n\t\t9) Farewell, Madeline\n\t\t10) Buying Love\n\n1) You'll remember that waaay back in the Encampment I mentioned that\nReynard had a quest for us... but he would only give it to use after\nwe purchased enough from him. Like I said earlier, it's not how many\nitems you buy, or how much gold you spend, but rather how many unique\ntransactions you complete that prompts him to give us this quest. You\nmay have been buying from him all game by this point, and he may or\nmay not have started his quest... for the sake of simplicity, we'll\nassume he hasn't yet given you any quests. To trigger his quest, I\nprefer to make multiple one-purchase transactions with him, buying\nthe various wares he has. Namely, I start out by purchasing Gran Soren\nRubble, as it's not terribly common, it'll be the object of a Notice\nBoard Quest later, and it's very cheap. Other than that you can buy\nFestival Pies (used for raising Julien's affinity, and cheap, too.)\nSilk and Chestnut Branches aren't cheap, but they're uncommonly found\nand useful for upgrading equipment... Just buy whatever strikes your\nfancy. It took me nine purchases before his quest marker popped up.\n&lt;----------------------------------------------------------------------&gt;\n2) After making enough purchases Reynard will get his quest icon. Talk\nto him again and he'll request a rare item from you-in this case a hunk\nof Scrap Iron. Scrap Iron is dropped by Skeleton Knights, and you should\ncertainly have found a bit of it by now (I personally had 74 peices\nby this time)... if not, these undead pollute Pastona Cavern (at night)\nand Bluemoon Tower (anytime), along with many other locales. Once you've\nrecovered a piece, hand it over to Reynard and the quest will update.\n\n***QUESTS***\nSearch Party\n&lt;----------------------------------------------------------------------&gt;\n3) Continue selling crap to Reynard, like we did earlier. This time it\nonly took five purchases-the number of distinct transactions is, to my\nmemory, fairly variable. The next item he needs? Miasmite. Miasmite is\ndropped by Phantasms, which can be found just over the bridge from Gran\nSoren in the Deos Hill, or in the Witchwood, both at night. If you only\nfind a Miasmite Shard you can combine it with a Firefly Stone to\ncreate Miasmite. When you get yourself a piece (I only had ten at this\ntime) turn it in to Reynard.\n&lt;----------------------------------------------------------------------&gt;\n4) You know the drill-make more transactions with Reynard to prompt him\nto offer up another quest. Ten transactions does it for me this time.\nOnce the quest marker appears again, Reynard will hail you as his finest\npatron, and worthy of his trust. He'll tell you his backstory... at\nleast, the part that's relevent to his travels. His father apparently\nwas a scoundrel who abandoned Reynard's mother before he was born, and\nthe question has haunted him-what could so vex a man that he might\ndesert his unborn child? Apparently he never considered that the child\nitself might be reason enough to get the hell out of there! In any\nevent, Reynard's been searching for answers, taking up trade to fund\nhis travels. I mean, you're already wandering around, might as well\nmake good on all that travel, right? Anyways, he's looking for clues,\na record of his travels, a diary, or... perhaps a journal entry?\nMaybe even six of them?\n&lt;----------------------------------------------------------------------&gt;\n5) That's right, those Journal Entries we've been finding all game\nbelonged to Reynard's father-they're the clues Reynard was searching\nfor. Now, we've had these for a while, so why didn't we turn them in\nearlier? Well, the search for the answers contained herein is the only\nthing that's been keeping Reynard on the road, so it was prudent to\npostpone satisfying him at least until Fournival's trial was over, just\nto keep our options open. If you want to raise Reynard's affinity or\nbuy anything from him, do it before you give him these journal entries.\nOnce he has them, he'll leave the world forever... unless he ends up as\nyour romantic interest, but there's no way to know whether he will end\nup as such for sure, so just assume he's gone for good. He'll at least\nbe gone for the immediate future, in any event. Anyways, hand off the\nJournal Entries when ready and Reynard will thank you, reward you, and\nbid a heart-felt farewell.\n\n***REWARD***\n(For ending Reynard's search)\nEXP\t\t10,000\nRift Currency\t35\nGold\t\t10,000\nItem\t\tGoddess Cameo\n\t\tWroth Mask\n\t\tDecaying Grimoire\n&lt;----------------------------------------------------------------------&gt;\n6) One down, one to go. You'll remember back at the end of 'Pride Before\na Fall' I pointed out that Madeline will no longer be around? Yeah,\nlet's go look into that. Head over to her shop in the 'Venery', just\nacross the street (south-east) of the Black Cat. Inside you'll find a\nwoman named Katlyn, who will tell you that Madeline has found a way to\nget herself in trouble... enough trouble that she had to flee her shop.\nLoot the counter nearby to score Divine Razors-Madeline's weapons. She\nhad to run at night, and in such haste that she's left these behind?\nShe must be in deep.\n\nNote: The Divine Razors are a palette swap of the strongest daggers\nin the game... and this is the only place to get them. If you're an\nitem collector, and wish to keep them, stash them before you continue\nthe quest... or just refuse to give them back when the times comes.\n\n***QUESTS***\nBad Business\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Bad Business\t\t\t\t\t      |{VID048}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=9aw2MT11fzg\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n7) Now it's time to scour Gran Soren for info. Head to Arsmith's\nAlehouse... where else would you go for gossip? Arsmith himself is\nuseless, but the serving wench-Nettie-will fill us in. She was\napparently dealing in illicit goods, and got caught. You can also talk\nto some dork named Guston, who talks more about Madelin's beauty than\nher problems. Anyways, after talking to Nettie the quest will update,\nand we'll be directed to the sewers next.\n&lt;----------------------------------------------------------------------&gt;\n8) When you approach you'll be bothered by a guard named 'Ser Raulin',\nwho will ask if you've seen Madeline. What you say to him doesn't\nmatter in the slightest, although you can lie and say you saw her\nheading towards the castle, or out into the countryside. Continue past\nhim towards the sewers to spot Madeline near the water below. She'll\nbolt to the nearby gate and vanish. We should probably follow her, eh?\n&lt;----------------------------------------------------------------------&gt;\n9) Head outside and walk onto a wooden bridge. Turn south and walk\nalong the wall and around a corner to spot Madeline, who has used her\nkeen self-preservation skills to hunker down behind a rock. Talk to her\nand she'll proclaim her innocence. After the quest 'The Conspirators',\nwhere we saw her talking to Julien... well, knowing what he was\ninvolved in, it's not too much of a stretch to imagine how useful a\nlegitimate business front for Salvation's dealings in Gran Soren could\nbe. It's also not difficult to imagine that Madeline didn't care who\nshe was dealing with, as long as there was profit in it, legal or not.\nShe'll lament the loss of her daggers... if you have them in your\ninventory she'll notice them and ask for them back. If you return them,\nshe'll sing your praises and reminisce on how faithful a friend you've\nbeen... or she'll write the daggers off as fair payment for not turning\nher into the guards. Either way, she'll be interrupted by when she spots\nsoldiers in the distance and makes a run for it. Shortly thereafter\nyou'll be bothered by Ser Marcas, who'll ask you-like Ser Raulin before\nhim-where Madeline went. Again, like with Ser Raulin, it doesn't\nmatter what you say. Ser Vyctor will show up and lead the guards on a\nfalse trail, which allows Madeline to return and thank you... and mooch\nmore money off of you. She's probably aims to get far away from Gran\nSoren, and with the loss of all her worldly possessions, suffers from\ngenuine need. Either give her the money she wants-50,000 gold-or refuse.\nThis quest is all about raising Madeline's affinity at the last moment,\nreally-the nicer you are, the more affinity she'll gain, the more\nlikely she'll be to end up as you romantic interest.\n\n***REWARD***\n(For helping Madeline escape)\nEXP\t\t8,000\nRift Currency\t30\nGold\t\t0 or (-50,000)\n&lt;----------------------------------------------------------------------&gt;\n10) Only one more task to do before we head to Greatwall-and it's\nentirely optional. We're nearing the end of the game, so you should\nconsider your romantic interest. You WILL have a romantic partner\nwhether you like it or not, your only 'choice' is who. If you don't\ncare who you end up with, skip this Step, if you do... well, there are\na few things we can do to try and influence them. Raising their affinity\nis the name of the game here, and the best way to do this is by\ngiving gifts. Below is a list of gifts you can give and what characters\nare particularly fond of them:\n\nAmbrosial Meat\t\t--&gt;\tCassardi Males\nAncient Ore\t\t--&gt;\tMembers of the Faith\nAncient Scroll\t\t--&gt;\tAldous\nAntique Panoply\t\t--&gt;\tSoldiers\nArisen's Bond\t\t--&gt;\tEverybody\nBeast Steak\t\t--&gt;\tCassardi Males\nCapeflower\t\t--&gt;\tCassardi Females\nCloudwine\t\t--&gt;\tMercedes\nCursed Carving\t\t--&gt;\tMembers of the Faith\nDevilwort\t\t--&gt;\tValmiro\nFestival Pie\t\t--&gt;\tJulien\nGiant Fish\t\t--&gt;\tGran Soren Males\nGodsthrone Blossom\t--&gt;\tQuina\nGrandblossom\t\t--&gt;\tCassardi Females\nHarspud Juice\t\t--&gt;\tTravelers\nHarspud Sauce\t\t--&gt;\tTravelers\nJasper Blossom\t\t--&gt;\tSymone\nLarge Fish\t\t--&gt;\tGran Soren Males\nLava Flower\t\t--&gt;\tGran Soren Females\nLonefloewr\t\t--&gt;\tGran Soren Females\nMagick Medal\t\t--&gt;\tMadeline\nNoonflower\t\t--&gt;\tQuina\nQuill\t\t\t--&gt;\tMaximilian\nReminishroom\t\t--&gt;\tReynard\nSkull\t\t\t--&gt;\tBandits\nThornflower\t\t--&gt;\tSymone\nToadstool Sitter\t--&gt;\tSelene\nWhite Orchid\t\t--&gt;\tAelinore\nWindmill Flower\t\t--&gt;\tAelinore\n\nPick the object of your affection and gift them generously, perhaps\neven using the Arisen's Bond, which will massively increase their\naffinity. As their affinity raises you'll first see blush appear on\ntheir cheeks (accompanied by a chime sound when you talk to them), and\nat the highest affinity they'll be surrounded by a lavender aura when\ntalking to them. Maxing an NPC's affinity for you will score you the\nachievement\/trophy 'Affinity and Beyond'. Just keep in mind that at\nthis point in the game we cannot access Valmiro, Reynard, Aelinore,\nMadeline, Julien, Mercedes, or Quina, as they've all departed due to\nquest progession.\n\nAnyways, now that that's over with, we've nothing left to do but go\nafter Salvation. Rest up and head off to Greatwall. Grab your\nPortcrystal before you go-it'd be a good idea to set it down somewhere\nwithin the palisade of the Greatwall Encampment, as doing so will\neliminate the need for us to run from Gran Soren to Greatwall, should\nthe need arise.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t         Salvation's Last Stand\t\t \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK038}\n\t\t1) The Doorguard\n\t\t2) The Greatwall Cemetary\n\t\t3) Skeleton Knight Intersection\n\t\t4) Saving Ser Bacell\n\t\t5) Ser Diggan's Shortcut\n\t\t6) Masticating Undead\n\t\t7) Rescue and Gratitude\n\t\t8) Stairwell Treasure\n\t\t9) Chimera are OUTDOOR Pets\n\t\t10) Saving Ser Faerma\n\t\t11) Skeleton Lord Smite\n\t\t12) Face to Face\n\t\t13) Wisdom of the Elders\n\t\t14) The Dragonforged's Gifts\n\nGreatwall: First Floor\no======================================================================o\n1) When you make it to the Greatwall Encampment, rest and stash loot\nas necessary, then head through the gate to the Greatwall fort. From\nthe entrance head north, where you'll shortly startle two Salvation\nmembers hanging out in the courtyard. They'll run away and when the\ncutscene ends you'll find that the courtyard is swarming with foes-\ntwo armored Cyclops and all the Snow Harpies you can eat. Downside?\nThis combination of foes can be really annoying. Upside? The Cyclops\nwill often hit the Snow Harpies, and you don't really need to fight\nthem at all-just run through the gate to the north and you shouldn't\nbe followed.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Deny Salvation\t\t\t\t\t      |{VID053}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=XZKxw6fvbio\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) When you're done fighting... or if you're being a coward, leave the\ncourtyard and head under the northern gate. To the north you'll find a\ncitadel, wherein our quarry lies. Ignore the stairs leading to the\ncitadel for now and explore around the exterior wall to the north-west,\nwhere you'll find a graveyard with a craggy tree in the middle. You can\nscore a square chest and some warrior remains here, but your presence\nwill be contested by some Undead Warriors. Still, it's worth doing a\nbit of light grave-robbing, since you can get some decent potions and,\nif you're lucky, even some items from them.\n\n***ITEMS***\no--Graves--o\n[Solar Numen]\n  ---\no--Graves--o\n[Sight Earring]\n&lt;----------------------------------------------------------------------&gt;\n3) Now head south-east to reach the citadel-there are two gated passages\nthat lead to the interior, one on the western side of the citadel, and\none on the southern side. Both paths leads to the same four-way\nintersection, where a number of Skeleton Knights lie dormant. Dispatch\nthem and head through a doorway to the south-east-you can ignore the\nnorth-east, as we can't open the door at the end of the hallway.\n&lt;----------------------------------------------------------------------&gt;\n4) Walk down a short, narrow hallway to reach a small room. A Salvation\nmember walks around here, and he'll shortly be joined by two Skeleton\nKnights. They might harass you, or the Gran Soren guard lying prone\non the ground. The Salvation member functions like the Sorcerers\noutside Gran Soren... basic elemental spells, and it'll also cast\nAnodyne on its minions if they are hurt. Once the foes are dispatched\nthe guard-Ser Bacell-will get up and thank you, offering you some\nHarspud Milk. That is, of course, if he's still alive.\n&lt;----------------------------------------------------------------------&gt;\n5) Take a gander at the south-eastern wall, where you'll see a barred,\ngated door we cannot open, and a damaged section of wall. The latter\nwill grant us entry to the room beyond if you can destroy it-powerful\nattacks like Comestion and Warrior attacks can do it, but if you're\nplaying less potent classes, you'll have to resort to gunpowder barrels.\nSo, assuming you can't just knock a hole in the wall, go through the\ndoorway to the north-east. Ser Diggan will run up to you, thankful for\naid. He'll tell you the leader of the zealots is upstairs, and will\nunlock the door to the north-east. The less impressive stairs beyond\nthe door Ser Diggan unlocked will bypass the stairs nearby, which are\ncrawling with Salvation members.\n&lt;----------------------------------------------------------------------&gt;\n6) Don't be a wussy-introduce the cultists on the stairs to the death\nthey embrace so much, then search the landing beyond them to find a\ngunpowder barrel. Don't worry about Ser Diggan's door, we'll get there\nshortly, but for now, grab the gunpowder barrel and return to the room\nsouth-west of the staircase room. Once there, chuck the barrel into the\ndamaged portion of the wall to create a passage-how ingenious of you!\nMasticate (yes, chew them up) the Undead Warriors in the room beyond,\nunbar the door, and search the table for some delicious fruit before\nheading down some stairs to the south-east.\n\nGreatwall: First Level Underground\no======================================================================o\n7) When you reach the room at the bottom of the stairs, cross it to\nthe north-west, stopping only to grab a Dose of Courage on a table.\nGo through another doorway and down a small flight of stairs to reach\na room occupied by another member of Salvation and his pet Undead\nWarriors, who set upon several helpless Gran Soren guards. Kill the\nundead quickly to save the guards, as they'll gift you if they survive.\nTheir gifts include Harspud Juice, Harspud Sauce, Dessicated Herbs,\nMatured Greenwarish and Ser Cronnel will also open a door to the\nnorth-east, beyond which lies a rounded chest. The treasure in Greatwall\nis quite nice-equal or superior to that found in Soulflayer Canyon or\nBluemoon Tower, so it's worth making the extra effort to get.\n\n***ITEMS***\no--Rounded Chest--o\n[Chimeric Sabatons]\n[Meloirean Greaves]\n[Rex Lion Padding]\n[Silver Chestplate]\n&lt;----------------------------------------------------------------------&gt;\n8) Backtrack to the first floor, returning to the chamber with the\ncultist-infested stairs and the door Ser Diggan unlocked. Go through\nthis door now and head up the smaller stairs beyond until you reach a\nsmall room crammed with loot-two Square chests along the north-western\nwall and some fruit and a some Harspud Milk on the table. Loot and\ncontinue up some more stairs to the north-east, grabbing a Dose of\nStrength along the way.\n\n***ITEMS***\no--Square Chest--o\n[Chimeric Half Plate]\n[Orilux Shield]\n[Plated Coat]\n[Steel Cuirass]\n[Thousand Stings]\n[Veteran's Arc]\n  ---\no--Square Chest--o\n[Chimeric Gauntlets]\n[Jade Bangles]\n[Meloirean Armguard]\n[Red Over-Knee Boots]\n\nGreatwall: Second Floor\no======================================================================o\n9) Unbar a door and continue through it. To the south-west are the\ncultist-infested stairs we clear, to the north-east a narrow tunnel\ncontinues deeper into the citadel. Head down the tunnel to the \nnorth-east and grab some Harspud Juice on the floor as you go. When\nyou exit into a large chamber on the other side of the chamber you'll\nbe treated to the scene of a Chimera trying to get at a cowardly Gran\nSoren soldier named Ser Estoma, hiding on the other side of a door\nfrom the beast. Being the wuss that he is, he won't open the door until\nthe Chimera is dead... if you've avoided fighting one this long, well...\nthis encounter is unavoidable. Best that you learn how to fight it,\nyou'll be facing a stronger version very soon. I suspect, however, that\nmost of you following this guide will have downed a Chimera before,\nand although we're in a civilized setting, that shouldn't make this\nfight any more challenging. There are some ballistae lining the room,\nbut in my mind making yourself a sitting duck to deal inferior damage\nto a Chimera isn't an ideal strategy. Put the beast down and Ser Estoma\nwill open the door and gush over how awesome you are. Yeah, yeah, all in\na day's work. Continue into the room he was locked in (along the\nsouth-western edge of the Chimera-occupied room) and loot two rounded\nchests. There's also a Dose of Strength hidden behind the crates in the\nnorth-eastern corner, if you care.\n\n***ITEMS***\no--Rounded Chest--o\n[Animistic Robe]\n[Master's Bracers]\n[Scarlet Hand Covers]\n  ---\no--Rounded Chest--o\n[Free-Spoken Earring]\n[Gryphic Cloak]\n[Ring of Sable]\n[Sight Earring]\n&lt;----------------------------------------------------------------------&gt;\n10) Head through a doorway to the south-west and follow the tunnel\nbeyond until it terminates at a staircase running up to the south-east.\nAtop the stairs you'll find two asswipe Skeleton Sorcerers, their\nbodyguard of Undead Warriors, and a Salvation cultist. In front of\nthe stairs is a small cubby where Ser Faerma is beset by a group of\nUndead Warriors. If you aim to save him, you'll have more luck killing\nthe critters on the stairs, first, then helping him (he tends to get\ngrappled by Undead, which limits the damage he takes a good bit.) Once\nall the foes on the stairs are dead, aid Ser Faerma, who will tell you\nthat the leaders of Salvation are above, preparing some dark ritual.\nHe'll then unlock a door situation along the south-eastern wall of his\nlittle cubby. Head through that door, up some stairs, and into a small\nroom with a rounded chest within. There's also an Interventive on a\ncrate in the corner. If you failed to protect Ser Faerma, you're not\nout of luck-there's a weakened section of wall that connects this room\nto the landing atop the stairs beyond-either grab a gunpowder barrel\nfrom earlier in the level (there are some in the Chimera room, or atop\nthe cultist-infested stairs) or destroy the wall with a sufficiently\npowerful attack. At the bottom of the stairs you can find some warrior\nremains, which are now safe to loot now that there aren't any Skeleton\nSorcerers blasting you in the face with magic.\n\n***ITEMS***\no--Rounded Chest--o\n[Faithful Earring]\n\nGreatwall: Third Floor\no======================================================================o\n11) At the top of the stairs we just cleared you'll find a doorway to\nthe south-east. Head through and up the stairs beyond to reach a small\nchamber occupied by another Gran Soren guard beset by undead-a Skeleton\nLord this time. Pretty much the same as our other rescue missions, save\nwe're fighting one strong foe instead of a bunch of weaker ones. This\ncould be a bit tough, as the Skeleton Lord can kill our guard-Ser\nGerrick-in three hits. Save him if you can and he'll inform you the\nleader is just beyond, then he'll unlock the storeroom to the\nnorth-east, beyond which lies an ornate chest full of goodies. In the\nroom where you fought the Skeleton Lord you'll find a Salubrious Brew\nand an Interventive on a crate in the north-western corner.\n\nThe door to the north-west leads onto the roof, where the leader of\nSalvation-the Elysion-lurks. Before you head out there though, note\nthat you will not be able to return to the Greatwall citadel afterwards.\nIf you want to try to score any of the loot here again, you'll need to\nrefrain from confronting the Elysion. Rest up at the Greatwall\nEncampment and return when the treasure has respawned. Then again,\nthe loot it only going to get better as you advance, so it might not\nbe worth the effort to farm this gear when the best loot in the game\nlies on the horizon.\n\n***ITEMS***\no--Ornate Chest--o\n[Alchemickal Hosen]\n[Algid Bloom]\n[Ardent Will]\n[Gimble Gyre]\n[Kunai]\n&lt;----------------------------------------------------------------------&gt;\n12) Go through the door to the north-west to reach the roof. When you\nenter a cutscene will trigger-the Elysion and two other cultists sit\naround conjuring purple-badness. The Elysion babbles about how you've\nno chance against the Dragon... but just in case, they'll kill you\nanyways. After all, a dream deferred is a dream denied. The Elysion\nwill stab his two accomplices, who rise again as Wights. Once the\ncutscene ends, the fight begins; you versus the two Wights and all\nthe undead minions they can summon, which include Skeleton Knights (3),\nSkeleton Sorcerers (2), and Undead Warriors (3). If you've got ranged\nattacks, you can just shoot down the Wights-they won't resummon minion\nuntil they're all dead, so kill everything save an Undead Warrior\n(which can be easily ignored and avoided) and focus on the Wights. If\nyou're more of a melee persuasion, you'll have to dispatch the minions,\nas the Wights will lower themselves to the ground-and within reach-only\nwhen the summon more fodder. In either event, this fight shouldn't be\ntoo difficult-Wights are old news, as are all the paltry undead that\nguard them.\n\nAfter the fight the Elysion cackles from a high vantage he managed to\ncrawl to during the fight. He'll admit he underestimated you before\ngoing into hysterics about the Dragon... who bothers to show himself.\nThe Elysion, in a bout of religious fervor, continues preaching about\nthe glorious doom the Dragon will bring to the world... and the Dragon\nobliges him by giving him a sample. Then, for the first time since\nCassardis, we stand face-to-face with the Dragon, who announces that\nhe will now allow us to confront it, if we dare. But with this\nchallenge, a warning; When the weak court death-they find it. The Dragon\nthen demonstrates its power by demolishing Greatwall-the mighty keep\nmeant to ward against the Dragon is barely even a nuisance to it. We\nmanage to scramble from the ruins, more or less unharmed. The Dragon\nhas one more gift for us, if we've played our cards right romantically.\nThe Arisen's Bond will fall from the sky as the Dragon departs-a final\nbit of bait set out for us by the Dragon, in case our heart wasn't\nenough. This will, of course, only occur if a) we gave the Arisen's\nBond to somebody, and b) the person we gave it to is our romantic\ninterest... in other words, if they have the highest affinity towards\nus. In any event, you'll score the Achievement\/trophy 'Rough Landing',\nand the Greatwall will now count as 'civilized' (Stamina-free)\nterritory.\n\n***REWARD***\n(For denying Salvation)\nEXP\t\t30,000\nRift Currency\t50\nGold\t\t40,000\n&lt;----------------------------------------------------------------------&gt;\n13) When you're back in control, walk forward to pick up the Arisen's\nBond, if the Dragon dropped it, then turn north to examine Greatwall.\nOnly the lower floors still stand-head north to the four-way\nintersection and turn south-east to note that the way into the interior\nis now blocked by rubble. All the loot in Greatwall is now buried\nunder debris, but on the plus side, the previously-locked door\nnorth-east of the intersection is now unlocked. It leads to the Tainted\nMountain Temple-the Dragon's domain. The end is nigh, but before we\nconfront the beast, we should do a final bit of preparation. Head back\nout to the Greatwall Encampment and rest\/stash loot as necessary. Our\nnext stop? The Dragonforged's Sanctum.\n\n***QUESTS***\nThe Final Battle\n&lt;----------------------------------------------------------------------&gt;\n14) Return to Hillfigure Knoll and visit the Dragonforged, who,\nrecognizing that you are nearing the final confrontation with the\nDragon will generously aid you in your fight. He tells you to 'seek\nthe temple atop the Tainted Mountain, beyond the Greatwall... At its\npinnacle, in the shadow of the wyrm, keeper of the endless ring, you\nwill make your choice. What you become, only you can decide.' Cryptic,\nbut fortunately his aid isn't limited to mere words-he'll also give\nyou 'Draconian Strategy Vol. I' and either a 'Dragonleather Vest'\n(torso clothing) or 'Dragonhide Bracers' (arm-wear).\n\nAnyways, once you're done picking up that little trinket, return to\nGreatwall-which should just be a Ferrystone away. Time to head into\nthe ruins of Greatwall and explore the Tainted Mountain Temple... don't\nworry, we're not yet fighting the Dragon, but there's plenty of new\nfoes (and new loot!) up ahead.\n\no======================================================================o\n|                  Chapter 5: The Ever-Turning Wheel\t\t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t Exploring the Tainted Mountain Temple\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK039}\n\t\t1) To the Tainted Mountain Temple\n\t\t2) Where Once Savan Stood...\n\t\t3) Saurians of Earth and Fire\n\t\t4) It's Not a Harpy?\n\t\t5) Clearing the Columns\n\t\t6) The Golden Belt\n\t\t7) Killing More Geo Saurians\n\t\t8) Loot on Ledges\n\t\t9) I Love Lamellar Armor\n\t\t10) To the Temple Antechamber\n\t\t11) Fighting Infernal Foes\n\t\t12) Looting the Balcony\n\t\t13) Looting the Alcoves\n\t\t14) Gorechimera in the Grand Hall\n\t\t15) Tattered Mantle\n\t\t16) Final Preparations\n\n1) Walk through the ruins of Greatwall again and return to the four-way\nintersection. From here head north-east to reach the now-unlocked door\nat the end of the hallway. Open it up and head on through, dropping\ndown a short ledge to the north-east (or you could walk around like a\ndink) and grabbing a square chest below. Continue north-east until\nyou reach a door, which leads to the Tainted Mountain Temple.\n\n***ITEMS***\no--Square Chest--o\n[Cleric's Cap]\n[Crowned Hood]\n\nTainted Mountain Temple\no======================================================================o\n\"Thus you tread the path of the true Arisen: To face the Dragon... and\nlearn the real truth.\"\n\n2) The real truth? As opposed to what? The fake truth? As in, a lie?\nSorry... ahem. This area should look familiar to you-it's where we\nstarted the game as Savan all those hours ago. The layout of the\nTainted Mountain Temple hasn't changed in all these years, but the loot\nand the foes are different, so don't assume you know the way (you still\nneed me!). If you've been diligent you should score the\nAchievement\/Trophy 'The Explorer' for finding 150 locations. From the\nentrance turn north and head under an arch to find an area that's just\nas boring now as it was back when we were playing Savan-save you get\nto keep whatever garbage you pick up! Loot a rounded chest and head back\nsouth.\n\n***ITEMS***\no--Rounded Chest--o\n[Meloirean Greaves]\n[Steel Sabatons]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Exploring the Tainted Mountain Temple\t\t      |{VID054}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=2nvNAW7KKYg\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n3) Back at the entrance again head south-east, head through another\narch, and reach an open-air ledge. No Dragon this time, but that doesn't\nmean it's safe-in fact, it's just occupied by smaller, sneakier\nreptiles-Geo Saurians, the third tier of the Saurian family. Dispatch\nthem as you can-there are two in the initial wide portion of this\nledge and one more along the south-easternmost point. On the wider,\nnorth-western part of this ledge you can find some warrior remains near\nsome debris. From those remains turn north and drop down to a lower\nledge that holds a square chest. Be wary, though-as your Pawns will\nundoubtably warn you, a fall here isn't healthy.\n\nNote: The Tainted Mountain Temple also marks a bit of a change in\npolicy for the guide. I had previously refrained from mentioning most\ngear we've found, as... honestly, a lot of it didn't really matter.\nYou count the damage and use the highest-powered weapon you had, and\nthe armor was really more aesthetic than anything else. I know, the\ndefenses do some good, and the resistances, blah, blah, blah, but\nthe net effect of the incremental differences between most gear we've\npreviously found wasn't worth wasting time on-mine or yours. Now,\nhowever, we're finding gear that aspires to be the best in the game,\nso I'll mention my favorite bits of loot.\n\n***MONSTER INFO: GEO SAURIANS***\nThe fiery branch of the Saurian family, these black lizards camouflage\nthemselves as well as Sulfur Saurians, except they spit explosive goo\ninstead of poisonous goo. They still carry spears, and have the same\nattacks with both their polearms and their natural weapons, save Geo\nSaurians are far stronger and more sturdy than even Sulfur Saurians.\nThis resilience makes targeting their tail an even more attractive\noption, since they can withstand more punishment in a head-to-head\nengagement. They are, as fire-beasts, weak to ice attacks.\n\n***ITEMS***\no--Warrior Remains--o\n[Rusted Greatsword]\n[Stalwart Earring]\n  ---\no--Square Chest--o\n[Feral Cape]\n[Gryphic Cloak]\n[Royal Mantle]\n\nPath to Dragon's Domain\no======================================================================o\n4) Back on the higher ledge, explore the narrower portion to the\nsouth-east, scoring another square chest and some warrior remains at\nthe south-eastern end of this ledge, which is guarded by a third Geo\nSaurian. North-east of the square chest you'll find a Small Coin Pouch\n(100 G) and a Coin Pouch (1000 G). Once done turn south-west and explore\ndown the narrow tunnel in that direciton, marked on the map as the\n'Path to Dragon's Domain'. The path will terminate at a ladder leading\ndown-the lower chamber beyond contains a new, thoroughly annoying\nfoe-the third creature in the Harpy family-the Succubus. Kill the two\nlurking here and loot around-there's a new plant to pick, the Lava\nFlower some Harspud Juice to the north-west, and to the west, a square\nchest.\n\n***MONSTER INFO: SUCCUBUS***\nWhen I hear the word 'Succubus' I can't help but think 'Diablo'. How\nmany millions of those busty wenches did my Sorcerer lay low back in\nthe mid 90s? Not enough. Anyways, these are nothing like that-they're\njust Harpies with bat-wings and an even more foul disposition. They\nwill still use the typical fly-by attacks the Snow Harpies were fond of,\nbut they also have a new grapple attack. After screaming, they'll swoop\ndown with incredible speed, aiming to latch onto a character, bite a few\ntimes, and force your character to drop melodrmatically to the ground.\nIt's beyond annoying. Other than that, expect the same attack as we've\nseen from Harpies and Snow Harpies... save the frost breath, of course.\nTheir song, however, doesn't cause Sleep, instead it afflicts the\n'Cursed' debilitation, which severely lowers your attributes.\n\n***ITEMS***\no--Square Chest--o\n[Alchemickal Bangles]\n[Meloirean Armguard]\n  ---\no--Square Chest--o\n[Gimble Gyre]\n[Iron Bandings]\n[Orilux Shield]\n&lt;----------------------------------------------------------------------&gt;\n5) Continue down a narrow passage to the south-east, picking plants as\nyou desire. When the pass opens up into a large chamber, stop and look\naround. You should see a few Geo Saurians clinging-without aid of\ncamouflage-to some pillars. There are more beyond them, to the east.\nDispatch them however you may, then continue south into the chamber\nthey occupied. If you turn west and jump over a crumbled wall you can\nfind some plants, a Light-Cure, some Harspud Juice, and lootable debris\nin the mess beyond. Scale the rubble to the south and you can also nab\na Large Coin Pouch (3500 G) near a gunpowder barrel. Oh, and try to\navoid setting yourself on fire, you crazy kid.\n&lt;----------------------------------------------------------------------&gt;\n6) Return to the Geo-Saurian infested chamber back east, and, well,\nhead east between two pillars. Jump over the fallen remains of another\ncolumn and drop down onto a ledge to score a rounded chest, which always\ndrops a Golden Belt. It's not a bad bit of armor-if the aesthetic\ndoesn't bother you. It's got fair defense, a slew of elemental\nresistances, and best of all, Petrification resistance. It also adds\na whopping bonus to Strength. Nowhere near as good as a Sultry Pareo,\nbut if your Arisen is male, it's not bad.\n\n***ITEMS***\no--Rounded Chest--o\n[Golden Belt]\n&lt;----------------------------------------------------------------------&gt;\n7) Return to the Geo-Saurian chamber back west and this time head\nsouth under an arch to reach a smaller room. Search the bushes to the\nwest to score some plants and another Large Coin Pouch (3500 G), then\nturn east and ascend some stairs-jumping onto the rocks just south\nof the arch on top to find another Coin Pouch (1000 G). Beyond this\narch are more Geo Saurians-one clinging to the wall near an arch to\nthe east and two more on a balcony to the north. Smite them and note\na doorway to the south-we'll get there soon enough, but for now, turn\nyour attention to the north.\n&lt;----------------------------------------------------------------------&gt;\n8) Head north onto the balcony and turn east. Climb the short wall in\nthat direction and continue east, looking over to a ledge below, where\na square chest sits. Inside are some gloves that appeal to the various\nStrider-based classes-not really worthy of note. Backtrack to the\nbalcony and explore to its western edge, which also has a scalable wall\nthat leads to treasure. In this case, another square chest (which\ncontains a Lancer's Sword, certainly an upgrade for any Warrior) and\nsome Interventive. If you're a brave, foolish soul, you'll jump onto\nthe pillar nearby (to the north), which contains some Liquid Vim.\nAnother pillar further north hold a Giant Coin Pouch (10,000 G), as\ndoes the one west of the first gold-bearing pillar top. This, however,\nrequires a running jump, good timing, and... I find that I rarely\npossess the patience to manage it. Double Vault or Levitate are\nnecessary, with the latter being superior, in this case.\n\n***ITEMS***\no--Square Chest--o\n[Assassin's Armguards]\n[Black Leather Gloves]\n  ---\no--Square Chest--o\n[Lancer's Sword]\n&lt;----------------------------------------------------------------------&gt;\n9) From the first (eastern) gold-bearing pillar top turn east and jump\nonto a ledge in that direction. Alternatively you can return to the\nbalcony and jump from the elevated north-eastern corner (on which you'll\nfind a Salubrious Brew) to this ledge. If you don't have Double Vault\nor at least Levitate, you may find this ledge out of reach. Upon it sits\nan Ornate Chest which can yeild some of the best armor in the game;\neither a Sultry Pareo (high Defense and Magick Defense, Fire Resistance,\nPetrification Resistance) or a Lamellar Jacket (high Defense, moderate\nMagick Defense, Fire\/Dark Resistance, and Petrification Resistance when\nupgraded.) I really like the stats and look of the latter-it's black,\nit's snazzy, and it's pretty protective. Archer's Culottes might appeal\nto some, but as far as I'm concerned, it really can't compete with the\nother two armors in terms of resistances.\n\n***ITEMS***\no--Ornate Chest--o\n[Archer's Culottes]\n[Lamellar Jacket]\n[Sultry Pareo]\n&lt;----------------------------------------------------------------------&gt;\n10) Jump back to the balcony to the south and, from there, continue\nsouth through the doorway we neglected earlier. Turn a corner to the\nwest, then go through a doorway to the south when you get the chance.\nIn these two small rooms you'll find some warrior remains to loot,\nanother Large Coin Pouch (3500 G) and some Liquid Vim sitting on a\nrubble-coverd bit of worked stone. Return to the hallway and continue\nwest, then turn south and head up some stairs to reach the 'Temple\nAntechamber'.\n\n***ITEMS***\no--Warrior Remains--o\n[Stalwart Earring]\n\nTemple Antechamber\no======================================================================o\n11) Savan encountered Hobgoblins and Snow Harpies here... we get\nHellhounds and Succubi. Sounds fair. Head out onto the northern\nbalcony and turn west. This room consists of two elevated balconies-one\nnorth, and one shorter, less intact one to the south. In the middle\nof the chamber, a bridge connects the two balconies... albeit allowing\nfor a small gap. The Harpies siutate themselves along the southern\nside of the bridge, and the Hellhounds congregate on the lower floor to\nthe east. It would be unwise to engage both groups at once, so we\nwon't-heading west along the northern balcony should provoke the\nSuccubi, allowing you to dispatch them before turning your attention to\nthe doggies below. Speaking of which...\n\n***MONSTER INFO: HELLHOUND***\nThe baddest doggies you'll see in Dragon's Dogma, Hellhounds are\nstronger, more resilient, and... just bad news. Unlike the lesser Wolves\nwe fought, you'll never encounter Hellhounds in great numbers-maybe\nhalf a dozen, tops, and often only several. They make up for this lack\nof numerical superiority with extreme aggression and fiery breath,\nmaking them the only such beasts with a ranged option... a ranged\noption they're not afraid of spamming repeatedly and which, if it hits,\nwill likely knock you down, leading to you being dragged off and mauled.\nBeing stronger and more durable than normal hounds, you should focus on\nknock-down strikes, when possible. Lighter attacks will not daunt them\nthe way it bothered their lessers, and will just leave you open to\nretaliation. Ice attacks also work well.\n&lt;----------------------------------------------------------------------&gt;\n12) Once the foes are dead we can turn our attention to looting. Return\nto the northern balcony and explore to its western end. You can loot\nthe skeletons of fallen soldiers if you really enjoy junk, but we're\nafter superior fare. Over a short wall along the southern face of the\nbalcony lies a narrow ledge, on which you'll find a Dose of Strength\non a lip along the western end of the balcony, and some Secret Softener\non a lip to the east. Along the eastern edge of the northern balcony\nyou'll find a rounded chest. Ignore the shorter southern balcony upon\nwhich the Succubi roosted and climb down some rubble to the east, at the\nbottom of which lies a Large Coin Pouch (3500 G).\n\nIn the rounded chest you might score some Royal Cuisses. They're decent\nleg-armor, certainly better than anything we've found so far (although\nRed Over-Knee Boots come close). With moderate Defense, high Magick\nDefense, and a boost to both Strength and Magick, you'll be hard-pressed\nfinding something better to wear at this point in the game. You also\nmight find a Veteran's Arc-easily the strongest Longbow we've had the\nchance to get our hands on.\n\n***ITEMS***\no--Rounded Chest--o\n[Royal Cuisses]\n[Veteran's Arc]\n&lt;----------------------------------------------------------------------&gt;\n13) Now on the ground floor near where the Hellhounds rested turn west\nand explore in that direction. Keep your eye to the north, as alcoves\nare built under the northern balcony which contain loot, including two\nrounded chests-one along the western end of the chamber, and one along\nthe eastern end. There's also a Liberating Brew on a rock near the\neastern chest and in the rubble west of this rock you'll find a Large\nCoin Pouch (3500 G). From the western rounded chest turn south to find\na square chest, near which some Smother Sap sits. Finally, in an alcove\nto the south you'll find some Harspud Juice, and east of there are some\nwarrior remains.\n\nAs for the loot, I personally fancy the Cardinal Surcoat, which is\nrespectably potent. Once upgraded it'll also boast some Petrification\nresistance, rather high Fire Resistance, and it looks snappy, too.\n\n***ITEMS***\no--Rounded Chest--o\n[Algid Bloom]\n[Cardinal Surcoat]<\/pre>\n\n\n\n<pre id=\"faqspan-17\" class=\"wp-block-preformatted\">[Crimson Robe]\n  ---\no--Rounded Chest--o\n[Meloirean Plate]\n[Royal Surcoat]\n  ---\no--Square Chest--o\n[Archwizard's Helm]\n[Pleached Limbs]\n\nGrand Hall\no======================================================================o\n14) We're done looting this chamber. Find a hallway in the south-eastern\ncorner of the chamber and follow it south, then east down a corpse-\nstrewn hallway. Reach a small room to the east and search the north-\nwestern corner of the room to score some Harspud Sauce, and in the\nsouth-western corner sits a Panacea. Turn north to reach the Grand Hall,\nwhere a new foe lurks; a Gorechimera. I'd give you a typical boss\nstrategy, but there's not really any point-the Gorechimera is a stronger\nversion of the Chimera, so a normal monster entry will suffice.\n\n***MONSTER INFO: GORECHIMERA***\nGorechimeras are... well, they're just palette-swaps of normal Chimeras.\nThey move the same, attack the same, the Gorechimera just deals more\ndamage and has six life bars instead of four. If you get too near the\nfront the lion will lunge at you, the snake spits a rather potent\nvenom and bites, and the goat can caste a wide range of spells-and\nunlike the Chimera's goat tend to favor healing and debilitative\nspells more than elemental ones. In this aspect, the Gorechimera is\nfar more dangerous than its lesser cousin. The goat head of the\nGorechimera is one of the few foes in the game that can cast a death\nspell-if you see a red ring on the ground-avoid it. The strategy is\nmostly the same, though-jump on the hind-quarters and detach the snake.\nWhen it falls over, attack the goat, and if that dies, finish off the\nlion. One thing to watch out for, however, is the fact that the\nGorechimera is resistant to fire, so use another element to take it\ndown.\n&lt;----------------------------------------------------------------------&gt;\n15) After the fighting begins the looting. Note that there are four\npressure plates in the hall that need to be depressed to open the\ndoors to the east-doors beyond which the Dragon lurks. These plates\nare roughly in the four corners... if you were able to trick the\nGorechimera onto one... well, it'll speed things up a bit. In the\nnorth-western corner of the hall you'll find a square chest and some\nHarspud Juice. In the south-western corner you'll find a rounded chest\nand two Large Coin Pouches (7000 G). Along the eastern side of the\nchamber you'll find an ornate chest. In the north-eastern corner of\nthe hall, on an elevated ledge east of the north-eastern pressure\nplate you'll find some warrior remains, which always drops a Tattered\nMantle. It starts out pretty weak-beyond weak, actually, it's outright\ndetrimental to your elemental resistances (-2%) and debilitation\nresistances (-10%), but if it's upgraded, it'll become... well, the best\ncloak in the game, with +2% to all elemental resistances, and +10%\nto eight debilitation resistances. Not bad at all...\n\n***ITEMS***\no--Square Chest--o\n[Galvanic Razors]\n  ---\no--Rounded Chest--o\n[Coupled Headgear]\n  ---\no--Ornate Chest--o\n[Almace]\n[Meloirean Helm]\n[Steel Sallet]\n  ---\no--Warrior Remains--o\n[Tattered Mantle]\n&lt;----------------------------------------------------------------------&gt;\n16) Depress all the pressure plates and the door to the east will open.\nNow the only thing standing between us and the Dragon is our own\nresolve. So, let's discuss final preparations. I can't imagine you\nbeing under level 50 by this point in the game, although if you feel\nunderpowered, doing a few more loot runs can't hurt. On that topic, a\nfew runs through the Tainted Mountain Temple will serve you well in\nterms of both experience and treasure.\n\nWhen you've resolved to engage the Dragon, grab a few things from\nstorage-healing items would serve you well, namely Potent Greenwarish\nand Large Mushrooms, both of which can be purchased from Camellia's\nApothecary in Gran Soren-buy as many as you can carry without being\nburdened beyond, say, average encumbrance? Resist the urge to have Pawns\ncarry your burden, however-they'll gleefully consume everything\nthemselves. Also be sure to grab your best gear. I've avoided upgrading\nanything thus far, and hence, avoided mentioning it much for a few\nreasons. First, the gear we've obtained up until now is paltry, not\nreally worth upgrading. Second, our upgrading ability has been limited.\nWithout wyrmfire, we could only get items up to three stars, but the\nDragon will Dragon-Forge all the gear we have equipped. Dragon-Forging\nis the highest tier to which we can upgrage gear. Besides the Dragon,\nthe only way to Dragon-Forge gear is by killing lesser Draconic\ncreatures... but we'll worry about that later, once we've found even\nbetter gear. For now, put on your Sunday best for the Dragon. Gear\nunworn is a missed opportunity.\n\nFinal preparations? Make sure you're whatever Vocation you chose to\nlevel as-the fight with the Dragon will almost certainly level you up,\nunless you're an extremely high level. Bows and grapples work best,\nso Strider\/Assassin\/Ranger\/Magick Archer are the best Vocation for the\nfight... but you'll have to use whatever you can. Pick your weapon\nloadout and Vocation carefully, however, as you'll get a unique weapon\nfor fighting the Dragon-the same type as you have equipped during the\nbattle. For some Vocations, this is pretty simple, but, say, an\nAssassin, Magick Archer, or Mystic Knight will have quite a few weapons\nto choose from. As for the Warrior-yes, there is a difference between\nLongswords and Warhammers, as far as this is concerned.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t \tShowdown with the Dragon \t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK040}\n\t\t1) Abandon All Delusions of Control\n\t\t2) Vote With Your Feet\n\t\t3) Cat and Mouse\n\t\t4) Retaliation\n\t\t5) Out Into the Open\n\t\t6) First Broken Bridge Run\n\t\t7) The Dragon's Perch\n\t\t8) Second Broken Bridge Run\n\t\t9) One Good Shot...\n\t\t10) Climbing the Dragon\n\t\t11) Crash Landing\n\t\t12) Tainted Mountain Peak\n\t\t13) Reclaim What is Yours\n\t\t14) Consequences\n\nTainted Mountain\no======================================================================o\n1) Once you're ready to confront the Dragon, head to the Great Hall in\nthe Tainted Mountain Temple and go through the door to the east we\nopened by depressing the pressure plates. Continue east up some stairs\nto reach an enormous chamber. Upon entering a cutscene triggers, where\nthe Dragon will hit you with some philosophy as some Goblins tease your\nromantic interest. The philosophical ponders lead to one thing-a test\nof your will. The Dragon makes you two offers-fight him, and if you\nwin you will be free, or sacrifice your romantic interest. The key\nphrase he uses in the latter is 'abandon all delusions of control'.\nAre you the master of your fate, are you the stronger, will you rise\nto the challenge, or will you submit?\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|The Final Battle\t\t\t\t\t      |{VID055}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=2ruuXsRKQkg\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n2) Vote with your feet-if you walk away from the Dragon he'll ask you\nagain if you accept the deal-the life of your romantic interest and in\nexchange the Dragon leaves Gransys. You get the reputation for killing\nthe Dragon, and the prestige that goes with it. It's the same deal the\ncurrent duke made with the Dragon, the phony that he is. If you accept\nyou'll get a cutscene of your Arisen wearing the duke's attire, sitting\non the throne, looking fairly miserable. While this nets you the\nAchievement\/Trophy 'Solitude', it also prompts a reload, so it's not\nmuch of a choice.\n&lt;----------------------------------------------------------------------&gt;\n3) Step forward, however, and the Dragon'll force you to confirm your\nchallenge. Accept and the Dragon will cause a ruckus, knocking huge\nchunks of the ceiling down. Your romantic interest takes the opportunity\nand runs off, leaving you free to fight the Dragon. When you're back in\ncontrol, run to the north-west as (harmless) rocks fall all around. Head\ninto a hallway and run into the camera as the Dragon chases you. If it\ncatches you, you'll get a big, fat, game-over, so just stay in the\nmiddle and run. Your Stamina doesn't drain, so, no worries.\n&lt;----------------------------------------------------------------------&gt;\n4) The chase ends when you enter another huge chamber. The Dragon gets\ncaught in the tunnel, with only his head and upper body exposed. To\nthe south are two barriers you can hide behind. The name of the game?\nDeal as much damage as possible to the Dragon while it's stuck. It's\nnot helpless, however, it'll perform two arcing breath attacks, which\nyou can avoid by hiding behind the barriers. After those two attacks\nit'll free itself and head into the chamber, where it'll put up a fight\nfor a while before flying off. In all honesty, it is possible to kill\nthe Dragon here, but I've only ever managed to do it with an Assassin.\n&lt;----------------------------------------------------------------------&gt;\n5) Once the Dragon flies away, head to the north to continue your\npursuit. Be sure to search a rounded Chest in the north-western corner\nof the room before you head up the stairs to the north. Pick your way\nthrough the debris to reach daylight, above. There are three bottles\nof Harspud Juice on the stairs as you ascend past the debris, in case\nyou need some healing.\n\n***ITEMS***\no--Rounded Chest--o\n[Molten Boots]\n&lt;----------------------------------------------------------------------&gt;\n6) Continue onto a long stone bridge running north. Run along it for\na length and the Dragon will drop down behind you, staying only long\nenough to cause the bridge to start collapsing before flying off ahead.\nYour goal now is to run across the bridge to the north before is\ncollapses (it's incredibly generous with the timing, in fact, unless\nyou're, say, sitting around writing a FAQ while the game is running,\nthere's almost no chance the bridge will drop out from under you.)\nWhile you're on the move, the Dragon will do a few fly-bys with its\nflame breath, which should be pretty easy to avoid. Continue running\nalong the bridge until you reach a tower at the northern end.\n&lt;----------------------------------------------------------------------&gt;\n7) Immediately inside the tower you'll find a square chest to loot,\nthen head up the stairs. Keep an eye on the western side of the stairs\nto find a rounded chest. Continue up to the top of the tower... or at\nleast as far as we can ascend. Another bridge runs to the east, while\nthe Dragon sits on a perch to the north-east, from which he'll blast\nat you with his fiery breath. Just before the bridge you'll find a\nstanding portion of wall to hide behind. On top of this convenient\nbarrier is a Light-Cure, while to the north you'll find two doses of\nSmother Sap and some Harspud Juice. There's also plenty of shelter on\nthe bridge itself, so don't be afraid to run out there. Note that\ncharacters with conventional bows can shoot at the Dragon here-if you\ndeal enough damage it'll decide to fly off.\n\n***ITEMS***\no--Square Chest--o\n[Flame Skirt]\n  ---\no--Rounded Chest--o\n[Dragon Hide Bracers]\n&lt;----------------------------------------------------------------------&gt;\n8) Run across the bridge to the east. This bridge is in much worse\nshape than the previous one was-it starts out uneven and ready to\ncollapse. It only gets worse when the Dragon decides to land on this\none, too, after you traverse along it a bit. The Dragon'll stay long\nenough to breath some fire, then fly off to do more fly-by breath\nattacks. The Dragon's attentions causes a general collapse of the\nbridge. Again, you've got plenty of time, so make your way east-then\nnorth-to another tower.\n&lt;----------------------------------------------------------------------&gt;\n9) Ascend the tower and peek to the exterior wall as you go. When it\ncollapses, search near the opening to find some Harspud Juice-there's\none on either side of the stairs here. Continue to the top of the\ntower, as the Dragon flies around like a giant, demented vulture. The\ngame of cat-and-mouse ends atop this tower. The Dragon'll encourage\nyou to fight as you reach the roof-disappoint him for a moment by\nsearching along the northern end of the roof to score two ornate chests.\nOnce looted, turn your attention to the Dragon again. He's going to\ncontinuously perform fly-by attacks. Your goal? Get on a ballistae\nand shoot him. Don't worry, your aim doesn't have to be perfect... and\nyou only need to get off one good shot...\n\n***ITEMS***\no--Ornate Chest--o\n[Champion's Bangles]\n  ---\no--Ornate Chest--o\n[Dragon Band]\n&lt;----------------------------------------------------------------------&gt;\n10) A very good shot, in fact. Your bolt scores a direct hit on the\nDragon. Not a happy camper, the Dragon decides that the fire breath\nwas too subtle and decides to skim the top of the roof. When the dust\nclears, you're on the Dragon's back. Your goal here is to climb up\nto the glowing spot between its shoulders and give it a good whack or\ntwo. You'll have to do a feel analog shakes from time to time to keep\nyour grip-nobody said there wouldn't be turbulance flying Dragon. The\nentire time the Dragon'll encourage you... silly reptile. Once you\ndeal enough damage to it (one or two hits is all it should take) the\nDragon'll dislodge you. Do another analog wobble to avoid becoming a\nmid-air meal and you'll pass perilously close to the Dragon.\n\nTainted Mountain Peak\no======================================================================o\n11) Creepy chest-lights, the Dragon crashes into the ground, and you\nfind yourself miraculously unharmed after a fall of seveal thousand\nfeet. What's more, your Pawns are here, too, in the oddly arena shaped\ndepression. The Dragon rises and declares that the final battle is\nat hand... and oddly enough still continues to encourage you. The\nDragon will, in all likelihood, fly to a tower to the north-east,\nwhere he'll sit pretty and pelt you with breath blasts, which gives\nus a fine time to survey the battlefield. It's circular, so we'll use\nour old friendly 'clock' aid... or, if you (sensibly) don't care so\nmuch about the layout, skip to Step #13 for the tactics of the Dragon\nitself.\n\n***ITEMS***\no--Warrior Remains--o\n[Noble Earring]\n&lt;----------------------------------------------------------------------&gt;\n12)  At about 5:00 you'll find a collapsing tower you can use to seek\nshelter from the Dragon. His breath, at least, he'll destroy it quite\neasily with his body (remember Greatwall?) Inside the tower you'll find\na rounded chest, an ornate chest, and some Harspud Juice.\nCounter-clockwise from the tower (at about 4:00) you'll find a series of\nscalable ledges (running to about 3:00). On the highest level you'll\nfind a ballista and some warrior remains to loot. The ballista is your\nkey to fighting the Dragon while he's doing fly-bys or sitting pretty\non his tower... that is, if you're not playing one of the three\nStrider-based classes, who have superior ranged attacks. At about\n2:00 (past the end of the ledges, anyways) you'll find some more warrior\nremains on the floor of the arena. At about 1:00 you'll find a ramp\nleading up to an elevated ledge that houses a ballista. At about 11:00\nyou'll find some warrior remains hidden behind a large rock at the foot\nof a ramp that runs counter-clockwise to about 9:00. This ramp leads\nto two ledges of differing heigh, both the higher and lower ledges\nfeature ballistae and cover, making it a good location from which to\nshoot down the Dragon. Finally, from about 8:00 to 6:00 are some\nwalls on the ground level around ballistae, which can serve as cover.\nThere's an elevated ramp that runs behind this spot, but it only leads\nto a dead-end with some healing items and gunpowder barrels. Other\nwarrior remains lie scattered around, as do various plants and healing\nitems, too numerous to detail individually.\n\n***ITEMS***\no--Warrior Remains--o\n[Golden Belt]\n  ---\no--Warrior Remains--o\n[Harmonious Earring]\n&lt;----------------------------------------------------------------------&gt;\n13) If the Dragon flies out of reach (say, onto the perch at about\n2:00?) use a ballista to shoot it down if you don't have a Bow or\nLongbow. It's pretty easy to tell when it's planning to use its breath,\nas you can see the flames building up in its maw. It might also do\nfly-by attacks (typically immediately after being driven from the\ntower) which can be stopped with proper use of projectiles. When you\nshoot the Dragon down, close and let the real fight begin.\n\n\t\t  ***ENEMY STRATEGY: THE DRAGON***\nThe Dragon is a versatile foe who fights fairly differently depending\non how you engage him. Just remember that the battle is fairly\nthematic-the game provides you certain tools and expects you to use\nthem to take down the Dragon. Hence, if the cheating lizard flies\nout of reach you've got ballistae to shoot. You can hide from his flame\nbreath by taking advantage of the copious amount of cover in the level,\nbut be warned-playing too passive isn't a great strategy. The Dragon\ncan smash most any cover in the level with spells and melee attacks,\nand many spells will get around your cover entirely.\n\nLizards With Flame, Fight the Same\n----------------------------------\nFirst it should be noted that the Dragon has many attack quite similar\nto the Drake. If you get near its flank, it'll swipe at you. Get behind\nit and it'll lash with its tail. Get in front of it, and it'll bite.\nIt also has the grab attack we saw the Drake employ, where it'll try\nto possess captured Pawns or slam the Arisen into the ground. It'll\nalso hover in air and breath fire repeatedly, backing up as you\napproach... easily the most annoying attack for any character with no\nranged option. If you learned these attacks well from the Drake, you\nshould have no trouble anticipating them from the Dragon... it's just\non a much larger scale, and if you mess up, it'll hurt more.\n\nDragon Magic\n------------\nThen again... there are some differences. The Dragon will employ a\nrespectable arsenal of magical attacks against you, usually if you're\nkeeping your distance or hiding behind cover. The attacks it can perform\ninclud High Bolide (which does a nasty job of destroying cover and\nballistae), High Ingle, High Frigor, and a unique holy-element spell\nthat deals a good bit of damage over a short time over a wide area.\nEven if you start running as soon as you see the spell's indicator\npop up, there's a good chance you'll take some damage from it.\n\nBeware the Breath\n-----------------\nOne of its favorite and most prominent attacks is its breath weapon.\nIt'll do fly-by breath attacks (like the ones we saw while on the\nbridge), arcing forward breath sweeps (like the ones we saw when it\nwas stuck in the hallway) and a massive power-up breath attack that\ncan deal massive damage, knock you down at a long range, and it\naccompanied by secondary explosions. If he rears up on his hind legs,\nhe's going to do this attack, so put some distance between you. He\nalso has a somewhat unpredictable and fast breath-blast attack which\nhe'll execute while leaping back, typically employed when you're in\nfront of the Dragon. He's also fond of breathing at a stationary point\nin front of him while advancing. Finally, of course, he'll use his\nbreath weapon when he's trying to enjoy a height\/range advantage. As\nmentioned earlier, he'll perch on a tower and shoot breath blasts at\nyour, or hover in air and breath gouts of flame.\n\nReclaim What is Yours\n---------------------\nMages and Sorcerers should use cover well and charge up spells when\npossible-his long-distance routine usually ends with him hovering. If\nyou can knock him out of the air you'll have a bit of time to deal some\nserious damage to him with magic. A fair technique I've found was to\ncharge up Frigor while behind cover-it's a high damage spell that you\ncan charge up and move into range, and more importantly, you can aim\nit-a good hit at the heart can deal several life bars of damage in one\ncasting. Most of the time, however, you'll be better served Despite all\nthese attacks, the safest place to fight the Dragon is usually up close.\nIf you can get at his heart, a Strider\/Ranger\/Assassin can take him\nout with disturbing ease (even though he might grab you off and slam\nyou into the ground once or twice.) For less mobile melee fighters,\nhitting him while he's casting spells can knock him down, giving you\na clear shot at the heart. Point is, if at all possible, use attacks\nyou can aim, and aim for the heart.\n&lt;----------------------------------------------------------------------&gt;\n14) Once he falls you'll get an ending cutscene, which I won't waste\nour time trying to explain in detail, suffice to say that you get your\nheart back... as do all the other Arisens in the land. The link to\ntheir immortality now dead, this has some unfortunate consequences for\nyour fellows. The Dragon's demise also causes ruin to Gran Soren, but\nfor us, things are looking up. We've defeated the Dragon, reclaimed\nour mortality, saved our romantic interest, and in general fought the\ngood fight and saved the day. Right?\n\n***REWARD***\n(For taking back what is yours)\nEXP\t\t80,000\nRift Currency\t60\nGold\t\t65,000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t   Wandering Through a Ruined World \t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK041}\n\t\t1) The Dragonslayer's Reward\n\t\t2) An Unseemly Sky...\n\t\t3) A Challenge\n\t\t4) Grim Goblins\n\t\t5) New Foes on Seabreeze Trail\n\t\t6) Secret of Metamorphosis\n\t\t7) Back Through Manamia Trail\n\t\t8) Moonsbit Pass\n\t\t9) Undead in the Cottage and at the Gate\n\t\t10) The Wyvern Outside of Gran Soren\n\t\t11) New Foes in the Ruined World\n\t\t12) Beasts in the Estan Plains\n\n1) You'll wake up back in your house in Cassardis, along with your\nromantic interest. This romantic partner, whoever they may be, will be\nmaking your house here their permanent residence for the rest of the\ngame... possibly quite annoying if, say, Asalam decided he fancied you.\nTalk to your lover and they'll certainly have something to say about\nyour epic rescue... at least, if they're one of the 'main' NPCs\n(typically characters who have items that specifically increase their\naffinity have more to say than generic characters.) Other developments\nto be aware of-you now have the Godsbane blade in your inventory\n(this gives you the Achievement\/Trophy 'Destiny'), which you need not\nkeep on hand-it won't come into play until later. You also have a\nCrimson Dragon Scale, a material you only get from killing the Dragon.\nLast but certainly not least, you'll have a new weapon (or weapons)\nbased upon what weapon(s) you killed the Dragon with. Since these\nweapons are bound to be about twice as strong as whatever you had\npreviously, don't hesitate to switch to it immediately. So much for the\nnew gear, all your old gear has been Dragon-Forged... which means it\nshould be massively more powerful now.\n\nNote: Most of the weapons obtained from fighting the Dragon are\nslightly weaker than the best weapons in the Everfall, which can be\nobtained shortly... at least when they're both Dragon-Forged.\n\n***QUESTS***\nA Warm Welcome\n&lt;----------------------------------------------------------------------&gt;\n2) That's all fine and good, but the question is... well, what gives?\nWe killed the Dragon, reclaimed our heart, saved our true love (or\nwhatever cheap tramp we gave the Arisen's Bond to)... why is there\nstill more game? Just free-playing post-game? Well, then why does the\nsky look like it had a casual fling with the abyss and forgot to take\na shower afterwards? Something's not right here-that Dragon seemed too\neager for us to kill it, and, well, the duke and the capital seemed to\nbe in pretty bad shape after that cutscene. Perhaps we should head back\nto Gran Soren and see what's up?\n&lt;----------------------------------------------------------------------&gt;\n3) Head into Pablos' Inn to see two things; 1) the Notice Board has new\nquests. In this case the quest should be 'A Challenge'-apparently\nsomething needs a beating in the Frontier Caverns. I normally wouldn't\nmention Notice Board quests, but... well, this one gives us the\nincentive to track down a rare monster, one we wouldn't encounter\notherwise. It would be bad FAQ-writing not to include it. 2) Madeline\nis here (if she wasn't your romantic interest, of course), and she-like\nall the merchants-have a fully-fleshed out inventory including tons of\nnew loot. New, powerful, and expensive loot. I wouldn't buy any of it,\nhowever-we'll be getting the same and better loot for free with a bit of\nadventuring. Anyways, the point is; be sure to check all merchants and\nNotice Boards from now on-they just might have interesting stuff for us.\nWhile you're here, stash any excess loot you found while fighting the\nDragon and... well, if you want to talk to folks around Cassardis to\nflesh out backstory, now is a good time. Some of the villagers exalt\nin your victory, but a few will mention the state of the world, and\nmention the 'fall' of Gran Soren that went hand-in-hand with the fall\nof the Dragon.\n&lt;----------------------------------------------------------------------&gt;\n4) When you're done in Cassardis, head outside. Some of you may have\nwondered why I didn't cover the Seabreeze Trail and Manamia Trail as\nthoroughly as I did other areas... there are several reasons. First,\nthere's precious little loot to cover in those area. Second, we were\ntrying to get to Gran Soren as soon as possible back then. Third, they\nwere just boring areas, as far as encounters wents. Wolves, Goblins,\nBandits, the same things we'd be fighting for a while yet. Now,\nhowever, the world is in ruins, and dangerous beasts wander what were\nonce the safer, more civilized parts of Gransys... it's almost enough to\nmake one want to start talking about it!\n\nOn that note head west along the road from Cassardis. Shortly you should\nfind some Goblins along the road... but Goblins unlike any we've seen\nbefore. Don't let their size and the frailty of their less cousins\nfool you-these grey-skinned 'Grim Goblins' are far stronger than they\nlook.\n\n***MONSTER INFO: GRIM GOBLIN***\nGrim Goblins share many features with their lesser counterparts-they\nhave smaller 'Goblin' versions, and larger 'Hobgoblin' ones. They can\ncarry torches, the typical assortment of throwing objects, shields...\nand employ all the tactics their weaker counterparts employed. They\nwill be better armed, however. Instead of clubs and crude swords they'll\nhave serrated, black, wing-tipped swords, which they'll use to great\neffect. They're also much stronger and sturdier than Goblins, or even\nHobgoblins. Harder to kill, harder to knockdown, this makes them more\nlikely to land hits on you in melee. Pair this with being more\naggressive and you have a foe that should probably not be engaged in\nmelee lightly-those uncoordinated, flailing Goblinoid attacks we've\nbeen ignoring for half a game now take on a new dimension with this kind\nof power behind them.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Return to Gran Soren\t\t\t\t      |{VID056}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=u_wDiQ8c9IQ\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n5) Now for the rest of this area-you might find a few Hellhounds lurking\naround the woods to the south, as well as more Grim Goblins... in much\nthe same places as Goblins were, before. The chests around have the\nsame crappy loot as they always did, so there's no need to go looking\nfor all the treasure here-it's the monsters that are new, not the loot.\nDown by the beach prowls a Gorechimera, which is a bit more potent than\nthe original inhabitants of the beach. Anyways, when you're done scoping\nout the new foes head into the Encampment.\n&lt;----------------------------------------------------------------------&gt;\n6) There are a few new things to do here-first head into the 'Command\nHeadquarters' tent and talk to Johnathan in the back. He's the Pawn\nwho sells custom objects to you for Rift Currency, but now he has\nsomething that's really worth buying. Check his 'Other' section of\ngoods and scroll to the bottom to find the 'Secret of Metamorphosis'\nitem, which costs 10,000 RC. Steep, but it'll add an option to the\nmain menu that allows you to customize your Arisen and you Pawn at\nany time, for free. A must-have item for nit-picky games who want to\ntweak this or that, or who just want a fresh face every now and again.\nOnce that's done, head over to the Notice Board to score whatever new\nquests are here.\n&lt;----------------------------------------------------------------------&gt;\n7) When you're done, leave the Encampment and head onto Manamia Trail.\nNext stop? The Mountain Waycastle. Manamia Trail has been shaken up as\nwell (but the Verda Woodlands and Vestad Hills are both the same.)\nContinue along the road north of the Encampment until, at the fork\nthat leads up into the Verda Woodlands, you find a new foe-Giant Undead.\nThey might be new-but they're not alone. You might well attact some\nSuccubi, who fly around these parts. The hills west of the road that\nwere formerly occupied by Bandits are now the playground of Hellhounds.\nThese will be our companions throughout Manamia Trail, until you hit\nthe Mountain Waycastle. The only part of Manamia Trail that is, in\nfact, not crawling with new foes is the Cobol Coast-mentioned briefly\nbefore but never officially explored. If you follow the coastal cliffs\nnorth you'll find the Cobol Coast. The only thing of interest here is\na river where two Harpies bathe, and a Cyclops, which we were wise to\navoid on our first trip through. Those three creatures still lurk at\nthe river, carrying on as if nothing happened.\n\n***MONSTER INFO: GIANT UNDEAD***\nStrong, slow, and sturdy, Giant Undead aren't nearly as fearsome as many\nof the other new monsters lurking around Gransys these days. They'll\nflail, they'll lumber about, they'll grapple... typical undead attacks.\nThey do more damage than smaller undead, but compared to Hellhounds and\nGrim Goblins, they're a walk in the park. As for new attacks, they'll\ndrop the shoulder and perform a rush attack, but even this is nothing\nto be feared. Fire hurts them well. but they're slow enough that most\nany attack works fine.\n&lt;----------------------------------------------------------------------&gt;\n8) Surprisingly there are still a few Gran Soren guards around the\nMountain Waycastle-certainly a far more dangerous posting now than\nearlier. Cross the bridge to Moonsbits Pass and make your way through\nthe mountains. No Harpies here anymore, not even Succubi, the place is\nnow home to Geo Saurians. Continue north until you reach the split-the\nshortcut on the lower ground is now occupied by Grim Goblins instead of\nBandits. If you continue down through the Grim Goblin-occupied lower\npass you'll have to contend with an Ogre, if you continue up through\nthe main, larger, higher pass you'll encounter a Golem near the ledge\nwhere Harpies once roosted in great numbers, so pick your poison. (To\nbe fair, the Golem is much easier to avoid).\n&lt;----------------------------------------------------------------------&gt;\n9) Past the Golem-enroute to the Mountain Cottage-lurk more Geo\nSaurians. Some will cling to walls, most won't. When you reach the\nMountain Cottage, search it to discover its new inhabitants-a pair of\nSkeleton Lords. Continue past the Mountain Cottage, taking the low\nground, watching out for falling rocks which have certained respawned by\nnow. At the ledge over-looking the gate to the Estan Plains you'll find\na mob of Skeletons-who are intially dormant, just waiting for some\nfleshy mortal to come near. This group includes another pair of Skeleton\nLords, three Skeleton Knights, and two Skeleton Sorcerers, all hanging\nout near the lone tree on the ledge. Fortunately you need not provoke\nthem all at once.\n&lt;----------------------------------------------------------------------&gt;\n10) Continue through the gate to the Estan Plains. The Estan Plains\nhaven't been spared invasion by the new foes unleashed upon the world,\nbut oddly enough, the way to Gran Soren should be more or less clear,\nprovided you stick to the road. As you near the bridge leading to the\nsouthern gate, however, you'll hear the ominous sound of wing beats\nbehind you...\n\n\t\t    ***ENEMY STRATEGY: WYVERN***\nWyverns are visually nothing more than palette-swaps with the Drake,\nbut the devil is in the strategy. Wyverns are the most nimble of the\nthree lesser forms of dragonoids, and prefer aerial engagements.\n\nWyvernado\n---------\nThe main attack of the Wyvern is, like most dragons, its breath. In\nthis case it's a vortex of wind. Its primary tactic is to hover around\nand try to blast you with it-if it's successful it'll sweep you into\nthe air. Although this itself does little damage, the fall won't be\nas gentle. Unfortunately for them, characters with very high Magick\nDefense are quite unlikely to suffer from it much. They'll also perform\nthis attack during fly-by attacks, similar to those performed by the\nDragon.\n\nStrike it From the Sky!\n-----------------------\nWynvers love to fly, and their two main tactics-hovering while using\ntheir breath, or performing fly-by breath attacks both force you to\ndeal with them at a range. Fortunately Mages, Sorcerers, Striders,\nRangers, Assassins, Magick Archers and staff-bearin Mystic Knights are\nall quite capable of hitting them... at least during their hover-attack.\nWhile they're hovering, just try to shoot them in the head, which will\nknock them down and leave them vulnerable for a bit. If they are taking\ntoo much abuse with this tactic, they'll resort to fly-bys, which\nrequire more aim. Hitting the head and wings are the best way to\nknock it from the sky, but any hit is better than nothing.\n\nBack Attack\n-----------\nThen again, it is a large, strong foe, and it will resort to melee\nonce in a while... but even here it tends to perform aerial manuevers.\nIt'll try to terminate fly-by attack routines by landing on you, using\nsheer mass to inflict damage. It'll also do the hover-slam attack the\nDrake employed. The former can be dodged by watching it while it flies,\nchecking for the charge, and simply running out of the way. The latter,\nhowever, can only be avoided by keeping your distance. The vulnerable\nspot of the Wyvern is its back-the same spot as on the Dragon when we\nwere climbing it during its flight after the ballistae-tower. Do not\nbother climbing them unless you're confident in your grip and you have\nplenty of Stamina-healing items, as they'll spin relentlessly to\nknock you off, leaving very little opportunity to strike.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Wyvern Takedown\t\t\t\t\t      \t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=Jz-K4JefdOU\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n11) After killing the Wyvern, the way stands clear to Gran Soren... but\nlet's finish off the Estan Plains before we head inside, shall we? The\nEstan Plains are, as previously mentioned, crawling with infernal foes.\nThis hasn't spread to the rest of the world, however. You might find a\nfew new critters here and there, but for the most part, the strong new\nmonsters are restricted to Seabreeze Trail, Manamia Trail, Moonsbit\nPass, and the Estan Plains. An odd place to find the most savage of\nbeasts... perhaps it has something to due with the catastrophe in Gran\nSoren? In any event, note that all manner of beasties fly around over\nCape Pactforge-Harpies and Succubi. They're not flavor, if you manage to\nhit them, it will provoke (or kill) them, but they're so high up in\nthe sky that they likely won't come after you if you leave them alone.\nThey seem quite content to fly around in their stupid little circles,\nso let them, we've got bigger fish to fry.\n&lt;----------------------------------------------------------------------&gt;\n12) If you head north along the road outside of Gran Soren and under\nthe arch in the wall you'll soon find yourself attacked by a pair of\nGargoyles. Continue north to discover that the Bandits in the 'Collapsed\nMeeting Room' have been ousted by a pack of Hellhounds-likely the most\nnumerous bunch of them you'll encounter all game. North-west of here,\npast the western walls, in and around the watery depression that\nserved as a roost for Harpies earlier you'll now find Succubi and\nHellhounds-the former can be quite numerous here, but both are rather\nspread out. Finally, along the road to the Ancient Quarry (which still\ncounts as civilized, and is safe) you'll find a Drake.\n&lt;----------------------------------------------------------------------&gt;\n13) That's all the changes between Cassardis and Gran Soren, but there\nare a few more, if you care to look for them. I'll just enumerate them\nhere, instead of leading you on a scavenger hunt (omiting the encounters\nwe'll be dealing with in the next Sequence of Events, to avoid\nredundancy.)\n\n  --&gt;\tWest of Aernst Castle, in the Vestad Hills, you'll find\n\ta Cockatrice prowling around where the Oxen roam.\n\n  --&gt;\tIn the 'Conquerer's Sanctuary', the Cyclops and Goblinoids have\n\tbeen replaced by a Drake.\n\n  --&gt;\tSouth of Windbluff Tower, east of the road, lurks a Wyvern.\n\n  --&gt;\tAtop Bluemoon Tower you'll find a Wyvern.\n\n  --&gt;\tA Gorechimera has replaced the Chimera in the Barta Crags.\n\n  --&gt;\tIn the Watergod's Altar, a Wyrm now lurks in the Offering\n\tChamber, instead of a Cyclops.\n\nOnce you're done exploring, head into Gran Soren's southern gate... it\ndoesn't matter which gate, really, but we need standards, so, here it\nis. During the next sequence of events we'll deal with some unfinished\nbusiness... we've got two old friends to hunt down, and we should\nprobably confront the duke who, while he may have been an Arisen, was\ncertainly no dragon slayer.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t   \t   Unfinished Business\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK042}\n\t\t1) Gran Soren in Ruins\n\t\t2) Good Intentions\n\t\t3) All the Duke's Men\n\t\t4) Enemy of the State\n\t\t5) Into the Everfall\n\t\t6) Beyond the Rift\n\t\t7) To the Chamber of Confusion\n\t\t8) Chamber of Confusion (Hall)\n\t\t9) The Evil Eye\n\t\t10) Escaping the Everfall\n\t\t11) The Exit\n\t\t12) Hunting the Hydra\n\t\t13) Tainted Mountain Treasure\n\t\t14) Preparing for the Everfall\n\n1) Enter Gran Soren and you'll see a population in misery. Everything\neast of Caxton's Armory has collapsed, a pit now lies where most of the\nUrban Quarter and the Venery once stood. Arsmith's Alehouse still\nstands, as well as the Notice Board therein. You'll also find Mountebank\nhiding out here, should you need some forgeries. Caxton sells a bunch\nof new gear-including the next-to-best weapons in the game... but again,\nwe need not buy anything now, since we can find it later.\n&lt;----------------------------------------------------------------------&gt;\n2) Lots of new things in the Craftsman's Quarter-there are now two\n'Refuge Areas' north-west and south-east of the Field. In the southern\nRefuge Area you'll find Devyn-the barber, who still provides her\nservices. In the northern Refuge Area you'll find Ser Alfonso, from the\nGreatwall Encampment, who will perform the same duties here as he did\nthere-resting, stashing, learning and setting skills, etc., which is\nuseful since the Gran Soren Union Inn is now gone. Speaking of that,\nAsalam has now set up shop in the Pawn Guild (you'll have to avoid\nSer Gauwyn to get inside at the present, however) where he'll offer the\nsame services as usual. If, during the quest 'Land of Opportunity' you\nhelped Fournival evict Jasper and his family, they'll be alive-their\nold home was in part of the city that fell into ruin. If you were kind\nand allowed them to keep their home, Pip will be somewhat less happy\nnow that his parents are dead. Good intentions don't lead to good\nresults, it seems.\n&lt;----------------------------------------------------------------------&gt;\n3) Shop, rest, stash loot, and pick up quests from Notice Boards-most of\nthem have to do with killing a few of the new foes we've encountered\nsince entering the Tainted Mountain Temple; Grim Goblins, Hellhounds,\nSuccubi, and so on. When you're ready to move on, talk to one of the\nguards around town-either Ser Gauwyn (outside the Pawn Guild), Ser\nGregor (behind Arsmith's Alehouse), Ser Camillus (along the remains\nof the road that connected the Urban Quarter to the Noble Quarter),\nor Ser Raffe and Ser Forden, both on the road south of the Gran Soren\nCathedral. They say different things, but most of them despair about the\nstate of affairs in Gran Soren, and all of them tell you to see the\nDuke. Head up to the Noble Quarter through the Passage Gate, then into\nthe castle.\n&lt;----------------------------------------------------------------------&gt;\n4) Head into the castle and through the Audience Hall, where Fedel and\nAldous grimly flank the throne. Make your way to the Duke's Solar and\nhead inside the apparently empty room. The duke will-from out of sight-\naccuse you of the same cowardice he's guilty of. In his mind the Dragon\ncould not possibly be felled by the hand of man. It was certainly a\ntask beyond him, in any event. His sudden collapse into phsyical\ninfirmity now makes his body match his diseased mind, which has\nconcocted a conspiracy against him. In his paranoia he belives you\ntook the Dragon's bargain, one life in exchange for peace, power, and\nthe position of duke. He vows that you won't get rid of him so\neasily, and attacks. The duke is beyond feeble-his attacks are slow\nand weak, and he can barely pursue you. While he *tries* to attack you,\nhe'll demonize you for the very same things he is guilty of. Smack him\naround and watch a cutscene where, long story short, the duke sets his\nguard on you.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|A Warm Welcome\t\t\t\t   \t      |{VID057}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=NCOJEcaDR5Q\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n5) Well, our meeting with the duke didn't go so well. Now we need to\nflee the castle, which is pretty simple to do. The duke's guard will\npursue us without faltering, and they're somewhat strong. You're not in\nany real danger of dying, but they are annoying and endless, so there's\nno point in fighting. Once out of the castle grounds... it's more of\nthe same, really. Ser Maximilian declares you a traitor and he-and his\ncompanions-continue chasing you. Let the guards be your guide-where they\nare, you're not supposed to go. Run into the Passage Gate, down the\ntower, through the Craftsman's Quarter and into the Urban Quarter. When\nyou approach the huge pit where most of Gran Soren once stood you'll\nget a cutscene-the Gran Soren guards will herd you to the pit, only\nfor the confrontation to be interrupted when all manner of winged beasts\nerupt from the bowels of the earth. You'll hear the voice of the Dragon\nurging you on and, after a moment your Arisen will put it together-this\n'hole' in the ground is the Everfall-the true Everfall, revealed.\nYou'll then be unceremoniously knocked into the abyss.\n\n***REWARD***\n(For receiving the duke's hospitality)\nEXP\t\t60,000\nRIft Currency\t80\nGold\t\t80,000\n\nBeyond the Rift\no======================================================================o\n6) You're now free-falling through the Everfall. Don't worry, fall \ndamage is... very limited here, and if you reach the bottom of the\nEverfall you'll just come out the top-hence the name. Lots of ledges\nwill fly past you as you fall, but for now, there's no need to worry\nabout any specifics-just use the right analog stick to direct your\nfall and, when you get close to a ledge hit the Right Trigger. when\nyou climb onto solid ground a voice will challenge you to prove your\nworth... seems like we're getting a lot of that, lately. After peering\naround in search of strange voices you'll be startled by a Pawn with\nboundary issues. This Pawn-Quince-will tell you that her mistress was\nsearching for something in the Everfall, but died before her task was\ncomplete. She'll then give you one of the objects her mistress searched\nfor-a Wakestone. You'll get the Achievement\/Trophy 'Treacherous' for\nthis bit of progress.\n\n***QUESTS***\nFathom Deep\n&lt;----------------------------------------------------------------------&gt;\n7) It doesn't matter what ledge you've landed on now-all doors currently\nlead to the 'Chamber of Confusion', the intro chamber to the Everfall,\nwhich the game really wants us to explore. Since all ledges lead to the\nsame place, and since I can't be certain which ledge you've landed on,\nthere's really no point in trying to discuss your surrounding in detail.\nOne thing is certain, however-there will be a door along the wall,\nwhich you should enter.\n\nThe only exceptions to the rules above are if you find yourself on a\nledge with the metal disc we originally saw at the bottom of the\nEverfall-the Everfall contained within the Pawn Guild, or if you find\nyourself on a narrow bridge running into the edge of the Everfall,\ninstead of a ramp running along its perimeter. In which case, jump down\nand try to catch another ledge, as both these ledges will lead you to\nplaces other than the Chamber of Confusion.\n\nChamber of Confusion (Hall)\no======================================================================o\n8) Here you'll find two Pawns-a cheater named Rochelle who somehow can\nweild a Longsword and wear an Animistic Robe, and Faircrest. The former\nwill tell you about corrupt Pawns who will attack all they see, while\nthe latter will cry about his dead master, and the monsters who lurk in\nthe Everfall. Head south  past some sarcophagi and up some stairs. Atop\nthe stairs you'll find two ornate chests-the western one will give us\nour first taste of Everfall-quality loot-and some warrior remains.\nWhen you're ready head through the door to the south.\n\n***ITEMS***\no--Ornate Chest--o\n[Crimson Plate]\n[Exotic High Boots]\n[Grisly Skull]\n[Ring of Pearl]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Confusion\t\t\t   \t      |{VID058}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=oiRSHkuRqnQ\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Confusion (Arena)\no======================================================================o\n9) You'll now find yourself in a circular arena, wherein lurks an\nEvil Eye-the beast behind the tentacles that assaulted us at the bottom\nof the Everfall. There's not much to say about this area-you'll find\nminor goodies lying around, healing items being the most useful, but\nnothing worth our individual attention. That being the case then, let's\nturn our attention to the big, red, tentacle-bearing orb floating\naround. It's time to settle the score with this creature, now that we've\ngot it out in the open, and aren't weak little novice adventurers.\n\n\t\t  ***ENEMY STRATEGY: EVIL EYE***\nIf you've played any Dungeons and Dragons, you certainly know about the\nbeasts called Beholders. The Evil Eye is the Dragon's Dogma version of\nthat creature. It's got a large, floating orb with a central eye that\nalso doubles as a mouth. On top of it (if a sphere can be said to have\na top) grow a number of tentacle stalks which can act independantly of\nthe Evil Eye itself.\n\nTentacle Trouble\n----------------\nWe're familiar with the tentacles from our previous encounter with them\nin the Everfall. They can cast elemental spells independantly (although\nthe ones atop the Evil Eye will tend to cast the same element in\nunison), grapple, and spit goo. At the bottom of the Everfall under the\nPawn Guild they were endless, and killing them was without merit. Here,\nhowever, if you kill the tentacles that are sent to harass you from\nthe floor, the Evil Eye will suffer the consequences, as it'll go into\nshock if you detach enough of its tentacles, leaving itself open to\nyour attacks. Remove enough of them and it'll withdraw its remaining\ntentacles into its body, drop its barrier, and attempt to regenerate\nthem, giving you plenty of time to beat up on it.\n\nMore Than Meets the Eye\n-----------------------\nThe central eye of the Evil Eye is more of a threat than its tentacles,\nhowever, as it's capable of casting two dangerous spells, both of which\ntake a bit of time to cast. The first is a prismatic cone of light that\ninflicts a number of debilitations, including Blindness, Poison, Tarred\nand Torpor. It'll also conjure a field of exploding eyes (notable by the\nred aura around it as it casts.) Its eye is retractable and the hole\nit's set in also serves as a mouth. It's fond of teleporting around,\nwhich it'll do as a form of misdirection, terminating its spree of\nteleportation by appearing near you and attempted to engulf you in its\neye-mouth. If it catches you, you'll have to wiggle the right analog\nstick to escape, during which time it'll munch on you eagerly. It'll<\/pre>\n\n\n\n<pre id=\"faqspan-18\" class=\"wp-block-preformatted\">also perform a bull-rush attack, if you get close. Sometimes the beast\nwill content itself with phasing out of the fight for a while and\nallowing its tentacles to assault you with spells.\n\nBeating the Barrier\n-------------------\nOf all the strategic considerations involved with fighting an Evil Eye,\nthe most interesting is its barrier, a magical field that surrounds it\nand prevents it from coming to harm. While the barrier is up, the beast\nis invulnerable, and the barrier cannot be penetrated by force alone.\nSo, how to hurt the Evil Eye? Well, first, the eye itself is the most\nvulnerable part of the creature, obviously. When the beast is\nvulnerable, go after the eye. Now for bringing down the barrier. First,\nwhenever the Evil Eye itself casts a spell, it must lower its barrier to\ndo so-attacking while it's casting is the ideal answer for any\ncharacter with a ranged attack of any kind. For those without ranged\nattacks, however, you'll just have to keep your eye on the beast and\navoid its attacks, attacking its ground-based tentacles when they rise.\nHack off enough of them and... well, as I said earlier, it'll fall into\na state of shock, falling on the ground with its eye vulnerable.\nDestroy even more and it'll try to regenerate its eyes, during which\nit's also vulnerable. So... hit it when it casts spells, and attack its\ntentacles when they're around.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Evil Eye Takedowns\t\t\t\t      \t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=jjhZ7ei10HU\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n10) When you kill the Evil Eye you'll get the Achievement\/Trophy 'Eye\nContact'. Huzzah for you! Loot it and leave the arena to return to the\nhall. Our task now is to escape the Everfall... yeah, this whole part\nwas merely an excuse to fight the Evil Eye. Hey, I didn't make the game,\nI'm just telling you how to play it. Anyways, the easiest way to get\nout of the Everfall is to use a Ferrystone. You should be in the habit\nof carrying a few around at all times by now... and if you're not,\nget in the habit. If you're without a Ferrystone, you still have a way\nto escape. Leave the Chamber of Confusion entirely and return to the\nEverfall, jumping down into the void. Fall to the bottom and appear at\nthe top. When you do, move your character north (you'll already be\nfacing this direction) and grab the highest ledge.\n\nBeyond the Rift: Exit\no======================================================================o\n11) Head across a metal disc-the metal disc that was at the bottom of\nthe Everfall way back when it was contained in the Pawn Guild. Continue\neast down some stairs and turn south to find Akim, another Pawn who\nhas taken up the role of merchant here, as per the dying wish of his\nlate mistress. You can buy a variety of status-restoring items, one of\neach Jewel, and some Golden Wristbands-potent, yet expensive armwear.\nQuince will also be found here, waiting, for when you have collected\nenough Wakestones. She'll be waiting a bit. Head counter-clockwise up\nthe ramp until you find a tunnel to the north, which leads back to the\nPawn Guild.\n\nWell, we've managed to survive this latest ordeal. Our current task is\nto gather enough wakestones in the Everfall to... well, to appease the\ncreepy voices we keep hearing. The duke still isn't our friend, but\nwe'll be fine wandering around Gran Soren so long as we stay out of the\nNoble Quarter. There is one more foe who we should seek a reckoning\nwith, one we encountered early in the game who has thus far eluded us.\n&lt;----------------------------------------------------------------------&gt;\n12) Our next stop is the Frontier Caverns-you should remember the way.\nHead through the Ancient Quarry, to the Shadow Fort, and, well... into\nthe Frontier Caverns. The Shadow Fort is no longer civilized, and is\noccupied by the same foes that originally infested it-Hobgoblins,\nGoblins and Cyclopses. Once in the Frontier Caverns make your way to\nthe Proving Grounds-the Arena where we fought the Cyclops for a Silver\nIdol. We won't find a Cyclops here this time, however. Instead, our\nfoe is a Hydra.\n\n\t\t  ***ENEMY STRATEGY: HYDRA***\nThe Hydra is a massive, four-headed serpent... presumably the same\none we injured back at the Encampment early in our career. It's an\nunsubtle foe, but when you're that big, you don't really need much in\nthe way of tactics.\n\nOff With Its Head!\n------------------\nEverybody knows about Hyrda. You cut off their head and... well, there\nseems to be some disagreement with that happens next. It's either a good\nthing or a bad thing. In Dragon's Dogma, it's a good thing. The Hydra\nwill not grow back two extra heads for each one removed. Their heads\ntake no special skill to cut off-you can shoot them off with bows,\nblast them off with spells, or simply climb up on their necks and\ndecapitate them (don't be lazy, you have to get up above the body\nstalk to easily remove a head.)\n\nKill it! Kill it With Fire!\n---------------------------\nIf you remove all four of its heads the Hydra will go dormant as it\nregenerates. It won't gain any health back, but its heads will return\nin time. Of course, the heads also regenerate individually without\ncausing the Hydra to go dormant-you only get a period of vulnerability\nto take advantage of if you remove all four heads at the same time. So,\nnot only must you remove them, but you must do so quickly. A high level\nAssassin might be able to just shoot them off fast enough, but for most\ncharacters, you'll need to cauterize the wounds to buy yourself more\ntime. Yep, use fire-enchanted weapons or spells. This won't prevent\nthe heads from growing back-but it will take them long enough to give\nyou a fighting chance at hacking them all off.\n\nA Real Multi-Tasker\n-------------------\nFour heads means four different independent attacks. Like I said earlier\nthe Hydra isn't very subtle-it'll spit acid, slam its heads into the\nground, and attempt to swallow characters (wiggle the right analog to\nescape, as usual.) It'll also sometimes slither around orsweep with its\ntail, using its massive body to bludgeon anything in its path. This is\nthe only place in the game to encounter a Hydra, so it's not out of\nplace to point out that it'll be joined by Goblins, which infinitely\nrespawn while the Hydra is alive-they're not the best of friends,\nthough, so don't be surprised to see the Hydra chew on a few of them.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Hydra Takedown\t   \t\t\t\t      \t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=4AOelNwObkc\t\t       |\no-----o----------------------------------------------------------------o\n\nOnce you've gained your vengeance and killed the Hydra you'll get the\nAchievement\/Trophy 'Headshunter'. Search the eastern end of the arena\nto find that the small chamber here is now accessible, as the gate is no\nlonger barring the way. This allows us to score the ornate chest beyond.\n\n***ITEMS***\no--Ornate Chest--o\n[Darkened Gloves]\n[Harmonious Earring]\n[Meloirean Cyclops Veil]\n[Noble Earring]\n&lt;----------------------------------------------------------------------&gt;\n13) only one last bit of 'unfinished business' left to do-and it's not\nreally unfinished business as much as it is 'the lazy FAQ-writer wants\nto point something out, but can't find a better place to put it'.\nActually, that's kind of what this whole Sequence of Events was... but\nI digress. If you return to the Tainted Mountain Temple you'll find\nthat all the old monsters and loot are still there. If, however, you\nhead into the Tainted Mountain (past the Gorechimera, to where we\nfought the Dragon) you'll find that the way is blocked-no chance to\nscore copies of all that sweet loot we found during the Dragon fight,\nbut as a consolation prize there are two new chests here-one square\nchest to the south, and an ornate chest to the north. These chests\ncontain low-quality Everfall loot... which is still better than most\neverything you have, and worth a bit of effort to get. The new weapons,\nin particular, would serve you well in the Everfall... until you can\nget the far superior ones there.\n\n***ITEMS***\no--Square Chest--o\n[Angel's Sanctum]\n[Dragon Knight's Helm]\n[Dragon's Den]\n[Flame Skirt]\n[Herald's Helix]\n[Noble Limbs]\n[Stalwart Bow]\n  ---\no--Ornate Chest--o\n[Chilling Razors]\n[Crossed Cinquedea]\n[Cyclop's Sigil]\n[Saving Grace]\n[Solar Providence]\n[Threaded Cudgel]\n&lt;----------------------------------------------------------------------&gt;\n14) Well, we've thrashed the duke, and smote the Evil Eye and Hydra who\ncrossed us before. Not bad for twelve walkthrough Steps. Next up is the\nEverfall-we'll thoroughly explore every area, which will see us get the\nstrongest loot in the game... and fight the strongest foes. Find your\nway back to town and make some prepartions for this next adventure.\nGrab some healing items-Potent Greenwarish is a life saver, and can\nbe purchased from Camellia in Gran Soren. Also be sure to bring at\nleast one Ferrystone... and some Secret Softener couldn't hurt, either,\njust in case. Our stated goal? Gather 20 Wakestones. Our real goal?\nWell, gather many more than that and sell off the excess, as well as\nsome of the best loot in the game.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t   \t  Exploring the Everfall\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK043}\n\t\t1) Everfall Overview\n\t\t2) Chamber of Anxiety (Hall)\n\t\t3) Chamber of Absence (Bridge)\n\t\t4) The Lower Level\n\t\t5) Chamber of Absence (Hall)\n\t\t6) Chamber of Hesitation (Hall)\n\t\t7) Chamber of Hesitation (Arena)\n\t\t8) Chamber of Apprehension (Arena)\n\t\t9) Chamber of Remorse (Hall)\n\t\t10) Chamber of Remorse (Bridge)\n\t\t11) Chamber of Tragedy (Bridge)\n\t\t12) Chamber of Lament\n\t\t13) Chamber of Fate (Arena)\n\t\t14) Chamber of Fate (Bridge)\n\t\t15) Chamber of Distress (Bridge)\n\t\t16) Chamber of Distress (Arena)\n\t\t17) Chamber of Estrangement (Arena)\n\t\t18) Chamber of Estrangement (Hall)\n\t\t19) Chamber of Estrangement (Brigde)\n\t\t20) Chamber of Woe (Hall)\n\t\t21) Chamber of Sorrow (Bridge)\n\t\t22) Chamber of Sorrow (Arena)\n\t\t23) Chamber of Sorrow (Hall)\n\t\t24) Chamber of Resolution (Hall)\n\t\t25) Chamber of Resolution (Arena)\n\t\t26) Chamber of Inspiration (Bridge)\n\t\t27) Chamber of Hope (Hall)\n\t\t28) Chamber of Hope (Bridge)\n\t\t29) The Lower Level\n\t\t30) The Truth That Lies Beyond...\n\n1) Head back to the Pawn Guild and return to the Everfall... time to\ndiscuss it in detail. The Everfall used to be a vertical shaft\nsurrounded by a spiraling ramp. Now the bottom is gone and most of the\nramps have fallen into ruin. On each ramp is a door that leads to a\ndifferent chamber-each chamber has different foes and different loot.\nI shouldn't have to explain the exit platform again, nor how to reach\nit. Since the Evefall is circular, we will-one final time-rely on the\ntired old 'clock face' analogy. The table below shows the various\nplatforms in order of elevation-from highest to lowest. The 'times' to\nthe right very roughly correspond with their circular orientation. It\nalso might help to keep in mind the directions as well, especially if\nyou use the mini-map to orient yourself. 12:00 is north, 3:00 is east,\n6:00 is south, and 9:00 is west. We will be exploring the chambers in\norder of their vertical orientation, from highest to lowest, even\nthough in practice it's not possible to reach them all in order.\n\nNote: I will be disregarding low-quality loot in the Everfall-there's\njunk lying around, potions, plants, what have you. I just can't be\nbothered at this point in the game to mark out every little\ninsignificant item. I will, however, continue my trend of commenting\non the Everfall loot I find the most interesting. The chests in the\nEverfall-when they can contain loot-tend to drop a bunch of junk as\nwell. You'll have to pick through piles of Red or White Wine, Liquid\nVim, Balmy Incense\/Perfume, Thundering Spear Tomes, Fulgerous Lord\nTomes, Wakestone Shards and Giant Coin Pouches (10,000G) to get at any\nof the gear, which typically has a very low chance of dropping. Even\nwhen it does, each chest typically holds four or five possible items.\nIt could take a lot of save\/loading to get what you want out of the\nEverfall...\n\no-----o----------------------------------------------------------------o\n|VIDEO|Navigating the Everfall \t\t\t\t      \t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=UjN9HRw4mS8\t\t       |\no-----o----------------------------------------------------------------o\n\n\to===============================o===============o=======o\n\t|        Everfall Chamber\t|   Location\t|Chests |\n\to===============================o===============o=======o\n\t|             Exit\t\t|12:00 to  3:00 |  n\/a\t|\n\t|-------------------------------|---------------|-------|\n\t|      Chamber of Anxiety\t| 7:00 to  9:00 |   1   |\n\t|-------------------------------|---------------|-------|\n\t|      Chamber of Absence\t| 2:00 to  5:00 |   4\t|\n\t|-------------------------------|---------------|-------|\n\t|     Chamber of Hesitation\t| 8:00 to 11:00 |   2\t|\n\t|-------------------------------|---------------|-------|\n\t|    Chamber of Apprehension    | 4:00 to  6:00 |   0\t|\n\t|-------------------------------|---------------|-------|\n\t|      Chamber of Remorse\t|11:00 to  1:00 |   2\t|\n\t|-------------------------------|---------------|-------|\n\t|      Chamber of Tragedy\t| 4:00 to  8:00 |   7\t|\n\t|-------------------------------|---------------|-------|\n\t|       Chamber of Lament\t|     4:00    \t|   0\t|\n\t|-------------------------------|---------------|-------|\n\t|        Chamber of Fate\t| 6:00 to  7:00 |   9\t|\n\t|-------------------------------|---------------|-------|\n\t|      Chamber of Distress\t|10:00 to  2:00 |   5   |\n\t|-------------------------------|---------------|-------|\n\t|    Chamber of Estrangement\t|10:00 to 12:00 |   6\t|\n\t|-------------------------------|---------------|-------|\n\t|        Chamber of Woe\t\t| 5:00 to  8:00 |   1   |\n\t|-------------------------------|---------------|-------|\n\t|       Chamber of Sorrow\t| 9:00 to 11:00 |  11\t|\n\t|-------------------------------|---------------|-------|\n\t|     Chamber of Resolution\t|12:00 to  2:00 |   4\t|\n\t|-------------------------------|---------------|-------|\n\t|    Chamber of Inspiration   \t| 5:00 to  9:00 |   1\t|\n\t|-------------------------------|---------------|-------|\n\t|        Chamber of Hope\t| 2:00 to  5:00 |  11\t|\n\to===============================o===============o=======O\n\nChamber of Anxiety (Hall)\no======================================================================o\n2) Enter the Chamber of Anxiety to reach the 'Hall' area. The Everfall\nchambers are pretty lazily done-only several rooms that are repeated\nwith minor variation. The type you're in now is what I call the 'Hall'.\nHall areas consist of one long, central hall area with steps to the\nsouth. There are also two smaller halls east and west of the central\nhall... which may or may not be blocked off. In this case, only the\neastern and central halls are open. You'll start out in the western\nhall. Foes lurk in the central hall, including a Wight, Skeleton\nKnights, Undead Warriors, and Skeleton Sorcerers. When you dispatch\nthe wight, you'll notice that it drops Wakestones and Wakestone Shards,\nas well as its normal loot. This is normal in the Everfall-boss-type\nmonsters will commonly drop Wakestones and Wakestone Shards, from\nhumble foes like Cyclops, to Drakes. Lesser monsters also have altered\ndrops, typically healing items. Ferrystones also have an increased\ndrop rate here... as in, they can be dropped at all. Once you're done\nkilling, loot a rounded chest along the southern end of the central\nhall for some quality Everfall loot.\n\n***ITEMS***\no--Rounded Chest--o\n[Burnished Bracers]\n[Dragon's Presence]\n[Meloirean Plate]\n[Philosopher's Robe]\n[Steel Gauntlets]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Anxiety\t\t\t   \t      |{VID059}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=s1Rbw9EcWKQ\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Absence (Bridge)\no======================================================================o\n3) Now meet the 'Bridge' area-it consists of an upper floor with three\nrooms (north-east, south-east and south-west) connected with two\nbalconies outside of these rooms. These two balconies-one north and one\nsouth-are connected by a bridge spanning the middle of the level. Some\nof these rooms may be gated off-as the south-eastern one here is. There\nis a lower level, as well, which you can reach via some stairs in the\nmiddle of the the northern balcony... but you can also reach the lower\nlevel (safely) by jumping off the western edge of the southern balcony\nonto a collapsed section of balcony. This upper part of the bridge area\nis occupied by Geo Saurians in the north and Skeleton Sorcerers in the\nsouth. In the south-western room is a rounded chest worth looting.\n\nShadow Gauntlets are spiffy, dark, plate gauntlets for heavily armed\nVocations-Fighters, Warriors, Mystic Knights. Dragon's Pain are the\nstrongest physical damage only Daggers in the game.\n\n***ITEMS***\no--Rounded Chest--o\n[Crimson Sabatons]\n[Dragon's Pain]\n[Lordly Cloak]\n[Shadow Gauntlets]\n[Stalwart Bow]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Absence\t\t\t   \t      |{VID060}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=hN2xJTd8G2A\t\t       |\no-----o----------------------------------------------------------------o\n&lt;----------------------------------------------------------------------&gt;\n4) Head down the stairs to the north to reach the lower level of the\nbridge area. Immediately at the bottom of the stairs turn west to find\na trio of Hellhounds. Dispatch them and note the layout; there's are two\nlarge chambers on the bottom floor-a rough chamber to the north and a\nman-made chamber to the south, the two are connected in the east. Off\nthe northern, natural chamber is a small, vaulted chamber to the\nnorth-east, and a larger chamber to the north-west. The north-western\nchamber and large southern chamber both hold doors to the west, which\nmay or may not be blocked. In this case, the northern one is blocked\nand the southern one is accessible. There are no more chests down here,\nbut there are two more groups of three Hellhounds-one in the vaulted\nsquare chamber to the north-east, and another in the large southern\nchamber. When you're ready to move on, exit via the southern door.\n\nChamber of Absence (Hall)\no======================================================================o\n5) You'll find yourself in another 'Hall' area-you know the layout by\nnow, it's exactly the same as the one in the Chamber of Anxiety; you'll\nenter in the west, and the foes-this time the Goblins, Hobgoblins, and\nGrim Goblins-lurk in the larger central chamber. Once the foes are\ndead search the southern end of the central chamber to find three\nrounded chests, all of which contain loot. Now to explain another facet\nof Everfall exploration-the loot grind. Three chests, all of which\ncan contain some top-quality gear. You know the principle of\nsave\/loading by now, I hope. Open the chests, see what's inside\n(without picking anything up) and if you get something you want (for\nme, I accept anything that's equippable) grab it and save. Reload and\ntry the chests that didn't give you anything the first time. This is\nmuch easier without Pawns, who will gleefully pick up any garbage.\nSave\/loading for the best loot in the Everfall is tedious, but much\nless tedious if you scour a number of chests in an area all at once.\nInstead of only getting one shot at gear each save\/load (one load, one\nchest search), you'll be searching multiple chests on each load...\nit's just smart gaming.\n\n***ITEMS***\no--Rounded Chest--o (east)\n[Dragonbeards]\n[Grisly Bone Armor]\n[Laurel Circlet]\n[Meloirean Armguard]\n[Sage's Hood]\n  ---\no--Rounded Chest--o (center)\n[Dragon Band]\n[Red Dragon Scale]\n[Ring of Sable]\n[Ring of Sapphire]\n[Shadow Gauntlets]\n  ---\no--Rounded Chest--o (west)\n[Dragon Knight's Cloak]\n[Noble Limbs]\n[Ring of Amethyst]\n[Sable Sentinel]\n[Steel Sabatons]\n\nChamber of Hesitation (Hall)\no======================================================================o\n6) Another 'Hall' area, this time it's occupied by one of the rarest\nfoes in the game-Saurian Sages. Yep. New critters. They lurk along the\nsouthern end of the central hall and in the eastern hall. This time\nit's the western one that's blocked off. There's a door leading to\nanother at the end of the eastern hall, near which is a rounded chest\nworth looting. Head through the door in the eastern hall when you're\ndone.\n\nThe Dragon Quickening is the best Magick Bow in the game, while Twilight\nManicae are dark arm-wear for Strider-type Vocations.\n\n***MONSTER INFO: SAURIAN SAGE***\nThe fourth palette-swap Saurian type foe. Saurian Sages like camouflage\nalmost as much as Sulfur Saurians did. They're the strongest of the\nSaurians, capable of taking-and delivering-the most punishment. They\nshare most of the same attacks, but can cast spells in addition... at\nleast, Anodyne, which can prolong their lives even longer. Like all\nother Saurians, their tails are vulnerable.\n\n***ITEMS***\no--Rounded Chest--o\n[Darkened Gloves]\n[Dignified Earring]\n[Dragon Quickening]\n[Steel Sallet]\n[Twilight Manicae]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Hesitation\t\t\t   \t      |{VID061}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=Td3rU4n1rG4\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Hesitation (Arena)\no======================================================================o\n7) In this arena area (the same kind of area we fought the Evil Eye in)\nyou'll find an Archydra-a most dangerous foe. It is, however, a palette-\nswap of the normal Hydra, and shares most of the same attacks, so we\nwon't give it the fancy boss treatement. It's accompanied by Undead\nWarriors, who are mostly just here to complicate matters. Whatever you\ndo, do not stay by the door and try to gain some kind of advantage-the\nArchydra can auto-kill you if you hide here. Best to just keep moving.\nWhen it's done, loot the ornate chest in a cubby to the north and\nmove on to the next chamber, lower in the Everfall.\n\nThe Dark Lorica is potent light defense armor wearable by Strider-based\nVocations. Spiffy and dark, it makes for good, cliche, assassin armor.\nFey Whisper is the best Bow in the game.\n\n***MONSTER INFO: ARCHYDRA***\nBesides being white, the Archydra isn't much different from the normal\nHydra. It'll try to devour you, ram its nose into you, crush you with\nits body, and spit acid. Defeating it by taking off its heads works the\nsame way-use fire to cauterize the severed heads to buy yourself more\ntime, and once all four of them are off, attack it while it's\nvulnerable.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Archydra Takedown \t\t\t\t      \t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=FZTivoeq5HY\t\t       |\no-----o----------------------------------------------------------------o\n\n***ITEMS***\no--Warrior Remains--o\n[Silver Ring]\n  ---\no--Ornate Chest--o\n[Barbarian Chief's Helm]\n[Dark Lorica]\n[Fey Whisper]\n[Ring of Ruby]\n[Sultry Cowl]\n\nChamber of Apprehension (Arena)\no======================================================================o\n8) One of the least interesting areas-it consists only of a single\nArena area which contains one of two encounters. Either a Gorechimera,\ntwo Wights and a bunch of Undead Warriors or two Cockatrices, some\nVile Eyes and Grim Goblins. All things considered, the second encounter\nis probably the most difficult as two Cockatrices are just obnoxious.\n\n***MONSTER INFO: VILE EYES***\nA miniature Evil Eye, these tiny little orbs have no tentacles and\naren't big enough to chew on you. They can, however, ram you, which\nthey might do if you get close... or they might just teleport away.\nThey also have spells-basic elemental spells, but they're fairly strong.\nLike their adult forms, they have barriers that only go down when they\ncast spells. Get them when they're casting, and be thankful they don't\nhave nearly as much health as Evil Eyes.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Apprehension\t\t\t   \t      |{VID062}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=lwopkS4QHpI\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Remorse (Hall)\no======================================================================o\n9) Another 'Hall' area-this time you can search both the eastern and\nwestern halls. You start out in the east, and another door lies at the\nsouthern end of the western hall. At the southern end of the central\nchamber you'll find five chests-four rounded, one ornate. Only the\nornate chest has any worthwhile loot inside. Near the door at the end\nof the western hall you'll find another Pawn merchant named Joye. He\nsells a number of Materials dropped by powerful foes... a few thousand\ngold here is far cheaper than what Mountebank will charge you for\nforgeries, and considering their rarity, buying a few Purpure Cystals\nhere can't hurt. As for weapons Joye sells a variety of great items-\nCarnation, the best physical-damage sword in the game, Wounded Heart,\nthe best Longsword in the game, Dragon's Pain, the best physical-damage\nDaggers in the game, Sable Sentinel, the best Shield, and Fey Whisper,\nthe best Bow. The Frigid Finger is a decent Staff... but you can get\nyour hands on better. He also sells a Diadem, Crimson Plate, Twilight\nManicae, Grisly Greaves, and many rings. Buy what you will... (or what\nyou can afford) and head through the nearby door.\n\nThe Bloody Thistle is the strongest Warhammer in the game.\n\n***ITEMS***\no--Ornate Chest--o\n[Bloody Thistle]\n[Crimson Armet]\n[Golden Wristbands]\n[Ring of Argent]\n[Superior Cuisses]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Remorse\t\t\t   \t      |{VID063}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=DzxVrv7ArXs\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Remorse (Bridge)\no======================================================================o\n10) A 'Bridge' level this time, you'll start in the south-eastern\ncorner of the upper floor. The only chest worth looting is a rounded\nchest in the  south-western room. Grim Goblins lurk about up here,\nand a Golem guards the bridge. On the lower floor you'll find more\nGrim Goblins and an armored Cyclops.\n\nAn Ancient Cape looks snappy, if you like the evil warlock look, but\nit's not a great bit of armor, statistically.\n\n***ITEMS***\no--Rounded Chest--o\n[Ancient Cape]\n[Carnation]\n[Chilling Razors]\n[Exotic High Boots]\n[Golden Lion Helm]\n\nChamber of Tragedy (Bridge)\no======================================================================o\n11) The Chamber of Tragedy is one of the single most lucrative areas\nin the Everfall. You'll enter into the first floor of a 'Bridge' level,\nin the north-western corner. Head out into the larger, natural stone\nnorthern room to find it infested with Succubi. An odd Specter lurks\nabout as well, as well as Gargoyles, which lurk in the north-eastern\nroom on the ground floor, and in large southern chamber-if you look\nclosely you can see them clinging to the ceiling. Once the foes are\ndead, begin your looting. The chests here are all rounded and numerous.\nOn the lower floor there is one in the square north-eastern room, and\ntwo in the north-eastern corner of the large southern room. On the\nsecond floor there is one in the south-western room, one on the eastern\nend of the southern balcony, and one on each the eastern and western\nends of the northern balcony. Seven chests-not a bad haul for killing\na few aerial beasts. It's an ideal place to do a save\/load run-through.\nIf you fail to collect at least four pieces of Everfall gear here...\nwell, you're just being lazy.\n\nThe Diadem is... kind of goofy, a barbaric spiked crown which only the\nSorcerer and Magick Archer Vocations can wear. It's got poor Defense,\nbut great Magick Defense, gives a bonus to all elements, and has\nPetrification resistance (among others). It does, however, also come\nwith penalties to Piercing and Striking Resistance. Holy Cuisses are\nfull leg armor that all but basic Vocations can wear. It gives a bonus\nto Strength and Magick and has Petrification resistance, making it\ngreat for... well, everybody, really. Shadow Greaves compliment Shadow\nGauntlets. Golden Lion Padding is the ultimate padded armor, possessing\ngood Defense and mediocre Magick Defense. Finally, the Dark Buckler is\nthe strongest Mystic Knight Magick Shield in the game.\n\n***ITEMS***\no--Rounded Chest--o (1st Floor, north-east)\n[Dark Over-Knee Boots]\n[Dragon's Risen]\n[Dragonscale Armor]\n[Nebula Cape]\n[Royal Cuisses]\n  ---\no--Rounded Chest--o (1st Floor, south duo, southern chest)\n[Diadem]\n[Direwolf Veil]\n[Fey Whisper]\n[Matte Robe]\n[Steel Cuirass]\n  ---\no--Rounded Chest--o (1st Floor, south duo, northern chest)\n[Dark Buckler]\n[Gold Lion Padding]\n[Golden Belt]\n[Ring of Amethyst]\n[Superior Cuisses]\n  ---\no--Rounded Chest--o (2nd Floor, north-east)\n[Crimson Plate]\n[Dragon Hide Bracers]\n[Holy Cuisses]\n[Meloirean Cyclops Veil]\n[Ring of Onyx]\n  ---\no--Rounded Chest--o (2nd Floor, north-west)\n[Crimson Gauntlets]\n[Indomitable Earring]\n[Ring of Pearl]\n[Sable Sentinel]\n[Steel Sabatons]\n  ---\no--Rounded Chest--o (2nd Floor, south-east)\n[Ancient Cape]\n[Dragon's Knight's Helm]\n[Harmonious Earring]\n[Shadow Greaves]\n[Stalwart Bow]\n  ---\no--Rounded Chest--o (2nd Floor, south-west)\n[Autumn Hood]\n[Gleaming Bangles]\n[Grisly Greaves]\n[Sultry Pareo]\n[Wounded Heart]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Tragedy\t\t\t   \t      |{VID064}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=Pf4vxzsRX1Q\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Lament\no======================================================================o\n12) The Chamber of Lament is a unique area in the Everfall-it doesn't\nhave one of the old recycled 'Arena' 'Bridge', 'Hall' areas. Instead\nit's an extra dimensional arena reminiscent of the Tainted Mountain\nPeak. Here is where you'll find the single most dangerous foe in the\ngame-the Ur-Dragon. Before you can lure the Ur-Dragon out, however,\nhead to the northern end of the arena and kill several corrupted Pawns\nthat lurk near an elevated, and rather out-of-place bridge. Shortly\nafter the Ur-Draogn will speak and fly out of the portal in the sky.\nAs for the arena itself-there are some chests lying around, and some\nwarrior remains, but the items they drop aren't worthy of our attention.\nOnce you descend off the end of the southern ledge into the arena below,\nthe only way back is to go through the arena and exit via the northern\ndoor.\n\n\t\t  ***ENEMY STRATEGY: UR-DRAGON***\nUr-Dragon... Ur... Ur... let's see... ur- or Ur- (oor): Prefix,\noriginal, primitive. Okay. I've seen 'Ur' creatures a few times in\nfantasy games. Ur-priests, for example. The term also seems, in popular\nuse, to be synonymous with 'corrupted', but this might just be from a\nroot meaning 'old'... which in a religious context might have become\nconnotated with 'pagan' or 'heretical', hence the ambivilence of the\nmeaning. So, either the Ur-Dragon is the original, ancient being from\nwhich the Dragon was derived, or, more likely, is a degenerate,\ncorrupted form of it. The original Dragon had a purpose... and\nphilosophical leanings. The Ur-Dragon, as your Pawns will helpfully\nchirp, is made from the hearts of Arisens. Presumably the weak, false\nones-like the duke. Perhaps it's a form of punishment for those who\nshowed the most potential and failed? Can you think of anything worse\nfor an Arisen than to have the heart that was stolen from them forming\na body of a Dragon? In any event, the game itself gives little in the\nway of explanation, so it's really up to us to make up our own\nmythology, if you care to.\n\nA Group Effort.... Or Not.\n--------------------------\nIt's a rather important boss-offline you can tackle the beast by\nyourself. Killing it will net you about 20 Wakestones, one unique item;\nthe Volant White Staff, Ascalon, a Sword, or Heaven's Key Daggers, all\nof which are supremely powerful and imbued with the Holy element.\nOnline, there's one global Ur-Dragon boss, which players from all over\nthe globe can battle the Ur-Dragon cooperatively. Don't get any\nmisconceptions, however-you won't see your buddies running around the\narena, or masses of Arisens and theif Pawns all babbling gleefully about\nnothing. You'll get your own version of the Ur-Dragon, your own arena,\nyour feats of valor will remain unwitnessed by all but you. It only\nshares a global health value, which all online players can work to\ndiminish. Its health online is much higher than the offline version, and\neach time it's killed, the next 'generation' of Ur-Dragon is even\nstronger. The rewards for killing the Ur-Dragon online are better than\noffline... but I won't go into specifics, since I've never bothered with\nit.\n\nDifferent Dragon, Same Tactics\n------------------------------\nThe Ur-Dragon looks like a whitish-purple palette-swap of the Dragon.\nThe similarities are more than just skin-deep, however. They share most\nof the same attacks-wing buffet, breath weapon attacks, grab-and-slams,\nspells... the whole deal. You're familiar with these by now, or if not,\nat the very least I've done my due diligence already, and need not\nwaste time repeating myself. There are some differences, however. The\nUr-Dragon is much, much stronger, and its breath weapon is of the\nDarkness element, not fire. Also it's much more interested in prolonged\nground engagements, instead of flying attacks... although it will\nperform them, and even has a perch in the arena from which to retreat\nand spew breath-blasts at you.\n\nDeath By A Thousand Cuts\n------------------------\nWhile the original Dragon's vulnerable spot was its heart, the Ur-Dragon\nhas no one weak spot. Instead, its entire body must be attacked, piece\nby piece. After sustaining enough damage in one spot, that part of the\nbody will turn black, its meat will rot and fall off, and by the end of\nthe fight you'll be battling a beast that's more skeleton than flesh.\nYou can tell you're dealing damage if the blood from the wound you\ninflict is purple. If it's brownish and foul, you're not dealing any\ndamage. Each time a part of the Ur-Dragon is destroyed it'll drop\nsome... bits. Ambrosial Meat-either rotten or sour, and pieces of its\nown body, which are all valuable Materials. To destroy the Ur-Dragon\nyou must keep moving from body part to body part, destroying each area\nbefore moving on. Each wing has two distinct areas, each limb (leg and\narm) have three, the tail has three, there are two spots on its back,\nand its gut and chest are both one. Several more parts of the body\nremain to be destroyed on the neck and head. I strongly suggest you do\nnot fight the Ur-Dragon unless you are playing a Vocation that can\ngrapple well and perform ranged attacks. This pretty much means the\nStrider, Ranger, Assassin, and Magick Archer. These Vocations will\nperform the best against the Ur-Dragon, being able to dodge attacks\nand reach various hard to reach spots better. The Magick Archer really\nshines when fighting the Ur-Dragon, as Hunter Bolt, in addition to\ndealing Holy damage (which the Ur-Dragon is weak against) will easily\nbe able to hit multiple parts of the Ur-Dragon's body each shot. It's\nnot unusual for a high-level, well-equipped Magick Archer to be able\nto take down half a life bar with a single Hunter Bolt. Another boon\nenjoyed by the Magick Archer is the fact that the Magick Bow's attacks\nwill only lock-on to parts of the Ur-Dragon that are still alive. You\nneed never worry about going on a scavenger hunt for that last bit of\nundamaged flesh. You probably won't be able to kill the Ur-Dragon in\none encounter unless you're a very high-level, well-built character.\nAfter a while the Ur-Dragon will simply fly away. It won't gain any\nhealth back, but you'll have to return later to fight it... and by\nlater, you really can just walk out of the arena, and head back in.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Ur-Dragon Takedown\t\t\t   \t               |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=LQf2Vl0CHvs\t\t       |\no-----o----------------------------------------------------------------o\n\nOnce the beast has fallen you'll get a cutscene showing all your\nspiffy new loot, which lies in a room to the north. You'll also get the\nAchievement\/Trophy 'The Messiah'. Climb a ledge along the northern edge\nof the arena and explore this room to score your treasure. There's also\na stone here upon which the names of the Ur-Dragon's vanquishers are\ninscribed.\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Lament\t\t\t   \t      |{VID065}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=aBMl6MwLvPU\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Fate (Arena)\no======================================================================o\n13) Here is where you'll find the toughest fight in the game, in my\nopinion. It's been a busy two Steps, eh? In this Arena you'll either\nfind a Drake and a flock of Harpies, or a Lich, a Chimera, a\nGorechimera, and several Hellhounds. The latter fight is the one to\nfear. All the foes here can attack at a range (with spells or fire\nbreath). The Hellhounds and Chimeras can perform mid-range lunging\nattacks, and deal lots of physical damage. Put them all together and\nit's absolute chaos. Be prepared for lots of running around-kill the\nLich, as it summons the Hellhounds (something you probably can't\nprevent) then focus on the Hellhounds, Once you're down to two Chimeras,\nyou can start to try to focus on taking one of them down. Normally you\ncan just detach the snake and kill the fallen beast, but with two of\nthem, you'll have to be ready for the other one to intervene at all\ntimes. If you're a high-level Assassin with 'Invisibility' you might\ndo alright, but otherwise... this is going to be one hell of a fight.\nOnce they're dead you can score two ornate chests near the entrance,\nand a door to the east leads deeper into the Chamber of Fate.\n\no-----o----------------------------------------------------------------o\n|VIDEO|Chamber of Fate\t\t\t   \t      \t\t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=lUEY02YE4R4\t\t       |\no-----o----------------------------------------------------------------o\n\n***MONSTER INFO: LICH***\nDiscussing the tactics of the Lich is, in essence, discussing the\nfiner points of strategy for this fight, since the Lich is the prime\nmover of all your woes. First be warned-they're very strong spell\ncasters. They'll cast Miasma, Comestion, basic elemental spells and, at\nleast in this fight, they'll summon Hellhounds. They also have a magic\nmissile-type attack, where they'll shoot a series of red, homing\nprojectiles at you. Otherwise, they're like the Wight, they hover and\ncast spells.\n\n***ITEMS***\no--Ornate Chest--o (west)\n[Angel's Sanctum]\n[Dark Lorica]\n[Dragon Knight's Cloak]\n[Dragon's Presence]\n[Royal Cuisses]\n  ---\no--Ornate Chest--o (east)\n[Barbarian Chief's Helm]\n[Benevolent Earring]\n[Frigid Finger]\n[Grisly Skull]\n[Saving Grace]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Fate\t\t\t\t   \t      |{VID066}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=TWiS5MXigBY\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Fate (Bridge)\no======================================================================o\n14) Deeper doesn't always have to mean harder. Quit smirking. Anyways,\nthis 'Bridge' level is occupied by Harpies, Succubi and Gargoyles-cake\ncompared to the last fight. It's also brimming with treasure-another\nseven chests. You start out upstairs, in the south-eastern room. Up here\nthere are chests inthe south-western room, and one on both the eastern\nand western ends of the northern balcony, all rounded. Downstairs there\nis an ornate chest in the north-western room, two rounded chests in the\nnorth-western room, and one ornate chest in the north-western corner of\nthe large southern room. After killing all the pests above, your only\nfoes down here should be Giant Bats. Loot and leave the Chamber of Fate.\n\nThe Dragonblood Ring is the best Accoutrement in the game-hands down.\nIt gives a +25% boost to all debilitation resistances. As a side note\nabout this item that's entirely irrelevent to anything having to do with\nactually playing the game... Last year, when Dragon's Dogma was new, my\ngirlfriend got on a forum to ask if there were any items in this game\nlike the 'Ribbon' from Final Fantasy. She was called an idiot by some\nforum malcontent who also added that 'no developer would put such an\nitem in a game'... except for the fact that she mentioned an example of\nsuch an item. And, of course, the fact that there is in fact such an\nitem in Dragon's Dogma, itself. Ah, the internet... where stupid goes\nto thrive... Anyways, the Dragon's Risen is the strongest Archistaff in\nthe game, while the Savage Fang is the strongest Longbow in the game.\nThe Unfettered Claw is the strongest non-elemental Staff you can pull\nout of the Everfall.\n\n***ITEMS***\no--Rounded Chest--o (2nd Floor, south-west)\n[Cyclops Sigil]\n[Dragonblood]\n[Gold Lion Padding]\n[Red Dragon Scale]\n  ---\no--Rounded Chest--o (2nd Floor, north-west)\n[Meloirean Helm]\n[Molten Boots]\n[Philosopher's Robe]\n[Ring of Ruby]\n[Twilight Greaves]\n  ---\no--Rounded Chest--o (2nd Floor, north-east)\n[Crimson Armet]\n[Grisly Bracers]\n[Indomitable Earring]\n[Meloirean Cyclops Veil]\n[Twilight Mask]\n  ---\no--Ornate Chest--o (1st Floor, north-west)\n[Ancient Cape]\n[Crossed Cinquedea]\n[Royal Surcoat]\n  ---\no--Rounded Chest--o (1st Floor, north-east duo, eastern chest)\n[Carmine Breeches]\n[Chilling Razors]\n[Dragon's Den]\n[Indomitable Earring]\n[Savage Fang]\n  ---\no--Rounded Chest--o (1st Floor, north-east duo, western chest)\n[Crimson Sabatons]\n[Direwolf Veil]\n[Dragon's Risen]\n[Dragonroar]\n[Unfettered Claw]\n  ---\no--Ornate Chest--o (1st Floor, southern room)\n[Dark Buckler]\n[Darkened Gloves]\n[Lordly Cloak]\n[Shadow Gauntlets]\n\nChamber of Distress (Bridge)\no======================================================================o\n15) Old friends will greet us when we enter this 'Bridge' area-Snow\nHarpies and Dire Wolves. After so much fire and scale the game must\nhave thought we needed to cool down again. These monsters are\nyesterday's terrors-we need not discuss them again. The loot here,\nhowever, is more worthy of attention. If only we could have gotten our\nhands on some of this stuff back in the Northface Forest, when we were\nkilling these things by the dozen. On the first floor there's only one\nchest-an ornate chest in the north-eastern room. The higher level is\nmore generous, holding three rounded chests for us-one in the south-\nwestern room, and one on the eastern end on each the northern and\nsouthern balconies. These are, however, also protected by their own\npack of Direwolves and flock of Snow Harpies. When you're done looting\nhead back downstairs and search the north-western room to find a door\nleading deeper into the Chamber of Distress.\n\n***ITEMS***\no--Ornate Chest--o (First Floor)\n[Bloody Thistle]\n[Exotic High Boots]\n[Golden Belt]\n[Harmonious Earring]\n[Nebula Cape]\n  ---\no--Rounded Chest--o (Second Floor, north-east)\n[Crimson Plate]\n[Golden Wristbands]\n[Sage's Hood]\n[Unfettered Claw]\n  ---\no--Rounded Chest--o (Second Floor, south-east)\n[Crimson Plate]\n[Golden Wristbands]\n[Royal Surcoat]\n[Sage's Hood]\n[Unfettered Claw]\n  ---\no--Rounded Chest--o (Second Floor, south-east)\n[Dragon's Pain]\n[Feral Cape]\n[Golden Lion Helm]\n[Grisly Bracers]\n[Meloirean Armguard]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Distress\t\t\t   \t      |{VID067}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=nkf_QIywPmU\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Distress (Arena)\no======================================================================o\n16) In this arena awaits a new foe-the third, and arguably weakest of\nthe draconic species, the Wyrm. You won't find so sturdy a foe here as\nyou did with the Wyvern or, more importantly, the Drake, and since we've\nnow fought what are essentially three palette-swaps, I can't really\njustify another 'Enemy Strategy', so I'll keep it shorter. Once you've\ntrashed the Wyrm, score an ornate chest to the north.\n\n***MONSTER INFO: WYRM***\nThe Wyrm is the Magick-user of the draconic species, preferring to use\nspells instead of melee attacks. Its spell arsenal includes a death\nspell (if you see a red ring on the ground-stay out of it), basic\nelemental spells, which it'll cast very quickly and in rapid succession,\nHigh Bolide, Anodyne and debilitative spells. This isn't to say it won't\nresort to melee if the opportunity presents itself-it'll use most of\nthe attacks the Drake used; arm and tail swipes, bites, grabs, wing\nbuffets, flying slams, and its breath weapon-its native element is\nice. It only has seven health bars, making it the least resilient of\nthe dragonoids. Its vulnerable spot is on its belly... but who knows\ntheir anatomy? Perhaps that's where it's heart is and, like the dumb\nape I am, I'm just horribly anthropocentric?\n\no-----o----------------------------------------------------------------o\n|VIDEO|Wyrm Takedown\t\t\t   \t      \t\t       |\no-----o----------------------------------------------------------------o\n|LINK |http:\/\/www.youtube.com\/watch?v=bOr40xbipgI\t\t       |\no-----o----------------------------------------------------------------o\n\n***ITEMS***\no--Ornate Chest--o\n[Beserkin]\n[Carnation]\n[Dignified Earring]\n[Dragonscale Arm]\n[Noble Limbs]\n\nChamber of Estrangement (Arena)\no======================================================================o\n17) Enter another 'Arena' area with variable encounters. I like to call\nthis 'the battle of the bigs'. You'll end up fighting an Ogre, a\nCyclops, and a Golem (get it? all big things?) or a Metal Golem and a\nLich. Either way, the fight is pretty easy... provided you can take out\na Golem (go home, magick-builds.) Once done smiting, loot an ornate\nchest just south of the center of the arena, then exit a door along the\neastern side of the arena to head deeper into the Chamber of\nEstrangement.\n\n***ITEMS***\no--Warrior Remains--o\n[Silver Ring]\n  ---\no--Ornate Chest--o\n[Barbarian Chief's Helm]\n[Burnished Bracers]\n[Diadem]\n[Dignified Earring]\n[Ring of Sapphire]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Estrangement\t\t\t   \t      |{VID068}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=LSpDQ7CY2_Y\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Estrangment (Hall)\no======================================================================o\n18) This 'Hall' area consists of a central corridor (which you enter\ninto the northern end of) and an eastern hall, the southern end of\nwhich leads deeper still into the Chamber of Estrangement. The\noccupants of this area are some neutral Pawns, most notably the merchant\nPawn Delec. The Materials he sells includes Electrum and Poison Hydra\nFangs, which are somewhat uncommon considering the rarity of the foes\nthat provide them. As for weaponry, he's much more generous, selling a\nDragon's Presence (best Mace in the game), a Bloody Thistle (best\nWarhammer), a Dragon's Risen (Archistaff), a Dark Buckler (Magick\nShield), a Savage Fang (Longbow), a Dragon's Quickening (Magick Bow).\nHis armor selection includes a Golden Lion Helm, a Philosopher's Robe,\na Dragonscale Arm, Exotic High BOots, and a vast selection of\ndebilitation resistance-boosting rings and earrings. There are four\nrounded chests in this area-two at the southern end of the central\nhall, near Delec, and two along the northern end of the eastern\nhallway. They contain junk.\n\nChamber of Estrangement (Bridge)\no======================================================================o\n19) You'll enter into a 'Bridge' area, in the large southern room on\nthe first level. Your playmates will be a batch of Giant Undead,\nwandering around aimlessly, just waitng to be destroyed. As you explore\nto the north you'll find assorted undead buried in the western half of\nthe northern chamber, including Undead, Undead Warriors, and Giant\nUndead. A horde of Undead Warriors lies buried in the north-western<\/pre>\n\n\n\n<pre id=\"faqspan-19\" class=\"wp-block-preformatted\">room, and some Specters might come meandering around the nothern\nchamber. Upstairs lie more Undead along the balconies and the bridge.\nAs for the loot-it's all on the first floor, and all contained in\nrounded chests. There's a trio of them in the north-eastern room and\na pair in the north-western one.\n\n***ITEMS***\no--Rounded Chest--o (north-east trio, east chest)\n[Ancient Cape]\n[Divine Surcoat]\n[Grisly Greaves]\n[Meloirean Greaves]\n[Wounded Heart]\n  ---\no--Rounded Chest--o (north-east trio, middle chest)\n[Carmine Breeches]\n[Crimson Gauntlets]\n[Ring of Onyx]\n[Stalwart Earring]\n[Twilight Mask]\n  ---\no--Rounded Chest--o (north-east trio, west chest)\n[Beserkin]\n[Dragon Band]\n[Dragonblood]\n[Matte Robe]\n[Molten Boots]\n  ---\no--Rouned Chest--o (north-west duo, southern chest)\n[Flame Skirt]\n[Gleaming Bangles]\n[Ring of Ruby]\n[Royal Mantle]\n[Savage Fang]\n  ---\no--Rounded Chest--o (north-west duo, northern chest)\n[Angel's Sanctum]\n[Cyclop's Sigil]\n[Dragon Knight's Helm]\n[Dragon's Presence]\n[Holy Cuisses]\n\nChamber of Woe (Hall)\no======================================================================o\n20) This area is pretty short-you'll enter into a 'Hall' crawling with\nundead, including a Lich, Giant Undead, Skeleton Lords, and Hellhounds.\nThe latter the Lich will summon, the rest will be triggered to rise by\nits hostility. If you can kill the Lich before it summons anything...\nwell, life will be easier. Both of the side halls are blocked off and\nthere's only one ornate chest at the southern end of the central hall.\n\n***ITEMS***\no--Ornate Chest--o\n[Grisly Bone Armor]\n[Lordly Cloak]\n[Sable Sentinel]\n[Shadow Greaves]\n[Threaded Cudgel]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Woe\t\t\t   \t     \t      |{VID069}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=rcmNzjPiNZQ\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Sorrow (Bridge)\no======================================================================o\n21) Those aren't tentacles... they're gentacles! Anyways, you'll start\nout in a 'Bridge' level, in the south-eastern room on the second floor.\nThis area is, simply put, a treasure trove. Six chests lie around, as\nfollows; two rounded chests on the first floor, one in the south-western\nroom and one on the western end of the northern balcony. On the lower\nlevel you'll find two chests in the north-eastern room-one ornate and\none rounded, and in the large southern room are another pair, again\nornate and rounded. The only complication here is that tentacles will\nspawn and harass you repeatedly, which can make save\/loading difficult.\nIt's still possible, however-if you fight them off, they'll stop\nbothering you for a short while, which will allow you enough time to\nsave, at least. So... make your rounds, open all the chests, and when\nyou complete a run with an item worth saving for, fight off whatever\ntentacles are around and save. Repeat until wealthy. When you're done\nbaiting tentacles, there are two doors you can peruse-on the second\nfloor in the north-eastern room is a door that leads to a 'Hall' area,\nand on the first floor in the north-western room is a door that leads\nto an 'Arena' area. I suggest going through the latter, first.\n\n***ITEMS***\no--Rounded Chest--o (2nd floor, south-west)\n[Burnished Bracers]\n[Dignified Cape]\n[Dragonroar]\n[Grisly Bone Armor]\n[Savage Fang]\n  ---\no--Rounded Chest--o (2nd floor, north-west)\n[Dragon Knight's Cloak]\n[Golden Wristbands]\n[Grisly Bracers]\n[Herald's Helix]\n[Twilight Greaves]\n  ---\no--Rounded Chest--o (1st floor, north-east duo)\n[Crimson Sabatons]\n[Dark Over-Knee Boots]\n[Fey Whisper]\n[Grisly Skull]\n[Red Dragon Scale]\n  ---\no--Ornate Chest--o (1st floor, north-east duo)\n[Berserkin]\n[Crimson Armet]\n[Crimson Robe]\n[Exotic High Boots]\n[Frigid Finger]\n  ---\no--Ornate Chest--o (1st floor, south duo)\n[Dragon's Risen]\n[Holy Cuisses]\n[Laurel Circlet]\n[Matte Robe]\n[Ring of Onyx]\n  ---\no--Rounded Chest--o (1st floor, south duo)\n[Carnation]\n[Ring of Amethyst]\n[Sage's Hood]\n[Solar Providence]\n[Twilight Manicae]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Sorrow\t\t   \t     \t      |{VID070}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=ipucyzeyEN8\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Sorrow (Arena)\no======================================================================o\n22) Typical 'Arena' area, occupied by an Evil Eye. You know how to fight\nthem by now-kill it and loot the rounded in the north-western corner.\nCan circles even have corners? Whatever-to the north-west, then. Don't\nexpect that the tentacles in the other areas will vanish just because\nyou killed the Evil Eye here-that would just make sense. Anyways, once\nyou're done looting and killing, head through a door to the north.\n\n***ITEMS***\no--Rounded Chest--o\n[Crimson Plate]\n[Dragon's Quickening]\n[Dragonblood]\n[Gleaming Bangles]\n[Steel Gauntlets]\n\nChamber of Sorrow (Hall)\no======================================================================o\n23) The Chamber of Sorrow is just a big place-one of each of the three\nstaple Everfall chambers. You'll enter the 'Hall' area in the western\nhall, which is occupied by Grim Goblins, as is the central hall. In\nthe eastern hall you'll find two Vile Eyes-the only place in the game\nwhere they are static spawns. There are two chests in the northern part\nof both the eastern and western tunnels, and as in the 'Bridge' area,\ntentacles will spawn relentlessly. Go through the door along the\nsouthern end of the eastern tunnel when you're done to return to the\nsecond flor of the 'Bridge' area, from which you can easily run back\nthrough tentacle-doom to reach the Everfall.\n\n***ITEMS***\no--Rounded Chest--o (west duo, west chest)\n[Crimson Gauntlets]\n[Crossed Cinquedea]\n[Dragonblood]\n[Grisly Greaves]\n[Philosopher's Robes]\n  ---\no--Rounded Chest--o (west duo, east chest)\n[Crimson Robe]\n[Diadem]\n[Dragonbeards]\n[Nebula Cape]\n[Twilight Mask]\n  ---\no--Rounded Chest--o (east duo, east chest)\n[Autumn Hood]\n[Bloody Thistle]\n[Carmine Breeches]\n[Dark Lorica]\n[Ring of Pearl]\n  ---\no--Rounded Chest--o (east duo, west chest)\n[Benevolent Earring]\n[Dragonscale Arm]\n[Golden Lion Helm]\n[Meloirean Greaves]\n[Shadow Gauntlets]\n\nChamber of Resolution (Hall)\no======================================================================o\n24) This place is rather busy, as you'll see as soon as you enter. It's\ncrawling with Undead Warriors and Stout Undead. These weaklings are\nbolstered by several Ogres-two in the eastern hall (the one you enter\nin) and one in the central hall. As usual there's a chest to loot at\nthe southern end of the central hall, and in addition there are two\nchests at the northern end of the western hall. At the southern end of\nthe western hall lies a door which leads deeper into the Chamber of\nResolution.\n\n***ITEMS***\no--Ornate Chest--o (center hall)\n[Dragon Knight's Helm]\n[Dragon's Pain]\n[Ring of Sapphire]\n[Stalwart Earring]\n[Twilight Manicae]\n  ---\no--Rounded Chest--o (west duo, east chest)\n[Crimson Sabatons]\n[Frigid Finger]\n[Golden Lion Padding]\n[Ring of Amethyst]\n[Steel Cuirass]\n  ---\no--Rounded Chest--o (west duo, west chest)\n[Benevolent Earring]\n[Grisly Bracers]\n[Matte Robe]\n[Meloirean Cyclops Veil]\n[Shadow Greaves]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Resolution\t\t   \t     \t      |{VID071}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=9_RGcfkAYCM\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Resolution (Arena)\no======================================================================o\n25) Rather tame for an 'Arena' area, your only foe here is a Cockatrice.\nOnce it's dead, search an alcove to the north to find a rounded chest.\nNote that there are-like most 'Arena' areas, two versions of this\nplace-both are occupied by a Cockatrice and both hold a chest in the\nnorthern alcove. In one, however, the Cockatrice will be joined by\nGeo Saurians and Saurian Sages (there will be gunpowder kegs near the\nchest) and in the other the Cockatrice will be alone (there will be\nplants near the chest.)\n\n***ITEMS***\no--Rounded Chest--o\n[Crimson Gauntlets]\n[Dragonroar]\n[Steel Sallet]\n[Twilight Greaves]\n[Wounded Heart]\n\nChamber of Inspiration\no======================================================================o\n26) More likely than not you'll enter this 'Bridge' area with a\nPhantasm in your face, trying to possess you. If you can't deal\nmagick damage, this place isn't going to be your friend. Phantasms lurk\nthroughout, and along the western end of the natural northern chamber\nthey'll be joined by Skeleton Sorcerers. These two undead make up your\nfoes in this level. For all your trouble, there's only one bit of loot,\nan ornate chest in the south-western room on the second floor. \n\n***ITEMS***\no--Ornate Chest--o\n[Dark Buckler]\n[Dragonroar]\n[Red Dragon Scale]\n[Ring of Ruby]\n[Saving Grace]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Inspiration\t\t   \t     \t      |{VID072}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=O2Ug4_pElu0\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Hope (Hall)\no======================================================================o\n27) From the entrance head south to reach the central hall. Your\nopposition here will be several Stout Undead lurking in front of two\nHellhounds, who guard the door at the southern end of the hall. Once\nthey're dispatched, search the abortive side halls to find a rounded\nchest on either side, next to the gates that prevent us from exploring\nthe western and eastern hall. Once you're done looting, go through the\ndoor to the south that the Hellhounds were guarding.\n\n***ITEMS***\no--Rounded Chest--o (east)\n[Crimson Plate]\n[Exotic High Boots]\n[Grisly Skull]\n[Meloirean Helm]\n[Ring of Pearl]\n   ---\no--Rounded Chest--o (west)\n[Berserkin]\n[Divine Surcoat]\n[Gleaming Bangles]\n[Grisly Greaves]\n[Twilight Mask]\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Chamber of Hope\t\t\t   \t     \t      |{VID073}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=Z6Hb6LeB6a0\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Hope (Bridge)\no======================================================================o\n28) Behold! The final chamber in the Everfall! At least, if you've been\nstrictly following the guide. This area can be tricky, as a Gorechimera\nlurks around, and it'll find its way up to the narrow confines of the\nsecond floor-making it a rather close-quarters engagement. Complicating\nmatters are the Skeleton Sorcerers who lurk about, eager to blast you\nwith spells if you neglect them. Readying a High Gicel for when the\nomniscient beast detects you is a good way to welcome it to death. This\narea doesn't dissapoint when it comes to loot, either. You'll find no\nfewer than nine chests lying around, desperately in need of some\nplundering. Starting with the second floor, where we enter (in the\nnorth-eastern room); you'll find one chest in the south-western room,\nalong with two warrior remains. Another sits on the western end of the\nnorthern balcony, and a third awaits your attentions on the eastern end\nof the southern balcony.\n\n***ITEMS***\no--Rounded Chest--o (north-west)\n[Dragon's Presence]\n[Grisly Bone Armor]\n[Holy Cuisses]\n[Meloirean Plate]\n[Sage's Hood]\n  ---\no--Ornate Chest--o (south-west)\n[Dragon Knight's Helm]\n[Dragon's Quickening]\n[Golden Lion Helm]\n[Herald's Helix]\n[Ring of Onyx]\n  ---\no--Rounded Chest--o (south-east)\n[Carnation]\n[Dragonscale Arm]\n[Nebula Cape]\n[Shadow Greaves]\n[Sultry Pareo]\n&lt;----------------------------------------------------------------------&gt;\n29) Head downstairs where you'll find even more Skeleton Sorcerers-they\nusually lurk around the stairs, moving up and down as they please, so\nthere's no telling how many you'll encounter on either floor. In the\nnorth-western room down here you'll find two rounded chests-one north,\none south. Three more await you in the north-eastern room, lined up\nin a row. A final chest awaits us in the south-western corner of the\nsouthern room.\n\n***ITEMS***\no--Rounded Chest--o (north-west duo, south chest)\n[Dragon Knight's Helm]\n[Dragonbeards]\n[Fey Whisper]\n[Frigid Finger]\n[Royal Mantle]\n[Solar Providence]\n  ---\no--Rounded chest--o (north-west duo, north chest)\n[Burnished Bracers]\n[Dark Lorica]\n[Dignified Cape]\n[Dragon's Risen]\n[Lordly Cloak]\n  ---\no--Rounded Chest--o (north-east trio, west chest)\n[Bloody Thistle]\n[Carmine Breeches]\n[Golden Lion Padding]\n[Lordly Cloak]\n[Sultry Cowl]\n  ---\no--Rounded Chest--o (north-east trio, middle chest)\n[Dark Buckler]\n[Grisly Skull]\n[Philosopher's Robe]\n[Threaded Cudgel]\n[Wounded Heart]\n  ---\no--Rounded Chest--o (north-east trio, east chest)\n[Barbarian Chief's Helm]\n[Diadem]\n[Dragon's Pain]\n[Feral Cape]\n[Savage Fang]\n[Twilight Greaves]\n  ---\no--Rounded Chest--o (south)\n[Benevolent Earring]\n[Crimson Armet]\n[Dragon's Den]\n[Golden Wristbands]\n[Sable Sentinel]\n&lt;----------------------------------------------------------------------&gt;\n30) That's it for the Everfall-the huge, if shamelessly recycled-late\ngame dungeon of Dragon's Dogma. If you remember, we're trying to score\n20 Wakestones to give to Quince-the Pawn who awaits us at the 'Exit'\nlevel of the Everfall, which can be reach via the Pawn Guild. Of course,\nyou shouldn't let this trifling matter of unraveling the inner working\nof the cosmos distract you too much from life's real goal-gathering\nsweet loot. The Everfall is full of it, and not only do Wakestones\ngrant life and reveal mysteries-they sell for a pretty penny, too.\nFarm the Everfall as much as your patience allows, and when you've\nleveled up enough, gathered enough loot, earned as much cash as you\ncare to earn... well, it's time to get to the bottom of the Everfall.\nFiguratively, of course.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t   \t      Ascension\t\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK044}\n\t\t1) A Score of Wakestones\n\t\t2) Into the Rift\n\t\t3) Peace\n\t\t4) Friends and Foes\n\t\t5) Servitude\n\t\t6) Deicide\n\t\t7) Mercy\n\t\t8) Closure\n\n1) Enter the Everfall via the entrance in the Pawn Guild and find\nQuince, who stands near the metal bowl on the 'Exit' platform of the\nEverfall. Talk to her and give her the 20 Wakestones she desires. She'll\nwarn you that there's no turning back after this-which means you can't\nexplore the Everfall any more (but can still return to the rest of\nGransys, should you chicken out after handing over the Wakestones).\nHand them over and you'll get to see a cutscene where they float about\nfor a bit before eventually opening the rift Quince promised. Once done,\nthe only thing left to do is jump on into the rift-once you do this,\nhowever, there is no turning back. The trials beyond shouldn't be too\nrough, but if you want some security, it can't hurt to bring some\nPotent Greenwarish, Large Mushrooms, and maybe a spare Wakestone or\ntwo.\n\n***REWARD***\n(For giving Quince twenty Wakestones)\nEXP\t\t75,000\nRift Currency\t100\n&lt;----------------------------------------------------------------------&gt;\n2) Jump into the Rift and you'll find yourself... well, in the Rift.\nDark, cloudy... looks like where you recruit Pawns. You'll score the\nAchievement\/Trophy 'Freedom' for this little leap. In the distance\n(to the north) you'll see a golden figure seated on a throne. Approach\nand you'll be greeted by this being-the Seneschal. He'll keep up the\nsame theme as the Dragon-encouraging you to fight and claim what is\nyours. The stakes are a little higher this time around, however-if you\nlose, you die. If you win, you become a god, lord of all creation.\nOnce the cutscene ends, a fight ensues-he'll pelt you with philosophical\nmusings (and beams of light which are easily dodged by simply strafing)\nand you... well, hurt him however you hurt things best. It's really not\nmuch of a fight at this point-you have to be trying to lose. You can't\nkill the Seneschal until it's done talking... or rather, even if you\nkill it, the fight will continue until it's done babbling. Once you\ndefeat it... you'll get another cutscene. The Seneschal shows off its\npower, and another round of conflict begins, much the same as the last.\n\n***QUESTS***\nFinal Judgement\n\no-----o-------------------------------------------------------o--------o\n|VIDEO|Final Judgement\t\t   \t     \t  \t      |{VID074}|\no-----o-------------------------------------------------------o--------o\n|LINK |https:\/\/www.youtube.com\/watch?v=5jsf3VOW5Sc\t\t       |\no-----o----------------------------------------------------------------o\n\nChamber of Choice\no======================================================================o\n3) The second time the Seneschal falls, you'll check out the corpse.\nThe Seneschal plays some more mind-games on you before appearing at the\nend of a rift-funnel. It's got another offer for you-come forward and\nclaim your prize as an Arisen, or turn back and be granted a merciful\ndeath. If you do the latter, you'll appear back in Cassardis, free to\nrun around as you please. Go up to the gate to find Quina and Adaro,\nand the Seneschal will speak-you'll get the Achievement\/Trophy 'Peace',\nand a game-over.\n&lt;----------------------------------------------------------------------&gt;\n4) Well, so much for that. Quit being a wuss and head towards the\nSeneschal. Along the way you'll meet every important NPC in the game-\nwho will attack you with varying degrees of competence, ranging from\nharmless to weak. Your romantic partner is always at the end. Reach the\nSeneschal to continue with the next phase of the encounter.\n\nThe Seneschal's Chamber \no======================================================================o\n5) The Seneschal will throw off its golden robes and reveal itself to\nbe none other than Savan-he'll summon his own Pawn, and you'll get\nyours-time for the final battle. Savan and his buddy are both Fighters,\nso you should have some idea of what to expect. In addition to typical\nFighter attacks Savan will throw out beams of force at you from time\nto time-they're capable of doing damage, but it's a hard fight to\nlose... not that there isn't merit in losing. If you fall here, you'll\nsee a part of the cycle play out-a portal will open under your body,\nand you'll fall from the rift and into the real world, turning into\na Dragon as you do-tasked with seeking out the next Arisen. At least\nwe know where the Dragon comes from, then. This gets you the\nAchievement\/Tropy 'Servitude'. \n&lt;----------------------------------------------------------------------&gt;\n6) We didn't come all this way to lose, however. Focus on Savan's Pawn\nand, when he falls, direct your attention to Savan. When Savan's health\nis depleted, he'll start spamming one attack over and over-a charge up\narea-of-effect burst. Stay away from him for now-whether you like it\nor not, your Pawn has to do some work here-this fight only ends when\nthey run up to Savan and grab him. At this point, run your Arisen up\nthere to land the finishing blow. Sometimes your Pawn will insist on\nbeing an imbecile, so just be patient until they do this.\n&lt;----------------------------------------------------------------------&gt;\n7) After Savan falls-he'll reappear enthroned again. He'll apologize-\neverything that has happened up until now was merely a test of our will,\nthe only purpose of the Dragon was to search for new candidates, for\nthose who prove themselves worthy of replacing the reigning Seneschal.\nWhy would an immortal being with immense will need a replacement?\nMaybe it's a continuous search for a superior being? Whatever the case,\nyou've won the honor of replacing Savan as the Seneschal. He'll give\nyou the Godsbane Blade-the only weapon that can kill the Seneschal-and\nask you to grant him release. Walk up to him, where you'll get the\noption to kill or question him, as you please. When you're ready to\nget on with the whole god business, pick the option 'Wield the Godsbane\nBlade'. You'll give Savan his release, and take his position of\nSeneschal. You'll get the Achievement\/Trophy 'Mercy' for this act of\nkindness.\n\n***REWARD***\n(For freeing Savan from the cruel, unending ring)\nEXP\t\t90,000\nRift Currency\t100\n&lt;----------------------------------------------------------------------&gt;\n8) So what's a bored deity to do? Well... you can go oversee creation,\nif you wish. Sit on your Throne and you'll be teleported to Cassardis\nwhere you can run around, invisible yet not intangible. Leave via the\ncity gate and you'll find yourself back in the rift. Sit back down and\nyou'll be in Gran Soren-a restored Gran Soren. All you can really do is\nrun around and harass mortals. It gets boring quickly. You have two\noptions-call it a game and go play something else, or... well, do what\nSavan was obviously too scared to do. Go into your inventory and select\nthe Godsbane Blade, picking the option 'Hold'. When you do, you'll hold\nthe sword up in front of you, blade at your breast. Hit the 'X' button\n[XBOX] or 'Square' button [PS3] to commit suicide... or you can hit\n'A' [XBOX] or 'X' [PS3] to put the blade away. If you kill yourself,\nyou'll fall through the rift, into the real world. Your Pawn follows,\nobviously distraught by your demise. You both plummet into the sea,\nbut only your Pawn surfaces-in your body. Just as Selene became like\nher master, and 'The Fool' took the shape of the Dragonforged, so, too,\ndid you Pawn assume your identity. Is it you, reincarnated? Is it your\nPawn made mortal? Either way, it's another link in the grand chain,\nthe wheel continues to turn.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t \t   \t      New Game+\t\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\n\t\t\t\t\t\t\t\t{WLK045}\n\nAfter beating the game you'll, what's our next move? Well, beat it\nagain, of course! After the credits you'll find yourself back at the\nmain menu-select the 'Load Game' option (not 'New Game', this will\ndelete your old character and start over!) What's the point of playing\nthrough the game again? Well...\n\n  --&gt;\tYour old character keeps all their experience, Vocation Ranks,\n\tSkills, and attributes. Beat the hell out of those monsters who\n\tgave you trouble the first time around!\n\n  --&gt;\tSo does your Main Pawn.\n\n  --&gt;\tYou keep all your equipment, Materials, gold, and Rift\n\tCurrency.\n\n  --&gt;\tNew Notice Board quests will be available throughout the game,\n\tmany of them quite lucrative.\n\n  --&gt;\tAll quest progress will be reset-if you missed anything the\n\tfirst time around, you can try to complete it again. Or if\n\tyou'd rather see how an alternate quest option plays out, you\n\tcan do that, too.\n\n  --&gt;\tNPCs will have retained their former affinity for you-for\n\tbetter or worse.\n\n  --&gt;\tMerchants will retain their advanced stock options.\n\n  --&gt;\tYou can earn a second Gold Idol and give it to either Caxton or\n\tMadeline-whoever you neglected the first playthrough.\n\n  --&gt;\tThere is now a new Riftstone on the south-western beach of\n\tCassardis' 'Starfall Bay' which will teleport you to the\n\tChamber of Lament, if you wish to fight the Ur-Dragon.\n\n  --&gt;\tMountebank at the Black Cat now sells Portcrystals-for a hefty\n\t200,000 gold apiece. You can now buy enough of them to place\n\tthem regularly across Gransys, to make walking everywhere a\n\tthing of the past.\n \n  --&gt;\tWhen you make it to the Dragon, play another Vocation (or just\n\tbring a different set of weapons with you) to score some more\n\tunique Dragon weaponry... and freely Dragon-Forge another set\n\tof equipment (you might want to make sure you're level 200\n\tbefore this, to avoid any unwanted level-ups.)\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t    Enemies {EMY001}\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nListed below you'll find the various enemies you'll encounter in\nDragon's Dogma. The names of most foes are derived from the in-game\n'Adventure Log', as is only sensible, but the rather generic 'Humans'\ncategory has been appropriately broken up to differentiate between\nBandits (of both gender-bound gangs), Salvation members, Soldiers, and\nrogue Pawns. Unique (quest-related) foes have not been included, such\nas the assassins encountered during 'Nameless Terror', or random NPCs\nyou could end up fighting due to quest decisions\/murderous rampages.\n\nExperience Value: The experience earned from killing said foe. These\n\t\t  values were recorded with a solo Arisen-using Pawns\n\t\t  will result in you earning fewer experience points.\n\nDiscipline Value: The discipline earned from killing said foe.\n\nItems Dropped: The items each foe can drop. For the Ur-Dragon this\n\t       includes items obtained after its death in single player.\n\t       Multi-player rewards not included.\n\nLocations: Where said foes can be encountered.\n\no----------------------------------------------------------------------&gt;\n|Archydra\no----------------------------------------------------------------------&gt;\nExperience Value:\t58,594\nDiscipline Value:\t236\n\nItems Dropped:\t\tHydra Gallstone\n\t\t\tHydra's Lifeblood\n\t\t\tPoison Hydra Fang\n\t\t\tRift Crystal (800 RC)\n\t\t\tWhite Hydra Scale\n\nLocations:\t\tEverfall\n\no----------------------------------------------------------------------&gt;\n|Bandit (Female)\no----------------------------------------------------------------------&gt;\nExperience Value:\t195-801\nDiscipline Value:\t44-75\n\nItems Dropped:\t\tCoin Pouch (1000 G)\n\t\t\tEmpty Flask\n\t\t\tLarge Coin Pouch (3500 G)\n\t\t\tSmall Coin Pouch (100 G)\n\t\t\tWool Cloth\n\nLocations:\t\tBarta Crags\n\t\t\tCursewood\n\t\t\tHeavenspeak Fort\n\no----------------------------------------------------------------------&gt;\n|Bandit (Male)\no----------------------------------------------------------------------&gt;\nExperience Value:\t195-1172\nDiscipline Value:\t44-84\n\nItems Dropped:\t\tBlank Scroll\n\t\t\tCoin Pouch (1000 G)\n\t\t\tHarspud Milk\n\t\t\tLarge Coin Pouch (3500 G)\n\t\t\tQuill\n\t\t\tShackle\n\t\t\tSmall Coin Pouch (100 G)\n\t\t\tThrowblast\n\nLocations:\t\tAernst Castle\n\t\t\tAncient Quarry\n\t\t\tBlighted Manse\n\t\t\tBluemoon Tower\n\t\t\tDeos Hills\n\t\t\tDripstone Cave\n\t\t\tEstan Plains\n\t\t\tManamia Trail\n\t\t\tMoonsbit Pass\n\t\t\tNorthface Forest\n\t\t\tPastona Cavern\n\t\t\tVestad Hills\n\t\t\tWilted Forest\n\no----------------------------------------------------------------------&gt;\n|Chimera\no----------------------------------------------------------------------&gt;\nExperience Value:\t15,039\nDiscipline Value:\t172\n\nItems Dropped:\t\tFreakish Claw\n\t\t\tFreakish Mane\n\t\t\tFreakish Scale\n\t\t\tJewel of Vicissitude\n\t\t\tRift Crystal (400 RC)\n\nLocation(s):\t\tBarta Crags\n\t\t\tCursewood\n\t\t\tDeos Hills\n\t\t\tGreatwall\n\t\t\tNorthface Forest\n\t\t\tTainted Mountain (Savan Intro Only)\n\t\t\tVerda Woodlands\n\t\t\tVestad Hills\n\t\t\tWilted Forest\n\no----------------------------------------------------------------------&gt;\n|Cockatrice\no----------------------------------------------------------------------&gt;\nExperience Value:\t21,094\nDiscipline Value:\t189\n\nItems Dropped:\t\tCockatrice Beak\n\t\t\tCockatrice Liqour\n\t\t\tJewel of Petrification\n\t\t\tRift Cluster (800 RC)\n\t\t\tSlick Black Pinion\n\nLocation(s):\t\tEverfall\n\t\t\tGran Soren\n\t\t\tSoulflayer Canyon\n\t\t\tVestad Hills\n\no----------------------------------------------------------------------&gt;\n|Crow\no----------------------------------------------------------------------&gt;\nExperience Value:\t20\nDiscipline Value:\t8\n\nItems Dropped:\t\tCoin Pouch (1000 G)\n\t\t\tEgg\n\t\t\tGolden Egg\n\t\t\tGold Ore\n\t\t\tSmall Coin Pouch (100 G)\n\nLocations:\t\tBluemoon Tower\n\t\t\tCursewood\n\t\t\tPastona Cavern\n\t\t\tWindworn Valley\n\t\t\tWilted Forest\n\no----------------------------------------------------------------------&gt;\n|Cyclops\no----------------------------------------------------------------------&gt;\nExperience Value:\t7813\nDiscipline Value:\t141\n\nItems Dropped:\t\tBeast Steak\n\t\t\tMisshapen Eye\n\t\t\tRift Crystal (400 RC)\n\t\t\tRugged Bone\n\t\t\tRugged Tusk\n\t\t\tRusted Plate\n\nLocation(s):\t\tBarta Crags\n\t\t\tCursewood\n\t\t\tDeos Hills\n\t\t\tEverfall\n\t\t\tEstan Plains\n\t\t\tFrontier Caverns\n\t\t\tGreatwall\n\t\t\tNorthface Forest\n\t\t\tManamia Trail\n\t\t\tShadow Fort\n\t\t\tSoulflayer Canyon\n\t\t\tVerda Woodlands\n\t\t\tVestad Hills\n\t\t\tWatergod's Altar\n\no----------------------------------------------------------------------&gt;\n|Deer\no----------------------------------------------------------------------&gt;\nExperience Value:\t39\nDiscipline Value:\t15\n\nItems Dropped:\t\tBeast Steak\n\t\t\tScrag of Beast\n\nLocation(s):\t\tCursewood\n\t\t\tDeos Hills\n\t\t\tNorthface Forest\n\t\t\tWilted Forest\n\no----------------------------------------------------------------------&gt;\n|Direwolf\no----------------------------------------------------------------------&gt;\nExperience Value:\t820, 1641\nDiscipline Value:\t75, 93\n\nItems Dropped:\t\tDirewolf Pelt\n    \t\t\tLarge Fang\n\t\t\tRift Fragment (100 RC)\n\t\t\tSour Scrag of Beast\n\nLocation(s):\t\tBarta Crags\n\t\t\tDeos Hills\n\t\t\tEverfall\n\t\t\tNorthface Forest\n\no----------------------------------------------------------------------&gt;\n|Drake\no----------------------------------------------------------------------&gt;\nExperience Value:\t48,828, 97,656\nDiscipline Value:\t226, 275\n\nItems Dropped:\t\tAmber Dragon Scale\n\t\t\tDragon Claw\n\t\t\tDragon Horn\n\t\t\tDragon Scale\n\t\t\tDrake's Tear\n\t\t\tGreat Dragon Alula\n\t\t\tIndurated Dragonsblood\n\t\t\tRift Cluster (800 RC)\n\nLocation(s):\t\tDevilfire Grove\n\t\t\tEstan Plains\n\t\t\tEverfall\n\t\t\tVerda Woodlands\n\no----------------------------------------------------------------------&gt;\n|Evil Eye\no----------------------------------------------------------------------&gt;\nExperience Value:\t39,063\nDiscipline Value:\t216\n\nItems Dropped:\t\tEvil Eyeball\n\t\t\tMalecryst\n\t\t\tMalecryst Shard\n\t\t\tRift Cluster (800 RC)\n\nLocation(s):\t\tEverfall\n\no----------------------------------------------------------------------&gt;\n|Gargoyle\no----------------------------------------------------------------------&gt;\nExperience Value:\t2637\nDiscipline Value:\t105\n\nItems Dropped:\t\tBastard Wing\n\t\t\tElongated Claw\n\t\t\tJewel of Petrification\n\t\t\tPetrifactor\n\nLocations:\t\tEstan Plains\n\t\t\tEverfall\n\t\t\tSoulflayer Canyon\n\no----------------------------------------------------------------------&gt;\n|Geo Saurian\no----------------------------------------------------------------------&gt;\nExperience Value:\t1758\nDiscipline Value:\t95\n\nItems Dropped:\t\tAcid Sac\n\t\t\tBeast Steak\n\t\t\tIncarnadine Scale\n\t\t\tInky Saurian Skin\n\t\t\tRift Crystal (400 RC)\n\nLocations:\t\tEverfall\n\t\t\tMoonsbit Pass\n\t\t\tTainted Mountain Temple\n\no----------------------------------------------------------------------&gt;\n|Giant Bat\no----------------------------------------------------------------------&gt;\nExperience Value:\t20\nDiscipline Value:\t8\n\nItems Dropped:\t\tLarge Nut\n\t\t\tScrag of Beast\n\nLocations:\t\tBlighted Manse\n\t\t\tCatacombs\n\t\t\tDripstone Cave\n\t\t\tShadow Fort\n\t\t\tWatergod's Altar\n\no----------------------------------------------------------------------&gt;\n|Giant Undead\no----------------------------------------------------------------------&gt;\nExperience Value:\t1563\nDiscipline Value:\t92\n\nItems Dropped:\t\tBrawn Runes\n\t\t\tHex Runes\n\t\t\tRift Crystal (400 RC)\n\t\t\tShackle\n\nLocations:\t\tEverfall\n\t\t\tManamia Trail\n\no----------------------------------------------------------------------&gt;\n|Goblin\no----------------------------------------------------------------------&gt;\nExperience Value:\t127, 195\nDiscipline Value:\t36, 44\n\nItems Dropped:\t\tGoblin Horn\n\t\t\tHunk of Ore\n\t\t\tRift Fragment (100 RC)\n\t\t\tSmall Coin Pouch (100 G)\n\t\t\tWormwood Sap\n\nLocations:\t\tAncient Quarry\n\t\t\tBarta Crags\n\t\t\tCursewood\n\t\t\tDeos Hills\n\t\t\tDevilfire Grove\n\t\t\tEstan Plains\n\t\t\tEverfall\n\t\t\tFrontier Caverns\n\t\t\tMoonsbit Pass\n \t\t\tMoonshower Cliffs\n\t\t\tSeabreeze Trail\n\t\t\tShadow Fort\n\t\t\tVerda Woodlands\n\t\t\tVestad Hills\n\t\t\tWilted Forest\n\t\t\tWitchwood\n\no----------------------------------------------------------------------&gt;\n|Golem\no----------------------------------------------------------------------&gt;\nExperience Value:\t16,797\nDiscipline Value:\t177\n\nItems Dropped:\t\tCopper Ore\n\t\t\tDappled Ore\n\t\t\tFulgin Ore\n\t\t\tSilver Ore\n\t\t\tMagick Medal\n\nLocations:\t\tDeos Hills\n\t\t\tEverfall\n\t\t\tManamia Trail\n\t\t\tPastona Cavern\n\t\t\tVerda Woodlands\n\t\t\tWitchwood\n\no----------------------------------------------------------------------&gt;\n|Gorechimera\no----------------------------------------------------------------------&gt;\nExperience Value:\t25,391\nDiscipline Value:\t198\n\nItems Dropped:\t\tBlack Freakish Claw\n\t\t\tBlack Freakish Horn\n\t\t\tBlack Freakish Mane\n\t\t\tBlack Freakish Scale\n\t\t\tRift Cluster (800 RC)\n\t\t\tSnakeskin\n\nLocations:\t\tBarta Crags\n\t\t\tEverfall\n\t\t\tSeabreeze Trail\n\t\t\tTainted Mountain Temple\n\no----------------------------------------------------------------------&gt;\n|Griffin\no----------------------------------------------------------------------&gt;\nExperience Value:\t17,969\nDiscipline Value:\t181\n\nItems Dropped:\t\tAmbrosial Meat\n\t\t\tGreat Griffin Claw\n\t\t\tGriffin Pinion\n\t\t\tRift Crystal (400 RC)\n\nLocations:\t\tBluemoon Tower\n\t\t\tEstan Plains\n\t\t\tMoonshower Cliffs\n\t\t\tNorthface Forest\n\t\t\tVestad Hills\n\no----------------------------------------------------------------------&gt;\n|Grim Goblin\no----------------------------------------------------------------------&gt;\nExperience Value:\t1797, 2539\nDiscipline Value:\t95, 102\n\nItems Dropped:\t\tBlood Decanter\n\t\t\tCoin Pouch (1000 G)\n\t\t\tEbon Blade Piece\n\t\t\tNight Terror's Helm\n\t\t\tRift Crystal (400 RC)\n\nLocations:\t\tEverfall\n\t\t\tMoonsbit Pass\n\t\t\tSeabreeze Trail\n\no----------------------------------------------------------------------&gt;\n|Harpy\no----------------------------------------------------------------------&gt;\nExperience Value:\t273\nDiscipline Value:\t50\n\nItems Dropped:\t\tElongated Claw\n\t\t  \tHarpy Pinion\n\t\t\tHarpy Rectrix\n\t\t\tRift Fragment (100 RC)\n\t\t\tScrag of Beast\n\nLocations:\t\tEstan Plains\n\t\t\tEverfall\n\t\t\tManamia Trail\n\t\t\tMoonsbit Pass\n\no----------------------------------------------------------------------&gt;\n|Hellhound\no----------------------------------------------------------------------&gt;\nExperience Value:\t2500\nDiscipline Value:\t104\n\nItems Dropped:\t\tEmber Crystal\n\t\t\tHellhound Fang\n\t\t\tHellhound Pelt\n\t\t\tRift Cluster (800 G)\n\t\t\tSour Scrag of Beast\n\nLocation(s):\t\tEstan Plains\n\t\t\tEverfall\n\t\t\tManamia Trail\n\t\t\tSeabreeze Trail\n\t\t\tTainted Mountain Temple\n\t\t\t\no----------------------------------------------------------------------&gt;\n|Hobgoblin\no----------------------------------------------------------------------&gt;\nExperience Value:\t742, 1074\nDiscipline Value:\t73, 82\n\nItems Dropped:\t\tCoin Pouch (1000 G)\n\t\t\tCurious Wine\n\t\t\tIron Blade Piece\n\t\t\tRift Fragment (100 RC)\n\t\t\tSlate-Colored Horn\n\nLocations:\t\tBarta Crags\n\t\t\tDeos Hills\n\t\t\tDevilfire Grove\n\t\t\tEstan Plains\n\t\t\tEverfall\n\t\t\tFrontier Caverns\n\t\t\tNorthface Forest\n\t\t\tSeabreeze Trail\n\t\t\tShadow Fort\n\t\t\tSoulflayer Canyon\n\t\t\tVarda Woodlands\n\t\t\tVestad Hills\n\no----------------------------------------------------------------------&gt;\n|Hydra\no----------------------------------------------------------------------&gt;\nExperience Value:\t31,250\nDiscipline Value:\t208\n\nItems Dropped:\t\tBlack Hydra Scale\n\t\t\tHydra Gallstone\n\t\t\tHydra's Lifeblood\n\t\t\tPoison Hydra Fang\n\t\t\tRift Crystal (800 RC)\n\nLocations:\t\tFrontier Caverns\n\no----------------------------------------------------------------------&gt;\n|Large Rat\no----------------------------------------------------------------------&gt;\nExperience Value:\t49\nDiscipline Value:\t19\n\nItems Dropped:\t\tRotten Egg\n\t\t\tScrag of Beast\n\t\t\tSmall Rank Fish\n\nLocations:\t\tBlighted Manse\n\t\t\tCatacombs\n\t\t\tDripstone Cavern\n\t\t\tGran Soren\n\t\t\tWatergod's Altar\n\no----------------------------------------------------------------------&gt;\n|Lich\no----------------------------------------------------------------------&gt;\nExperience Value:\t9375\nDiscipline Value:\t149\n\nItems Dropped:\t\tJewel of Darkness\n\t\t\tRift Cluster (800 RC)\n\t\t\tSkull\n\t\t\tVengeful Mirror\n\t\t\tWailing Crystal\n\nLocations:\t\tEverfall\n\no----------------------------------------------------------------------&gt;\n|Metal Golem\no----------------------------------------------------------------------&gt;\nExperience Value:\t23,047\nDiscipline Value:\t193\n\nItems Dropped:\t\tElectrum\n\t\t\tGold Ore\n\t\t\tHunk of Gold Ore\n\t\t\tMagick Medal\n\t\t\tRift Cluster (800 RC)\n\t\t\tSilver Ore\n\nLocations:\t\tEverfall\n\t\t\tWitchwood\n\no----------------------------------------------------------------------&gt;\n|Ogre\no----------------------------------------------------------------------&gt;\nExperience Value:\t9766\nDiscipline Value:\t151\n\nItems Dropped:\t\tOgre Spur\n\t\t\tOgre Tooth\n\t\t\tRift Cluster (800 RC)\n\t\t\tSour Beast Steak\n\t\t\tUnspeakable Meat\n\nLocations:\t\tAncient Quarry\n\t\t\tBluemoon Tower\n\t\t\tCatacombs\n\t\t\tEverfall\n\t\t\tWilted Forest\n\no----------------------------------------------------------------------&gt;\n|Ox\no----------------------------------------------------------------------&gt;\nExperience Value:\t59\nDiscipline Value:\t22\n\nItems Dropped:\t\tAmbrosial Meat\n\t\t\tBeast Steak\n\t\t\tScrag of Beast\n\nLocations:\t\tDeos Hills\n\t\t\tEstan Plains\n\t\t\tVestad Hills\n\no----------------------------------------------------------------------&gt;\n|Pawn\no----------------------------------------------------------------------&gt;\nExperience Value:\t1367\nDiscipline Value:\t88\n\nItems Dropped: \t\tAncient Scroll\n\t\t\tBlank Scroll\n\t\t\tCoin Pouch (1000 G)\n\t\t\tForeign Knife\n\t\t\tGiant Coin Pouch (10000 G)\n\t\t\tLarge Coin Pouch (3500 G)\n\t\t\tPoison Flask\n\t\t\tSmall Coin Pouch (100 G)\n\nLocations:\t\tEverfall\n\no----------------------------------------------------------------------&gt;\n|Phantasm\no----------------------------------------------------------------------&gt;\nExperience Value:\t1523\nDiscipline Value:\t91\n\nItems Dropped:\t\tAstracite\n\t\t\tAstracite Shard\n\t\t\tRift Crystal (400 RC)\n\nLocations:\t\tBarta Crags\n\t\t\tEverfall\n\t\t\tSoulflayer Canyon\n\no----------------------------------------------------------------------&gt;\n|Phantom\no----------------------------------------------------------------------&gt;\nExperience Value:\t742\nDiscipline Value:\t73\n\nItems Dropped:\t\tMiasmite\n\t\t\tMiasmite Shard\n\t\t\tRift Fragment (100 RC)\n\nLocations:\t\tCatacombs\n\t\t\tDeos Foothills\n\t\t\tWitchwood\n\no----------------------------------------------------------------------&gt;\n|Rabbit\no----------------------------------------------------------------------&gt;\nExperience Value:\t20\nDiscipline Value:\t8\n\nItems Dropped:\t\tCarrot\n\t\t\tRabbit Pelt\n\t\t\tScrag of Beast\n\nLocations:\t\tDeos Hills\n\t\t\tSeabreeze Trail\n\t\t\tWitchwood\n\no----------------------------------------------------------------------&gt;\n|Rat\no----------------------------------------------------------------------&gt;\nExperience Value:\t6\nDiscipline Value:\t2\n\nItems Dropped:\t\tScrag of Beast\n\nLocations:\t\tBluemoon Tower\n\t\t\tDripstone Cavern\n\t\t\tGran Soren\n\no----------------------------------------------------------------------&gt;\n|Salvation Cultist\no----------------------------------------------------------------------&gt;\nExperience Value:\t215-801\nDiscipline Value:\t46-75\n\nItems Dropped:\t\tAncient Scroll\n\t\t\tBlank Scroll\n\t\t\tCoin Pouch (1000 G)\n\t\t\tSmall Coin Pouch (100 G)\n\nLocations:\t\tEstan Plains\n\t\t\tGreatwall\n\no----------------------------------------------------------------------&gt;\n|Saurian\no----------------------------------------------------------------------&gt;\nExperience Value:\t801\nDiscipline Value:\t75\n\nItems Dropped:\t\tFisheye Stone\n\t\t\tLarge Rank Fish\n\t\t\tPoison Sac\n\t\t\tRift Fragment (100 RC)\n\t\t\tSaurian Scale\n\t\t\tSaurian Tail\n\nLocations:\t\tDevilfire Grove\n\t\t\tDripstone Cave\n\t\t\tEstan Plains\n\t\t\tVestad Hills\n\t\t\tWatergod's Altar\n\no----------------------------------------------------------------------&gt;\n|Saurian Sage\no----------------------------------------------------------------------&gt;\nExperience Value:\t2969\nDiscipline Value:\t108\n\nItems Dropped:\t\tArgentine Sac\n\t\t\tFisheye Stone\n\t\t\tPurpure Crystal\n\t\t\tRift Cluster (800 RC)\n\t\t\tSnowy Saurian Skin\n\nLocations:\t\tEverfall\n\no----------------------------------------------------------------------&gt;\n|Seabird\no----------------------------------------------------------------------&gt;\nExperience Value:\t20\nDiscipline Value:\t8\n\nItems Dropped:\t\tEgg\n\t\t\tGolden Egg\n\t\t\tLarge Fish\n\t\t\tSmall Fish\n\nLocations:\t\tBluemoon Tower\n\t\t\tCassardis\n\t\t\tGran Soren\n\t\t\tSeabreeze Trail\n\no----------------------------------------------------------------------&gt;\n|Skeleton\no----------------------------------------------------------------------&gt;\nExperience Value:\t469\nDiscipline Value:\t62\n\nItems Dropped:\t\tCraft Bone\n\t\t\tRift Fragment (100 RC)\n\t\t\tScrap Iron\n\t\t\tSkull\n\nLocations:\t\tCatacombs\n\t\t\tDeos Hills\n\t\t\tEverfall\n\t\t\tWatergod's Altar\n\no----------------------------------------------------------------------&gt;\n|Skeleton Knight\no----------------------------------------------------------------------&gt;\nExperience Value:\t1367, 1523\nDiscipline Value:\t88, 91\n\nItems Dropped:\t\tDark Peridot\n\t\t\tHard Bone\n\t\t\tRift Fragment (100 RC)\n\t\t\tScrap Iron\n\t\t\tSkull\n\nLocations:\t\tBarta Crags\n\t\t\tBluemoon Tower\n\t\t\tCatacombs\n\t\t\tEverfall\n\t\t\tPastona Cavern\n\t\t\tWatergod's Altar\n\t\t\tWindworn Valley\n\t\t\tWitchwood\n\no----------------------------------------------------------------------&gt;\n|Skeleton Lord\no----------------------------------------------------------------------&gt;\nExperience Value:\t2734\nDiscipline Value:\t106\n\nItems Dropped:\t\tFell-Lord's Bone\n\t\t\tLordly Emblem\n\t\t\tRift Cluster (800 RC)\n\nLocations:\t\tCursewood\n\t\t\tEverfall\n\t\t\tGreatwall\n\t\t\tManamia Trail\n\no----------------------------------------------------------------------&gt;\n|Skeleton Mage\no----------------------------------------------------------------------&gt;\nExperience Value:\t547\nDiscipline Value:\t65\n\nItems Dropped:\t\tAgate\n\t\t\tMandrake\n\t\t\tRift Fragment (100 RC)\n\t\t\tSkull\n\t\t\tTorn Grimore Appendix\n\t\t\tTorn Grimore Preface\n\nLocations:\t\tBluemoon Tower\n\t\t\tCatacombs\n\t\t\tEverfall\n\t\t\tPastona Cavern\n\t\t\tWatergod's Altar\n\t\t\tWindworn Valley\n\no----------------------------------------------------------------------&gt;\n|Skeleton Sorcerer\no----------------------------------------------------------------------&gt;\nExperience Value:\t1406\nDiscipline Value:\t89\n\nItems Dropped:\t\tAncient Scroll\n\t\t\tForgotten Arcanum\n\t\t\tPigeon's Blood\n\t\t\tRift Fragment (100 RC)\n\t\t\tSalubrious Brew\n\t\t\tSkull\n\nLocations:\t\tBarta Crags\n\t\t\tEverfall\n\no----------------------------------------------------------------------&gt;\n|Snake\no----------------------------------------------------------------------&gt;\nExperience Value:\t20\nDiscipline Value:\t8\n\nItems Dropped:\t\tRotten Egg\n\t\t\tSnakeskin\n\nLocations:\t\tDripstone Cave\n\t\t\tGran Soren\n\t\t\tSoulflayer Canyon\n\t\t\tWatergod's Altar\n\no----------------------------------------------------------------------&gt;\n|Snow Harpy\no----------------------------------------------------------------------&gt;\nExperience Value:\t879\nDiscipline Value:\t77\n\nItems Dropped:\t\tApple\n\t\t\tElongated Claw\n\t\t\tGlacial Pinion\n\t\t\tGlacial Rectrix\n\t\t\tRift Fragment (100 RC)\n\t\t\tSour Scrag of Beast\n\nLocations:\t\tBarta Crags\n\t\t\tBluemoon Tower\n\t\t\tDeos Hills\n\t\t\tEverfall\n\t\t\tGreatwall\n\t\t\tNorthface Forest\n\t\t\tSoulflayer Canyon\n\no----------------------------------------------------------------------&gt;\n|Soldier\no----------------------------------------------------------------------&gt;\nExperience Value:\t156-430\nDiscipline Value:\t40-107\n\nItems Dropped:\t\tCoin Pouch (1000 G)\n\t\t\tFlask of Oil\n\t\t\tInterventive\n\t\t\tRoyal Banner\n\t\t\tSmall Coin Pouch (100 G)\n\nLocations*:\t\tBlighted Manse\n\t\t\tGran Soren\n\n*Although you can find soldiers in pretty much every civilized part of\nGransys, the only times you'll fight them as part of the story as in the\nBlighted Manse, and in Gran Soren.\n\no----------------------------------------------------------------------&gt;\n|Specter\no----------------------------------------------------------------------&gt;\nExperience Value:\t1758\nDiscipline Value:\t95\n\nItems Dropped:\t\tEldricite\n\t\t\tEldricite Shard\n\t\t\tRift Crystal (400 RC)\n\nLocations:\t\tBlighted Manse\n\t\t\tBluemoon Tower\n\t\t\tDeos Foothills\n\t\t\tEverfall\n\t\t\tVerda Woodlands\n\no----------------------------------------------------------------------&gt;\n|Spider\no----------------------------------------------------------------------&gt;\nExperience Value:\t20\nDiscipline Value:\t8\n\nItems Dropped:\t\tSpider Venom\n\nLocations:\t\tDripstone Cave\n\t\t\tEverfall\n\t\t\tMoonshower Cliffs\n\t\t\tPastona Cavern\n\t\t\tSoulflayer Canyon\n\t\t\tWitchwood\n\no----------------------------------------------------------------------&gt;\n|Stout Undead\no----------------------------------------------------------------------&gt;\nExperience Value:\t391\nDiscipline Value:\t58\n\nItems Dropped:\t\tNecrophagus Loin\n\t\t\tRift Fragment (100 RC)\n\t\t\tRotten Beast Steak\n\t\t\tSmall Coin Pouch (100 G)\n\nLocations:\t\tCatacombs\n\t\t\tEstan Plains\n\t\t\tWilted Forest\n\no----------------------------------------------------------------------&gt;\n|Succubus\no----------------------------------------------------------------------&gt;\nExperience Value:\t1289\nDiscipline Value:\t87\n\nItems Dropped:\t\tElongated Claw\n\t\t\tMoldy Apple\n\t\t\tJewel of Sleep\n\t\t\tRift Crystal (400 RC)\n\t\t\tSinistone\n\t\t\tSpurious Wing\n\nLocations:\t\tEstan Plains\n\t\t\tEverfall\n\t\t\tManamia Trail\n\t\t\tTainted Mountain Temple\n\no----------------------------------------------------------------------&gt;\n|Sulfur Saurian\no----------------------------------------------------------------------&gt;\nExperience Value:\t1445\nDiscipline Value:\t98\n\nItems Dropped:\t\tRift Crystal (400 RC)\n\t\t\tSaurian Tail\n\t\t\tStriped Saurian Skin\n\t\t\tYellow Poison Sac\n\nLocations:\t\tBarta Crags\n\t\t\tDeos Hills\n\t\t\tEstan Plains\n\t\t\tSoulflayer Canyon\n\t\t\tWatergod's Altar\n\t\t\tWilted Forest\n\no----------------------------------------------------------------------&gt;\n|Undead\no----------------------------------------------------------------------&gt;\nExperience Value:\t342, 361\nDiscipline Value:\t55, 56\n\nItems Dropped:\t\tHoe\n\t\t\tPutrid Gold Tooth\n\t\t\tRift Currency (100 RC)\n\t\t\tShroud\n\t\t\tSmall Coin Pouch (100 G)\n\t\t\tSour Scrag of Beast\n\nLocations:\t\tDeos Hills\n\t\t\tEstan Plains\n\t\t\tEverfall\n\t\t\tWilted Forest\n\no----------------------------------------------------------------------&gt;\n|Undead Warrior\no----------------------------------------------------------------------&gt;\nExperience Value:\t547\nDiscipline Value:\t65\n\nItems Dropped:\t\tAged Insignia\n\t\t\tCoin Pouch (1000 G)\n\t\t\tRusted Plate\n\t\t\tSmall Coin Pouch (100 G)\n\t\t\tRift Fragment (100 RC)\n\nLocations:\t\tAncient Quarry\n\t\t\tCatacombs\n\t\t\tEstan Plains\n\t\t\tEverfall\n\t\t\tGreatwall\n\t\t\tNorthface Forest\n\t\t\tWilted Forest\n\no----------------------------------------------------------------------&gt;\n|Ur-Dragon\no----------------------------------------------------------------------&gt;\nExperience Value:\t292,969\nDiscipline Value:\t470\n\nItems Dropped:\t\tAscalon\n\t\t\tDragon Claw\n\t\t\tDragon Scale\n\t\t\tFerrystone\n\t\t\tGiant Coin Pouch (10000 G)\n\t\t\tGolden Egg\n\t\t\tGreat Dragon Alula\n\t\t\tGreat Dragon Claw\n\t\t\tGreat Dragon Fang\n\t\t\tHeaven's Key\n\t\t\tIndurated Dragonsblood\n\t\t\tPanacea\n\t\t\tPutrid Dragon Scale\n\t\t\tRift Cluster (800 RC)\n\t\t\tRotten Ambrosial Meat\n\t\t\tSeeker's Token\n\t\t\tSour Ambrosial Meat\n\t\t\tVolant White\n\t\t\tWakestone\n\t\t\tWakestone Shard\n\nLocations:\t\tEverfall (Chamber of Lament)\n\no----------------------------------------------------------------------&gt;\n|Vile Eye\no----------------------------------------------------------------------&gt;\nExperience Value:\t1074\nDiscipline Value:\t82\n\nItems Dropped:\t\tMalecryst\n\t\t\tMalecryst Shard\n\t\t\tRift Cluster (800 RC)\n\nLocation(s):\t\tEverfall\n\no----------------------------------------------------------------------&gt;\n|Wight\no----------------------------------------------------------------------&gt;\nExperience Value:\t4883\nDiscipline Value:\t124\n\nItems Dropped:\t\tBlack Crystal\n\t\t\tImmortelle\n\t\t\tRift Crystal (400 RC)\n\t\t\tSkull\n\nLocations:\t\tBarta Crags\n\t\t\tCursewood\n\no----------------------------------------------------------------------&gt;\n|Wild Boar\no----------------------------------------------------------------------&gt;\nExperience Value:\t29\nDiscipline Value:\t11\n\nItems Dropped:\t\tBackfat Oil\n\t\t\tBeast Steak\n\t\t\tScrag of Beast\n\nLocations:\t\tDeos Hills\n\t\t\tDevilfire Grove\n\t\t\tVerda Woodlands\n\t\t\tWitchwood\n\no----------------------------------------------------------------------&gt;\n|Wolf\no----------------------------------------------------------------------&gt;\nExperience Value:\t98\nDiscipline Value:\t32\n\nItems Dropped:\t\tRift Fragment (100 RC)\n\t\t\tSmall Fang\n\t\t\tSour Scrag of Beast\n\t\t\tWolf Pelt\n\nLocations:\t\tCursewood\n\t\t\tEstan Plains\n\t\t\tManamia Trail\n\t\t\tMoonsbit Pass\n\t\t\tSeabreeze Trail\n\t\t\tVestad Hills\n\t\t\tWitchwood\n\no----------------------------------------------------------------------&gt;\n|Wyrm\no----------------------------------------------------------------------&gt;\nExperience Value:\t46,875\nDiscipline Value:\t224\n\nItems Dropped:\t\tAzure Dragon Scale\n\t\t\tDragon Claw\n\t\t\tDragon Horn\n\t\t\tDragon Scale\n\t\t\tGreat Dragon Alula\n\t\t\tIndurated Dragonsblood\n\t\t\tRift Cluster (800 RC)\n\t\t\tWyrm's Tear\n\nLocations:\t\tEverfall\n\t\t\tWatergod's Altar\n\t\t\t\no----------------------------------------------------------------------&gt;\n|Wyvern\no----------------------------------------------------------------------&gt;\nExperience Value:\t44,922, 97,656\nDiscipline Value:\t213, 275\n\nItems Dropped:\t\tDragon Claw\n\t\t\tDragon Horn\n\t\t\tDragon Scale\n\t\t\tGreat Dragon Alula\n\t\t\tIndurated Dragonsblood<\/pre>\n\n\n\n<pre id=\"faqspan-20\" class=\"wp-block-preformatted\">\t\t\tRift Cluster (800 RC)\n\t\t\tVirid Dragon Scale\n\t\t\tWyvern's Tear\n\nLocations:\t\tBluemoon Tower\n\t\t\tDeos Hills\n\t\t\tEstan Plains\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t       Notice Board Quests {NBQ001}\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nI neglected to mention in any great detail the Notice Board quests\nthroughout the Walkthrough simple because it's not easy to determine\nwhich Notice Board quests a particular player would get during a\nplaythrough. If you wait too long, do too few quests, you'd get fewer\nquests... so, in order to streamline the Walkthrough, and make my life\neasier, all the Notice Board quests I've encountered are listed here,\nin alphabetical order. Below each quest is a description of what needs\nto be done in order to fulfill the requirements-usually where a\nspecific item or foe can be found, or where an escort quest will lead\nyou. Some quests listed below will not initially be available-if you\ndo not have one, there are three things you should keep in mind. First,\ncompleting more Notice Board quests usually leads to the assigning of\nmore advanced Notice Board quests. Second, some quests will not become\navailable until you advance significantly in the main story. Third,\nsome quests just aren't available on your first play-through of the\ngame. So... if at first you don't see it... wait indefinitely and don't\nbother me about it.\n\nNote: There is no way I've discovered EVERY escort request in the game-\nin fact, I know I didn't, since doing so would require raising the\naffinity of nearly every NPC in the game to a certain level, and even I\nhave my limits. The escort requests listed here are the ones that most\nplayers should typically find available to them-some NPCs are just\neasier to please... usually becaues they have more quests tied to them,\nand you must interact with them more.\n\nA Bookkeeper's Bind\no======================================================================o\nLocation:\tArsmith's Alehouse Notice Board\nObjective:\tAcquire a Promissory Note\nRegion:\t\tGran Soren\nReward:\t\t28,000 G\n\t\t5000 EXP\n\n  --&gt;\tAnother quest that ends up being less than rewarding. You can\n\tonly obtain a Promissory Note by buying one from Alon, the\n\tmerchant outside the Ancient Quarry. Of course, he'll only sell\n\tto you after you complete 'Of Merchants and Monsters'. Even\n\tthen, the damn Promissory Note costs 35,000 gold, so you're\n\tessentially coming up negative 7000 gold in return for 5000\n\texperience.\n\nA Challenge\no======================================================================o\nLocation:\tCassardis Notice Board\nObjective: \tDefeat: ???\nRegion:\t\tFrontier Caverns\nReward:\t\t500 G\n\t\t500 EXP\n\t\tGolden Rapier x1\n\n  --&gt;\tThis quest becomes available after confronting the Dragon. The\n\tFrontier Caverns lie beyond the Shadow Fort, which is now no\n\tlonger clear of hostiles. Back in the day, you may have\n\tstarted the quest 'Put the Eye Out', which this quest is really\n\tjust a harder version of. Instead of fighting a Cyclops, you'll\n\tfight a Hydra-the only place in the game to fight one.\n\nA Dark Chorus\no======================================================================o\nLocation: \tCassardis Notice Board\nObjective: \tDefeat 10 Harpies\nRegion:\t\tMountain Waycastle Vicinity\nReward:\t\tGolden Stilettos x1\n\t\t500 G\n\t\t500 EXP\n\n  --&gt;\tPicking this quest up before starting 'Off With Its Head'\n\tshould result in this being completed automatically. If not...\n\tjust make another trip up Moonsbit Pass.\n\nA Diverting Excursion\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request:\tMadeline\nRegion:\t\tBloodwater Beach\nReward:\t\tFulgurous Lord Tome x5\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tBloodwater Beach is a long and difficult journey from Gran\n\tSoren, and Fulgurous Lord Tomes aren't very adequate rewards\n\tfor such a task. All in all, not a very rewarding quest.\n\nA Fabled Dram\no======================================================================o\nLocation:\tArsmith's Alehouse Notice Board\nObjective:\tAcquire 5 King Bay Leaves\nRegion:\t\tWitchwood\nReward:\t\t30,000 G\n\t\t5000 EXP\n\n  --&gt;\tThis quest is more work than it's worth. You can only find King\n\tBay Leaves at the end of the Witchwood, near the grave stone.\n\tThe only way to reach this area is to complete 'Lost and Found',\n\tthen, after completing 'Come to Court' you'll get a chance to\n\tstart 'Witch Hunt', which will allow you to access the depths\n\tof the Witchwood in which these plants reside.\n\nA Formless Foe\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tDefeat 5 Phantoms\nRegion:\t\tCatacombs Vicinity\nReward:\t\tGolden Grace x1\n\t\t1000 G\n\t\t750 EXP\n\n  --&gt;\tIgnore the locations-pretty much any Phantoms you encounter will\n\tcount towards this quest. You can indeed find a few Phantoms in\n\tthe Catacombs, but you'll encounter them earlier-and in greater\n\tnumbers-in the Witchwood, so just hunt them there.\n\nA Hero's Worth\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tDefeat 35 Male Bandits\nRegion:\t\tAernst Castle Vicinity\nReward:\t\t76,000 G\n\t\t750 EXP\n\n  --&gt;\tThis quest is rare in that every male Bandit in the game is\n\tnot a viable target. The objective should really say 'Defeat\n\t35 Southron Bandits'. Not all male Bandits are part of Maul's\n\tgang, unfortunately. All the ones you find on the Vestad\n\tHills should be, however, as should those on Manamia Trail\n\nA Lost Cause\no======================================================================o\nLocation: \tArsmith's Alehouse Notice Board\nObjective:\tAcquire a Snakeskin Purse\nRegion:\t\t???\nReward:\t\tGolden Bastard x1\n\t\t10,000 G\n\t\t5000 EXP\n\n  --&gt;\tA Snakeskin Purse is a rare item that can only be found by\n\tsearching fishing spots around Gransys. It seems like many (if\n\tnot all) spots can provide one-between my girlfriend and I, we\n\thave pulled these out of fishing spots in the Estan Plains,\n\tSoulflayer Canyon, the Barta Crags, and the Deos Hills. The\n\tlatter spot is my favorite, however, and it seems to be the\n\tmost reliable as well. There's a road that runs from outside of\n\tGran Soren, through the Estan Plains and the Wilted Forest to\n\tthe river that separates the Estan Plains\/Wilted Forest from the\n\tDeos Hills\/Cursewood. There's no bridge here, but instead some\n\tfordable shallows where Sulfur Saurians lurk. Cross to the\n\tnorthern side of the river and follow it north-east to find a\n\tbeach swarming with sun-bathing Sulfur Saurians (during the day)\n\tor a Wight (at night). The fishing spot which often contains\n\ta Snakeskin Purse is in the river along this beach-it's bound\n\tby a waterfall to the north, and the ford to the south, so it's\n\teasy to tell when you've gone too far afield looking for it.\n\nA Promised Meeting\no======================================================================o\nLocation:\tCassardis Notice Board\nEscort Request: Rorric\nRegion:\t\tShadow Fort\nReward:\t\tSobering wine x1\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tAnother Cassardis villager who wants to go to the Shadow Fort...\n\tand the reward for doing so is laughably bad.\n\nA Prospector's Partner\no======================================================================o\nLocation:\tCassardis Notice Board\nEscort Request: Merin\nRegion:\t\tShadow Fort\nReward:\t\tStrongwarish x5\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tThis quest is utterly bogus. Strongwarish is decent healing\n\therbs... but you can buy Potent Greenwarish, and the Shadow\n\tFort is an awful long way away. This escort mission just isn't\n\tworth doing.\n\nA Token of Esteem\no======================================================================o\nLocation:\tArsmith's Alehouse Notice Board\nObjective:\tAcquire Maul's Badge of Amity\nRegion:\t\tSouth Gransys, Aernst Castle Ruins\nReward:\t\tGolden Bardiches x1\n\t\t10,000 G\n\t\t5000 EXP\n\n  --&gt;\tComplete the quest 'No Honor Among Thieves' to get Maul's\n\tBadge of Amity.\n\nAn Airborne Plague\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tDefeat 8 Snow Harpies\nRegion:\t\tSoulflayer Canyon\nReward:\t\tBeak of Gold x1\n\t\t1000 G\n\t\t750 EXP\n\n  --&gt;\tYou'll find Snow Harpies in the Barta Crags, the Northface\n\tForest, and of course, Soulflayer Canyon. Kills made anywhere\n\tcount towards this quest.\n\nArise to Power\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tSlay 10 Seabirds\nRegion:\t\tAll Gransys\nReward:\t\t16,000 G\n\t\t750 EXP\n\n  --&gt;\tSeabirds are all over Gransys, but, as their name implies, they\n\ttend to be found by the sea. Seabreeze Trail and Cassardis are\n\tfine hunting spots. Just bring a ranged weapon if you intend to\n\tactually kill any of them.\n\nArise to Power\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tDefeat 29 Oxen\nRegion:\t\tAll Gransys\nReward:\t\t76,000\n\t\t750 EXP\n\n  --&gt;\tGiving us money to kill Oxen? That's like being famous for\n\tbeing famous, or some other equally redundant nonesense. Why\n\tan odd number like 29? Your guess is as good as mine. You can\n\tfind Oxen outside of Gran Soren (the Estan Plain) west of\n\tAernst Castle (Vestad Hills), and south of Windbluff Tower\n\t(Deos Hills).\n\nArise to Power\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tDefeat 10 Saurians\nRegion:\t\tAll Gransys\nReward:\t\t8500 G\n\t\t750 EXP\n\n  --&gt;\tThis quest can easily be completed during 'Deep Trouble'. There\n\tare Saurians around everywhere, completing this quest should be\n\tno trouble.\n\nArise to Power\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tDefeat 5 Skeleton Magi\nRegion:\t\tAll Gransys\nReward:\t\t6000 G\n\t\t750 EXP\n\n  --&gt;\tSkeleton Magi aren't terribly rare, nor powerful, but it's\n\tstill an assy quest reward. In any event, you can find Skeleton\n\tMagi at the Barta Crags (at night) in Blue Moon Tower, the\n\tCatacombs, the Deos Hills (along the river, at night) the\n\tEverfall, Pastona Caverns (at night), Watergod's Altar... just\n\tto name a few places.\n\nArise to Power\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tDefeat 20 Wild Boars\nRegion:\t\tAll Gransys\nReward:\t\t51,000 G\n\t\t750 EXP\n\n  --&gt;\tWild Boars aren't as common as one might expect, but they're\n\tnot exactly rare, either. Find them at the entrance to the\n\tWitchwood, outside the Shadow Fort, and across the bridge\n\tconnecting the Estan Plains to the Deos Hills.\n\nBasic Training\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tSlay 8 Spiders\nRegion:\t\tWitchwood\nReward:\t\t1000 G\n\t\t1950 EXP\n\n  --&gt;\tSpiders aren't uncommon. Find them near the Stones of Courage\n\talong the Moonshower Cliffs, in Soulflayer Canyon, and in the\n\tWitchwood.\n\nBone of Contention\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tDefeat 36 Skeletons\nRegion:\t\tCatacombs\nReward:\t\tSkull x60\n\t\t10,000 G\n\t\t3000 EXP\n\n  --&gt;\tAnother liar of a quest-you need not confine yourself to the\n\tCatacombs, and really, there are more Undead there than\n\tSkeletons, anyways. Any Skeletons you kill in the Cursewood\n\tor the Deos Hills count, too. So, anything across the bridge\n\tnorth of Gran Soren at night is fair game.\n\nBurden of Proof\no======================================================================o\nLocation:\tCassardis Bounty Board\nObjective: \tDefeat 10 Geo Saurians\nRegion:\t\tAll Gransys\nReward:\t\t15,500 G\n\t\t500 EXP\n\n  --&gt;\tGeo Saurians are a late-game form of Saurian that first appear\n\tin the Tainted Mount Temple. Other than than, they'll show up\n\tin Moonsbit Pass (post-Dragon) and the Everfall.\n\nBurden of Proof\no======================================================================o\nLocation:\tCassardis Bounty Board\nObjective: \tDefeat 3 Golems\nRegion:\t\tAll Gransys\nReward:\t\t75,500 G\n\t\t500 EXP\n\n  --&gt;\tGolems aren't the most common of creatures. In fact, in all\n\tof Gransys you can only find three of them before you encounter\n\tthe Dragon. One can be found in the wide pass in Pastona Cavern\n\t(north of Smuggler's Pass), another can be found in the eastern\n\tdepths of the Witchwood (after starting the quest Witch Hunt),\n\tand a final one can be found along the coast of the Verda\n\tWoodlands, at the 'Tomb of the Unknown Traveler'. All of these\n\tlocations are just about as far away from civilization as you\n\tcan get.\n\nBurden of Proof\no======================================================================o\nLocation:\tCassardis Bounty Board\nObjective: \tDefeat 25 Saurians\nRegion:\t\tAll Gransys\nReward:\t\t500,500 G\n\t\t500 EXP\n\n  --&gt;\tFind the Saurians, and kill them all! You'll only get this\n\tquest on your 2nd (and subsequent) playthroughs, and by then,\n\tSaurians will be weak, and 500,000 Gold is one hell of an\n\tincentive. You might be able to fully upgrade one late-game\n\tweapon! Saurians are everywhere, just travel to the Dripstone\n\tCave, or to the river north of Gran Soren, or to Devilfire\n\tGrove, or to the Vestad Hills, or to the Watergod's Altar...\n\tyou get the idea, these damn lizards are everywhere.\n\nCommitted to Memory\no======================================================================o\nLocation: \tArsmith's Alehouse Notice Board\nObjective:\tAcquire a Piece of Gran Soren Rubble\nRegion:\t\tGran Soren Vicinity\nReward:\t\t10,000 G\n\t\t5000 EXP\n\t\tGolden Obliteratrix x1\n\n  --&gt;\tOnly available after facing the Dragon, this quest is a bit\n\tdeceptive-'a piece' of rubble means ten. You can find Gran Soren\n\trubble along the wall south of Gran Soren, but the best place to\n\tfind some is by purchasing it from Reynard.\n\nCompany for the Road\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request:\tAsalam\nRegion:\t\tHealing Spring\nReward:\t\tPlatinum Ring x1\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tThe Healing Spring (west of the Blighted Manse) requires you\n\tto fight through packs of Direwolves and flocks of Snow\n\tHarpies... making this a decidedly mid-level or higher mission.\n\tEven if you feel up to it, it's quite easy to lose Asalam to\n\tan overly ambitious Direwolf or Snow Harpy. Losing Asalam will\n\tmake the entire game quite difficult... where else will you\n\tchange Vocations? Even if you succeed, improving Asalam's\n\taffinity towards you is a bad idea. If he ends up being your\n\t'romantic' interest at the end of the game, he won't be in\n\tGran Soren anymore, making all the post-game adventuring that\n\tmuch more annoying. Either way, this quest is more trouble than\n\tit's worth.\n\nCompany for the Road\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request:\tFedel\nRegion:\t\tPrayer Falls\nReward:\t\tSleeper Arrow x100\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tThe Prayer Falls isn't a terribly difficult run... if you go by\n\tday, but 100 Sleeper Arrows aren't terribly useful. I mean,\n\taltogether they're only worth 1800 G, and sell for much less.\n\nCompany for the Road\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request: Steffen\nRegion:\t\tMiasmic Haunt\nReward:\t\tSnags of Gold x1\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tA very odd escort mission, Steffen wants to head to the\n\tMiasmic Haunt for whatever reason, a rare escort mission\n\tdestination. The Miasmic Haunt is the largest fetid lake in\n\tthe south-eastern part of the Barta Crags-a difficult enough\n\tescort mission. Sadly, there's no other way to obtain the\n\tSnags of Gold, which are fairly valuable.\n\nDestruction\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tDefeat an Archydra\nRegion:\t\tChamber of Hesitation\nReward:\t\t760,000 G\n\t\t3000 EXP\n\n  --&gt;\tThere's only one Archydra in the game-in the Chamber of\n\tHesitation in the Everfall. If you can kill a Hydra, you can\n\tkill the Archydra. Another easy money quest, you'll only get\n\tit on your second playthrough (or later).\n\nDestruction\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tDefeat 10 Vile Eyes\nRegion:\t\tEverfall\nReward:\t\t1,010,000 G\n\t\t3000 EXP\n\n  --&gt;\tYou're guaranteed to find a pair of Vile Eyes in the Chamber\n\tof Sorrow in the Everfall. There's also a chance you'll find\n\tsome more in the Chamber of Apprehension. Either way, killing\n\tten of them will take a few runs, but the money-the single\n\tgreatest monetary reward in the game-is well worth it. You will\n\tonly get this quest on your second playthrough (or later).\n\nDire Straits\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tSlay 15 Direwolves\nRegion:\t\tDuke's Manse Vicinity\nReward:\t\t20,000 G\n\t\t3000 EXP\n\n  --&gt;\tPretty much any Direwolf you slay counts towards this, no\n\tmatter where in the Northface Forest they are. Its really more\n\tdifficult to go through a game without having to kill 15\n\tDirewolves than it is to fail to kill that many.\n\nElsewhere Bound\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request:\tSelene\nRegion:\t\tHealing Spring\nReward:\t\tPerfect Herb Ale\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tA very difficult escort quest at the beginning of the game,\n\tyou must trek far to the north to satisfy Selene... and making\n\tyour way through a horde of Direwolves and Snow Harpies is not\n\ta task to take lightly. I don't find the reward worthwhile.\n\nEpicurean Delights\no======================================================================o\nLocation:\tArsmith's Alehouse Notice Board\nObjective:\tAcquire 5 meals of Kept sour Ambrosial Meat\nRegion:\t\tAll Gransys\nReward:\t\tUndulant Gold\n\t\t10,000 G\n\t\t5000 EXP\n\n  --&gt;\tThis quest is pretty easy, especially if you bothered to farm\n\tOxen for money. Kill the Oxen outside of Gran Soren, keep their\n\tmeat, wait for it to sour, sell off Sour Scrags of Beast and\n\tSour Beast Steaks. As for the Ambrosial Meat that you allow to\n\tsour, buy some Airtight Flasks from Camellia's Apothecary and\n\tcombine them in your inventory. Voila, Kept Sour Ambrosial Meat.\n\nEradication\no======================================================================o\nLocation:\tCassardis Notice Board\nObjective: \tDefeat 10 Chimeras\nRegion:\t\tAll Gransys\nReward:\t\t750,500 G\n\t\t500 EXP\n\n  --&gt;\tAnother post-1st-playthrough quest, well worth doing because of\n\tthe money involved (far better than the 25,000 gold offered for\n\tthree dead Chimeras in the quest 'Suppression'). Chimeras are\n\tone of the more common large beasts in the game, but they tend\n\tto be pretty spread out, so you will probably actually have to\n\tgo out of your way to hunt them down-and do so in several\n\tstages, as there are not ten of the beasties in the world at one\n\ttime. One exists in the Vestad Hills, in Cursewood, along the\n\tcliffs to Heavenspeak Fort, in Barta Crags past Heavenspeak\n\tFort, in the Wilted Forest (west of the Ancient Quarry), one in\n\tNorthface Forest (west of Windbluff Tower), and one by the\n\tHealing Spring north of the Blighted Manse. There are more about\n\tthe place, but these ones are pretty static.\n\nEradication\no======================================================================o\nLocation:\tCassardis Notice Board\nObjective: \tDefeat 25 Saurian Sages\nRegion:\t\tAll Gransys\nReward:\t\t500,500 G\n\t\t500 EXP\n\n  --&gt;\tOnly available on the second playthrough, this quest is kind of\n\ta pain in the ass... despite the respectable monetary reward.\n\tSaurian Sages are only guaranteed to spawn in the Chamber of\n\tHesitation, and you'd have to do a few runs through the place\n\tto kill twenty five of them... still, half a million gold is\n\tgood money.\n\nExtermination\no======================================================================o\nLocation:\tCassardis Notice Board\nObjective: \tSlay 24 Giant Bats\nRegion:\t\tAll Gransys\nReward:\t\t50,500 G\n\t\t500 EXP\n\n  --&gt;\tThere are Giant Bats in many places throughout the game, you\n\tdo not need to make any special effort to kill them. In\n\tparticular, you'll find Giant Bats in Dripstone Cavern, the\n\tWatergod's Altar, and the Shadow Fort, amongst other places.\n\nExtermination\no======================================================================o\nLocation:\tEncampment Notice Board\nObjective: \tSlay 15 Snakes\nRegion:\t\tAll Gransys\nReward:\t\t51,000 G\n\t\t750 EXP\n\n  --&gt;\tSnakes are rather rare, but I generally do this quest by\n\tkilling the Snakes in the Dripstone Cave, just north-east of\n\tthe Station Room. You can get five of them each run, which\n\tis as concetrated as Snakes come in this game.\n\nFears of a Pawn\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tDefeat 8 Ogres\nRegion:\t\tAll Gransys\nReward:\t\t760,000 G\n\t\t3000 EXP\n\n  --&gt;\tAnother quest available during the second playthrough, Ogres\n\tcan be rough customers... but by the time you've encountered\n\tthe Dragon and obtained all the late-game loot, they shouldn't\n\tbe too rough anymore. If eights sound numerous, just remember\n\tthat there are several pairs of them in the Wilted Forest at\n\tnight-you can easily polish off six of the beasts in one run.\n\tJust think that each one is worth nearly 100,000 gold and it\n\tshould make the quest go by that much faster.\n\nFears of a Pawn\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tDefeat 15 Succubi\nRegion:\t\tAll Gransys\nReward:\t\t760,000 G\n\t\t3000 EXP\n\n  --&gt;\tThis quest is both late-game, and restricted to those on at\n\tleast their second playthrough. The odds of you killing 15\n\tSuccubi during the later parts of the game? Fairly good, if you\n\tstick your nose in the Everfall at all. Three quarters of a \n\tmillion gold make it well worth your while to hunt them.\n\nFinal Farwell\no======================================================================o\nLocation:\tEncampment Notice Board\nObjective:\tDefeat 15 Undead Warriors\nRegion:\t\tAncient Quarry Vicinity\nReward:\t\tWar Bugle x40\n\t\t1000 G\n\t\t750 EXP\n\n  --&gt;\tDespite the quest's description, 'Ancient Quarry Area' is really\n\tquite generous. Any Undead Warriors you kill in the Wilted\n\tForest should count.\n\nForeign Service\no======================================================================o\nLocation: \tArsmith's Alehouse Notice Board\nObjective:\tAcquire 20 Seeker's Tokens\nRegion:\t\tAll Gransys\nReward:\t\t210,000 G\n\t\t5000 EXP\n\n  --&gt;\tSeeker's Tokens aren't terribly uncommon-you can find them in\n\tmany chests and warrior remains throughout Gransys. You can also\n\tfind a pair of them along the Unusual Beach (Seabreeze Trail),\n\tso if you make a point to grab them every time you're nearby,\n\tyou should have no trouble hitting twenty. In later\n\tplaythroughs, it can become more hassle than it's worth to\n\ttrack these down... especially when kill quests offer more\n\tmoney.\n\nGoblin Raid\no======================================================================o\nLocation:\tCassardis Notice Board\nObjective: \tDefeat 10 Goblins\nRegion:\t\tMoonsbit Pass\nReward:\t\t2000 G\n\t\t500 EXP\n\n  --&gt;\tThe description says 'Moonsbit Pass', but the game is much\n\tmore generous than that... pretty much every Goblin you kill\n\tbetween Cassardis and Gran Soren will count. Again, it's more\n\tdifficult to not kill Goblins than it is to kill them.\n\n  --&gt;\tIf you do not pick up this quest before heading to Gran Soren\n\tfor the first time (during 'Off With Its Head') this quest\n\tseems to expire.\n\nGrim Tidings\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tDefeat 7 Grim Goblins\nRegion:\t\tCassardis Vicinity\nReward:\t\t35,000 G\n\t\t3000 EXP\n\n  --&gt;\tDon't worry about the location so much-any Grim Goblin kills\n\twill count. You can find Grim Goblins along Seabreeze Trail,\n\tin the eastern pass through Moonsbit Pass (which was previously\n\toccupied by Bandits) and in the Everfall.\n\nGuardsman Sought\no======================================================================o\nLocation:\tCassardis Notice Board\nEscort Request: Adaro\nRegion:\t\tShadow Fort\nReward:\t\tFerrystone x1\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tA Ferrystone is a pretty weak reward for such a long trip...\n\tI suggest just ignoring this quest on your first playthrough,\n\tor at the very least, wait until complete 'Of Monsters and\n\tMerchants' before attempting this quest.\n\nGuardsman Sought\no======================================================================o\nLocation:\tCassardis Notice Board\nEscort Request: Symone\nRegion:\t\tHillfigure Knoll\nReward:\t\tBanker's Periapt x1\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tBanker's Periapts aren't terribly common, but it only sells\n\tfor 7000 gold... so don't expect to really get your money back\n\tif you use Ferrystones to get around. Also, Hillfigure Knoll\n\tis infested with Direwolves and Snow Harpies, making protecting\n\tan NPC somewhat troublesome. Not exactly the easiest or most\n\trewarding of quests, is it?\n\nHair Raising\no======================================================================o\nLocation: \tArsmith's Alehouse Notice Board\nObjective:\tAcquire 30 Tufts of Hair\nRegion:\t\t???\nReward:\t\t10,000 G\n\t\t5000 EXP\n\t\tPath to Heaven x1\n\n  --&gt;\tOnly available after facing the Dragon, you can find Tufts of\n\tHair in Ogre nests and in sarcophagi... but the best place to\n\tget them is by searching under the seat in the Duke's Solar.\n\tYou can also score some by searching under the door in Devyn's\n\tBarber Shop (the door behind the counter, not the entrance).\n\tOf course, this building is... inaccessible... by the time this\n\tquest becomes available.\n\nHe Should Be So Lucky\no======================================================================o\nLocation:\tCassardis Notice Board\nObjective: \tSlay 5 Rabbits\nRegion:\t\tCassardis Vicinity\nReward:\t\t1000 G\n\t\t500 EXP\n\n  --&gt;\tRabbits congregate just outside of Cassardis, finding five of\n\tthem should be quite simple.\n\nHead Count\no======================================================================o\nLocation:\tArsmith's Alehouse Notice Board\nObjective:\tAcquire 66 Skulls.\nRegion:\t\tWest Gransys\nReward:\t\tGolden Pale x1\n\t\t10,000 G\n\t\t5000 EXP\n\n  --&gt;\tComplete the Notice Board Quest 'Bone of Contention' to score\n\t60 Skulls, after which collecting a mere six more should be\n\tcake. As usual, the 'region' doesn't matter, just find plenty\n\tof Skulls, and nobody will ask where you got them.\n\nHobble the Foe\no======================================================================o\nLocation:\tEncampment Bounty Board\nObjective:\tDefeat 10 Hobgoblins\nRegion:\t\tSouth Gransys\nReward:\t\tTeeth of Gold\n\t\t1000 G\n\t\t750 EXP\n\n  --&gt;\tHobgoblins are a step up in power from their Goblin cousins,\n\tbut they're not a bit more rare. You won't see them until you\n\treach the Estan Plains (save the one that sometimes spawns as\n\tpart of an ambush along Seabreeze Trail), but they quite\n\tplentiful along eastern Gransys. You'll certainly reach your\n\tkill count doing Wyrm Hunt quests, and like most mosnter\n\tkilling jobs, ignore the 'Region', it's bogus.\n\nHounded by Fate\no======================================================================o\nLocation:\tEncampment Bounty Board\nObjective:\tSlay 10 Wolves\nRegion:\t\tAll Gransys\nReward:\t\t3500 G\n\t\t750 EXP\n\n  --&gt;\tAnother simple kill quest, Wolves are perhaps the most common\n\tfoe between Cassardis and Gran Soren. It's more difficult to\n\tavoid killing ten of them than not.\n\nLucre's Location\no======================================================================o\nLocation:\tCassardis Notice Board\nEscort Request: Fournival\nRegion:\t\tBloodwater Beach\nReward:\t\t55,000 G\n\t\t3000 EXP\n\n  --&gt;\tCassardis to Bloodwater Beach... doesn't get further away than\n\tthat. However, if you have a Portcrystal at Bloodwater Beach,\n\tthe 55,000 gold reward more than pays for Ferrystones to take\n\tyou there and back. With the right set-up, it's worth going\n\ttreasure hunting with Fournival.\n\nMaterial Witness\no======================================================================o\nLocation:\tCassardis Notice Board\nEscort Request:\tBenita\nRegion:\t\tCape Pactforge\nReward:\t\tKept Grandgrapes x3\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tNot a hard escort quest, especially since it only pops up after\n\tyou've completed 'Off With Its Head'. If you're cheap and lazy\n\t(read: resourceful) just use a Ferrystone to get to Gran Soren,\n\tfrom whence Cape Pactforge is just south of the main gate.\n\nMaterial Witness\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request:\tBarnaby\nRegion:\t\tBloodwater Beach\nReward:\t\tSight Earring x1\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tFor a place named Bloodwater Beach, it sure is a popular\n\tdestination. This quest is ultimately shorter than the\n\tCassardis-to-Bloodwater Beach trip Clemente wants you to take,\n\tbut it's still more trouble than it's worth.\n\nMisery Seeks Company\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request:\tSer Abell\nRegion:\t\tBloodwater Beach\nReward:\t\tDragon's Spit x100\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tBloodwater Beach is one of the longest trips in the game, but\n\tif you really love Dragon's Spit... well, this is a way to get\n\tthem in bulk. They sell for 294 gold each, so selling off one\n\thundred of them would net you 29,400 gold, at least.\n\nMisery Seeks Company\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request:\tSer Daerio\nRegion:\t\tWarrior's Departure\nReward:\t\tGolden Bastard x1\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tNot a terrible mission, actually. Ser Daerio wants to travel\n\tfrom Gran Soren, through Moonsbit Pass, to Warrior's Departure,\n\twhich is near the Encampment. Golden Bastards aren't terribly\n\tcommon, and sell pretty well (97,400 G).\n\nMisery Seeks Company\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request:\tSer Ewart\nRegion:\t\tBloodwater Beach\nReward:\t\tWarlock's Draught x10\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tMeeeeh... the reward for this quest is just full of suck. I'd\n\tskip it.\n\nMisery Seeks Company\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request:\tSer Lenn\nRegion:\t\tBloodwater Beach\nReward:\t\tPotent Greenwarish x100\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tYou already know the deal about Bloodwater Beach, so let's look\n\tat the reward to see if it's worth the trouble. Potent\n\tGreenwarish are relatively cheap, moderately potent healing\n\titems that can be purchased from many stores... they're pretty\n\tmuch the univeral healing item due to their availability, cost,\n\tand effectiveness. Buying one hundred of them would cost you\n\t30,000 gold, so taking this quest is arguably worth-while if\n\tyou get your Ferrystones cheap from Fournival. If not, it's a\n\tvalue of 35,000 gold and 3000 EXP versus Mountebank's price of\n\t40,000 gold for two Ferrystones.\n\nParcel Service\no======================================================================o\nLocation:\tArsmith's Alehouse Notice Board\nObjective:\tAcquire 10 Parcels\nRegion:\t\tSoulflayer Canyon\nReward:\t\tGolden Strings x1\n\t\t10,000 G\n\t\t5000 EXP\n\n  --&gt;\tYou'll find a few parcels near a wagon wreckage along the road\n\trunning through the Cursewood, but most of them lie in\n\tSoulflayer Canyon. Do this quest at the same time as the quest\n\t'The Conspirators', as both goals lie in the same location.\n\nPut the Eye Out\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tDefeat the Cyclops\nRegion:\t\tFrontier Caverns\nReward:\t\tSilver Idol\n\t\t10,000 G\n\t\t3000 EXP\n\n  --&gt;\tPretty self-explanatory, really. Go to the Frontier Caverns\n\t(access them via the Shadow Fort) and kill the Cyclops in the\n\tarena. The Silver Idol can be given to Caxton or Madeline\n\t(after completing 'Come to Court'), and will expand their\n\tstock.\n\nPut to the Test\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tDefeat Ser Berne\nRegion:\t\tEncampment\nReward:\t\tGryphic Gold x1\n\t\t1000 G\n\t\t750 EXP\n\n  --&gt;\tYou'll only get this quest after facing the Dragon. Ser Berne,\n\tthe top soldier at the Encampment, now seeks to complete your\n\ttraining. He's not a push-over, so don't take him lightly.\n\nQuell the Hobs\no======================================================================o\nLocation: \tCassardis Notice Board\nObjective: \tDefeat 30 Goblins\nRegion:\t\tSouth Gransys\nReward:\t\t500 G\n\t\t5500 EXP\n\n  --&gt;\tIf you pick this quest up as soon as possible, you should easily\n\tcomplete it by the time you reach Gran Soren... which could be\n\ta good or bad thing, depending on whether you've hit level 10\n\tor not.\n\nRat Catcher\no======================================================================o\nLocation: \tCassardis Notice Board\nObjective: \tSlay 7 Mice\nRegion:\t\t???\nReward:\t\t1300 G\n\t\t500 EXP\n\n --&gt;\tThis quest is a bit tricky, since Mice are one of the few foes\n\tin the game that are completely docile. Note that they are NOT\n\tthe same as Rats. They're smaller, for one thing, and... well,\n\tthey scurry under foot and often go unnoticed. Two common\n\tearly-game places to find them are around the sewers in Gran\n\tSoren, and in the Station Room in Dripstone Cave.\n\nReconnoiter Request\no======================================================================o\nLocation:\tCassardis Notice Board\nEscort Request: Valirmo\nRegion:\t\tWarrior's Departure\nReward:\t\tSilver Ore x3\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tOne of the rare escort requests that's not actually that\n\tdifficult. Warrior Departure is a small unmarked peninsula\n\tjust north of the Encampment.\n\nReveille Revelry\no======================================================================o\nLocation: \tArsmith's Alehouse Notice Board\nObjective:\tAcquire 50 War Bugles\nRegion:\t\tGran Soren\nReward:\t\tSoultaker x1\n\t\t10,000 G\n\t\t5000 EXP\n\n  --&gt; \tWar Bugles can commonly be found in chests around Gran Soren,\n\tbut the easiest way to collect a bunch of them quickly is to\n\tcomplete the quest 'Final Farewell', the reward for which is\n\t40 War Bugles.\n\nRuffled Feathers\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tSlay 2 Seabirds\nRegion:\t\tCassardis Vicinity\nReward:\t\t1000 G\n\t\t750 EXP\n\n  --&gt;\tSeabirds live... near the sea. The easiest place to find them\n\tare Cassardis and along the Unusual Beach (part of Seabreeze\n\tTrail... just outside of Cassardis.) They're timid, flighty\n\tcreatures, however-approach too close and they'll fly away. The\n\tuse of bows and magic is suggested.\n\nScholarly Pursuit\no======================================================================o\nLocation:\tCassardis Notice Board\nEscort Request:\tClemente\nRegion:\t\tBloodwater Beach\nReward:\t\tPlacative Brew x15\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tBloodwater Beach is about as far away from Cassardis as you can\n\tpossibly get. It's only marginally difficult if you use a\n\tFerrystone to get to Gran Soren, go through the Ancient Quarry,\n\tthen march past the Shadow Fort. Along the way you'll have to\n\tfight through a horde of Goblins, Hobgoblins, and perhaps the\n\todd pair of Cyclopses. I suggest ignoring this quest on the\n\tfirst playthrough, as the reward just isn't worth the bother.\n\nScouting Mission\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request:\tMercedes\nRegion:\t\tThe Shadow Fort\nReward:\t\tLustrous Targe\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tAnother early, difficult escort mission that you may just\n\twant to try, if at all possible, as the Lustrous Targe is a\n\tunique item that cannot be obtained another way. Then again,\n\tit can always wait until later playthroughs...\n\nSisters in Peril\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tDefeat 2 Ogres\nRegion:\t\tAbbey Vicinity\nReward:\t\t20,000 G\n\t\t3000 EXP\n\n  --&gt;\tAbbey Vicinity means, in this case, anywhere in the Wilteed\n\tForest. There are usually about five Ogres there at any given\n\ttime (at night), so this should be easy... provided you're up\n\tto the task of killing an Ogre. Hey... these sisters are\n\treligious, right? Why not just pray to the Maker to get them to\n\tgo away? Oh, right...\n\nSmells Suspicious\no======================================================================o\nLocation:\tArsmith's Alehouse Notice Board\nObjective:\tAcquire a vial of Wyrmward Perfume.\nRegion:\t\tSouth Gransys, Aernst Castle Ruins\nReward:\t\t25,000 G\n\t\t5000 EXP\n\n  --&gt;\tThe description of this quest pretty much gives it all away-\n\tyou'll find a vial of Wyrmward Perfume in the Bandit-occupied\n\truins of Aernst castle, in a chest.\n\nSuppression\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tDefeat 2 Metal Golems\nRegion:\t\tAll Gransys\nReward:\t\t76,000 G\n\t\t750 EXP\n\n  --&gt;\tThere are only two Metal Golems in the game-in the Everfall,\n\tand in the deeper depths of the Witchwood. To confront the\n\tlatter you must complete the quest 'Lost and Found', then\n\tstart 'Witch Hunt'.\n\nSuppression\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tDefeat 7 Skeleton Lords\nRegion:\t\tCursewood Vicinity\nReward:\t\t501,000 G\n\t\t750 EXP\n\n  --&gt;\tYou'll get this quest on your second playthrough. Before\n\tencountering the Dragon, Skeleton Lords are very rare, only\n\toccuring in Cursewood (at night, in the northern reaches of\n\tCursewood, near the ledge that leads along the mountains to\n\tHeavenspeak Fort) and in Greatwall during the quest 'Deny\n\tSalvation'. After the Dragon you'll find them near the Mountain\n\tCottage and on the ledge overlooking the gate to the Estan\n\tPlains, in Manamia Trail... and of course, in the Everfall.\n\nSuppression\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tDefeat 15 Hellhounds\nRegion:\t\tAll Gransys\nReward:\t\t751,000 G\n\t\t750 EXP\n\n  --&gt;\tYet another quest avaiable to those one their second (or later)\n\tplaythrough. Hellhounds are copious-you'll find quite a few of\n\tthem lurking along Manamia Trail and outside of Gran Soren\n\t(especially around the 'Collapsed Meeting Room'). There are\n\talso three of them in the Tainted Mountain Temple, and more lurk\n\twithin several Everfall chambers. This is easy money.\n\nSuppression\no======================================================================o\nLocation: \tEncampment Notice Board\nObjective: \tDefeat 35 Female Bandits\nRegion:\t\tCursewood Vicinity\nReward:\t\t251,000 G\n\t\t750 EXP\n\n  --&gt;\tAnother quest you won't get until later playthroughs, Female\n\tBandits are only moderately powerful-they don't get anywhere\n\tnear as strong as their male counterparts in Northface Forest\n\tand Pastona Cavern... still, they're rough for low-level\n\tparties. Find them in Cursewood and around Heaven's Peak Fort.\n\tIt'll probably take two trips to get up to 35 kills.\n\nSuppression\no======================================================================o\nLocation: \tPawn Guild Bounty Board\nObjective: \tDefeat 3 Chimeras\nRegion:\t\tAll Gransys\nReward:\t\t25,000 G\n\t\t3000 EXP\n\n  --&gt;\t25,000 gold for three Chimeras? Cheapskate... Chimeras are\n     \tabundant, you can find them in the Barta Crags, Cursewood,\n     \tDeos Hills, Northface Forest, Verda Woodlands, and the Vestad\n      \tHills, Wilted Forest, without getting too specific.\n\nSuppression\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tDefeat 3 Gargoyles\nRegion:\t\tAll Gransys\nReward:\t\t25,000 G\n\t\t3000 EXP\n\n  --&gt;\tThis quest won't appear until late in the game-which is good,\n\tsince Gargoyles don't appear until after 'The Conspirators'\n\tstarts. Before fighting the Dragon, you can only find one\n\tGargoyle in Soulflayer Canyon. Afterwards you can encounter two\n\tright outside Gran Soren in the Estan Plains, and many in the\n\tEverfall.\n\nSupression\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tDefeat 3 Griffins\nRegion:\t\tAll Gransys\nReward:\t\t510,000 G\n\t\t3000 EXP\n\n  --&gt;\tAnother 2nd-playthrough quest, it's rather lucrative. Griffins\n\tcan be found right outside of Gran Soren, in the Estan Plains.\n\tYou'll usually find them in the north-central part of the Estan\n\tPlains, preying on the Oxen that graze south-west of the\n\tbridge leading to the Deos Hills. The only problem? Griffins\n\tare fickle beasts-they only show up when they want to, and\n\tare prone to attacking other things and fleeing, making it\n\trather time-consuming to hunt down three of them. One Griffin\n\tkill is guaranteed with the quest 'Griffin's Bane'\n\nSuppression\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tDefeat a Wyvern\nRegion:\t\t???\nReward:\t\t160,000 G\n\t\t3000 EXP\n\n  --&gt;\tOnly available after facing the Dragon, this quest charges you\n\twith killing the Wyvern atop Bluemoon Tower. By now the loot\n\tthere probably isn't game-changing, but the money makes it a\n\tfine enough reason to go after the Wyvern anyways.\n\nSwamp Things\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tDefeat 10 Sulfur Saurians\nRegion:\t\tWest Gransys, Bart Crags\nReward:\t\t20,000 G\n\t\t3000 EXP\n\n  --&gt;\tThe region doesn't matter, killing Sulfur Saurians anywhere\n\twill count. You can find plenty of them in the Barta Crags,\n\tand along the river north of Gran Soren... especially at the\n\tcrossing that seperates the Witchwood from the Cursewood.\n\nThanks Mislaid\no======================================================================o\nLocation:\tArsmith's Alehouse Notice Board\nObjective:\tAcquire the Chamberlain's Affidavit\nRegion:\t\tGran Soren\nReward:\t\tGrevious Gold\n\t\t10,000 G\n\t\t5000 EXP\n\n  --&gt;\tEasier done than said-you can find this item (called a 'Gift\n\tLedger' in your inventory) in Fournival's House in the Noble\n\tQuarter of Gran Soren. His house is just outside of the gates\n\tleading to the castle, no less.\n\nThe Absent Apprentice\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tSlay 25 Crows\nRegion:\t\tAll Gransys\nReward:\t\t85,000 G\n\t\t3000 EXP\n\n  --&gt;\tI personally find this quest rather annoying-probably just\n\tbecause I suck as spotting Crows before they take to flight,\n\tunlike my girlfriend, who can spot them anywhere, any time.\n\tI don't know how. Crows aren't uncommon, but if you're trying\n\tto kill a good number of them at once, the best place to do so\n\tthat I've found is along the road that leads from the Ancient\n\tQuarry, through the Wilted Forest, to the abbey. Not only are\n\tthere quite a few Crows along the road (at least once you hit\n\tthe Wilted Forest) but there are at least a good half-dozen of\n\tthe vermin along the walls of abbey and perched throughout the\n\tgrounds.\n\nThe Absent Apprentice\no======================================================================o\nLocation:\tPawn Guild Notice Board\nObjective:\tSlay 45 Rabbits\nRegion:\t\tAll Gransys\nReward:\t\t60,000 G\n\t\t3000 EXP\n\n  --&gt;\tAgain, the best spot for bunnies is right outside of Cassardis.\n     \tIt's a very easy way to score 60,000 Gold.\n\nThe Chef's Blade\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request:\tArsmith\nRegion:\t\tHillfigure Knoll\nReward:\t\tGolden Stilettos x1\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tNot a terrible Escort mission, if you're up to the task of\n\tfacing down Direwolves and Snow Harpies by the dozen. Okay,\n\tit kind of sucks, but Golden Stilettos sell well.\n\nThe Maker's Mercy\no======================================================================o\nLocation:\tCassardis Notice Board\nObjective:\tDefeat 10 Deer\nRegion:\t\tAbbey Vicinity\nReward:\t\tTuft of Hair x15\n\t\t500 G\n\t\t500 EXP\n\n  --&gt;\tYou'll find Deer in the Wilted Forest near the Abbey, as well\n\tas near the Healing Springs in the Deos Hills and Northface\n\tForest.\n\nThe Mock March\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request:\tSer Robert\nRegion:\t\tWarrior's Departure\nReward:\t\tWorker's Pants x1\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tWarrior's Departure is a small graveyard at the end of a\n\tpeninsula north-east of the Encampment. Not a hard escort\n\tmission, but not very lucrative, either. Worth doing if you're\n\theading back to Cassardis, though.\n\nThe Mysterious Missive\no======================================================================o\nLocation:\tCassardis Notice Board\nEscort Request:\tPablos\nRegion:\t\tThe Shadow Fort\nReward:\t\tLiquid Vim x3\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tLiquid Vim is decent enough and it's relatively uncommon, so\n\tit might just be worth a Ferrystone to complete this quest...\n\tbut it's certainly not worth the bother of actually trekking\n\tfrom Cassardis to the Shadow Fort on foot.\n\nThe Peddler's Petition\no======================================================================o\nLocation:\tGran Soren Notice Board\nEscort Request:\tReynard\nRegion:\t\tGreatwall Encampment\nReward:\t\tGolden Talisman x10\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tAnother escort quest that really isn't worth the bother-unless,\n\tI suppose, you make a run through Soulflayer Canyon and\/or\n\tHeavenspeak Fort on your way back, and use a Wakestone to get\n\tto Greatwall... Okay, to be fair, 10 Golden Talismans will sell\n\tfor 70,000 gold, so this quest does at least turn a profit,\n\tunlike many others.\n\nThe Secret Admirer\no======================================================================o\nLocation:\tArsmith's Alehouse Notice Board\nObjective:\tAcquire Ophis's Badge of Amity\nRegion:\t\tWest Gransys, Heavenspeak Fort Ruins\nReward:\t\tGolden Cyclops Sigil x1\n\t\t10,000 G\n\t\t5000 EXP\n\n  --&gt;\tComplete the quest 'Thick as Thieves' to get Ophis's\n\tBadge of Amity.\n\nTrail of Corruption\no======================================================================o\nLocation: \tArsmith's Alehouse Notice Board\nObjective:\tAcquire a Tribute Ledger\nRegion:\t\tGran Soren\nReward:\t\t40,000 G\n\t\t5000 EXP\n\n  --&gt;\tEasier done than said-you can find this item (called a 'Gift\n\tLedger' in your inventory) in Fournival's House in the Noble\n\tQuarter of Gran Soren. His house is just outside of the gates\n\tleading to the castle, no less.\n\nVenture Forth\no======================================================================o\nLocation:\tCassardis Bounty Board\nEscort Request: Quina\nRegion:\t\tPrayer Falls\nReward:\t\tPanacea x5\n\t\t5000 G\n\t\t3000 EXP\n\n  --&gt;\tYou'll typically only see this quest show up upon the\n\tsuccessful completion of 'Lost and Found', and it's a rather\n\tmanagable escort quest, for a change. It's possible-if not\n\teasy-to get Quina to Gran Soren with a low-level Arisen. From\n\tthere, Prayer Falls seems far away, but if you take the road\n\tto the Abbey in the Wilted Forest, you should be able to get\n\tto Prayer Falls in one piece. If you stray, you'll probably\n\trun into Sulfur Saurians, a Chimera, or Ogres, depending on\n\twhat time of day it is. The road, by comparison, is occupied\n\tby Bandits, Wolves, and Undead (normal, Stout, and Warrior),\n\tfar easier to beat. Still... five Panaceas aren't a great\n\treward, so nobody will blame you for passing on this.\n\nWitch's Brew\no======================================================================o\nLocation: \tArsmith's Alehouse Notice Board\nObjective:\tGive Selene a Gransys Herb to acquire a daught of Herb\n                Ale.\nRegion:\t\tWitchwood\nReward:\t\t10,000 G\n\t\t11,000 EXP\n\n  --&gt;\tIf you follow this guide, you should complete this quest during\n\t'Lost and Found'. Just bring a Gransys Herb with you when you\n\tgo wandering through the Witchwood and give it to Selene in\n\treturn for the Herb Ale.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t Placing Portcrystals {PRT001}\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nYou just completed the Everfall and nabbed your first Portcrystal, or\nit's your second playthrough and you want to make the world more\nuser-friendly for Speed Runs or general gameplay. Fair enough, but be\naware there are some limitations when it comes to placing Portcrystals.\nFirst, you can only place them in Gransys proper-you cannot put them\nin dungeons, towns... or pretty much any place that required a loading\nscreen to reach. On the plus side, you can place them just outside of\ndungeons, for ease of access. Second, you are limited to placing ten\nPortcrystals around Gransys, not including the freebie at Gran Soren.\nSo, with that understood, here's a list (in order of importance) of my\ntop ten Portcrystal placements, and why.\n\n1. Barta Crags\n&lt;----------------------------------------------------------------------&gt;\nPut this one in the Greatwall Encampment, right outside of Greatwall.\n\nThis place is about as far as you can get from Gran Soren, and there\nare plenty of reasons to come here. First, for early-to-mid game\ncharacters there's the lure of the loot at Heavenspeak Fort and in the\nnearby Soulflayer Canyon. Second, a few escort quests have Greatwall\nas the destination. Third... it is again a long way from Gran Soren.\nYou'd either have to go through the Estan Plains and Wilted Forest\nor the Deos Hills to reach Cursewood, and from there get around at\nleast two Cyclopes and a Chimera to pass through Heavenspeak Fort, or\ngo through the Soulflayer Canyon. Then, of course, there's the Barta<\/pre>\n\n\n\n<pre id=\"faqspan-21\" class=\"wp-block-preformatted\">Crags. Suffice to say it's as long and perilous a trip as any in the\ngame. Quest-wise, you'll come here at the end of the game for a few\nmissions, and you probably won't want to slog back and forth to Gran\nSoren during them. After encountering the Dragon, a Portcrystal here\nwill let you easily access the Tainted Mountain Temple, which has the\nbest loot in the game outside of the Everfall.\n\n2. Pastona Cavern\n&lt;----------------------------------------------------------------------&gt;\nThis Portcrystal goes right in front of the steps leading to Bluemoon\nTower.\n\nIf I made it seem like the Barta Crags had the worst travel in the\ngame... well, they're actually second to Pastona Caverns. To get here\nyou'd need to go through the Deos Hills, then the notoriously obnoxious\nNorthface Forest, replete with Chimeras, Griffins, Cyclopes, Direwolves,\nand Snow Harpies. After that, trudge through some winds and fight\nSkeleton Mages and Skeleton Knights, and of course the strongest Bandits\nin the game. There's also a Golem waiting along this route for you.\nReally, though, it's the Bandits I find most dangerous here. The loot\nyou'll skip with this Portcrystal in the Pastona Cavern is qutie\ndecent, but it's easier to reach just by backtracking from this\nPortcrystal location anyways. The reason this Portcrystal drop is\nsecondary to the Barta Crags is simply because only two quests occur\nhere-and both in Bluemoon Tower. No escort quests, and aside from one\nNotice Board Quest, there's no reason to really come back here\nlate-game.\n\n3. Seabreeze Trail\n&lt;----------------------------------------------------------------------&gt;\nPut this Porcrystal right outside the gates of Cassardis.\n\nMany, many reasons to put a Portcrystal here. First, the trip between\nCassardis and Gran Soren, while relatively tame, gets annoying quickly.\nSecond, after encountering the Dragon it is anything but tame, making\nit even more annoying. Third, Cassardis and the Encampment boast the\nonly two Notice Boards outside of Gran Soren, and hence, are the origin\npoints of many quests. Cassardis in particular, as one of the two\ncivilian-populated parts of the game has many quest-giving NPCs within.\nLast and probably least, on subsequent playthroughs there's a certain\nRiftstone here that gives you easy access to a powerful, late-game\nfoe. Simply put, unless you're doing a Speed Run, Cassardis never\nbecomes a place you're likely to avoid.\n\n4. Devilfire Grove\n&lt;----------------------------------------------------------------------&gt;\nThis Portcrystal belongs just outside of the entrance to the Shadow\nFort.\n\nThis can be quite an bothersome trip from either Gran Soren or\nCassardis, so why only 3rd? Well, once you clear the Ancient Quarry,\nit's not too difficult to reach the Shadow Fort on foot. Putting a\nPortcrystal here, however, saves you the trouble of crossing the Estan\nPlains, the Ancient Quarry, and the Hobgoblin and Saurian-infested\nDevilfire Grove. There are a number of escort missions that seek out\nthe Shadow Fort, and two quests in the Shadow Fort-one story, one\nNotice Board. Otherwise, this Portcrystal allows us to access all of\nsouthern Gransys without having to run up the mountain pass near the\nEncampment. Granted, it's a far way off from the Witchwood, Aernst\nCastle, and Bloodwater Bay, but it's a start.\n\n5. Deos Hills\n&lt;----------------------------------------------------------------------&gt;\nPut this Portcrystal along the road just outside (west of) Windbluff\nTower.\n\nThis Portcrystal drop will allow us to skip the Deos Hills and get\nright to the Northface Forest. This is good for two reasons-it allows\nus to reach Windbluff Tower and Hillfigure Knoll easier, both of which\nwe'll return to a few times throughout the game.\n\n6. Bloodwater Beach\n&lt;----------------------------------------------------------------------&gt;\nStick this Portcrystal anywhere on the sandy shore of Bloodwater Beach.\n\nPutting a Portcrystal solely for the numerous escort missions that have\nthis desolate strip of sand as a goal. Even with the Devilfire Grove\nPortcrystal in place, it's an obnoxious, Goblinoid-infested journey to\nthis bay. You'd have to skirt around a Drake and the Cyclopes near the\nConquerer's Sanctuary, not to mention the Chimera that stalks the woods\nin between. Also, if you look at it, the distance between the Shadow\nFort and Bloodwater Beach is about equal to that between Cassardis and\nGran Soren-quite a journey. This also allows us to access the decent\ntreasures along the beach, in the nearby mountains, and the bountious\nfishing spots along the coast.\n\n7. Deos Hills\n&lt;----------------------------------------------------------------------&gt;\nPlace this Portcrystal just outside of the entrance to the Catacombs.\n\nThere's only one mandatory quest in the Catacombs, and all the other\nentrances closer to Gran Soren only give limited access to the place\nuntil after you go through it properly-through this entrance. It also\nputs us closer to Soulflayer Canyon and Heavenspeak, in case you\nprefer this approach to the Barta Crags Portcrystal. Really, this\nPortcrystal is all about shortening Speed Run times, and making general\nplaythroughs a little less bothersome.\n\n8. Manamia Trail\n&lt;----------------------------------------------------------------------&gt;\nThis Portcrystal belongs on the bridge of the Mountain Waycastle, which\nconnects Manamia Trail to Moonsbit Pass.\n\nAgain, another Speed Run Portcrystal. This one reduces the run time of\na late-game quest to nil, and also puts us close to the Watergod's\nAltar, which has one quest within.\n\n9. Northface Forest\n&lt;----------------------------------------------------------------------&gt;\nPlace this Portcrystal near the Healing Spring north of the Blighted\nManse.\n\nNot an essential Portcrystal placement, but there are a good number of\nescort missions that go here. Also it gives us access to the Blighted\nManse. Admittably of limited interest, since only one optional quest\ntakes place there. It's really all about avoiding the journey through\nthe Northface Forest.\n\n10. Vestad Hills\n&lt;----------------------------------------------------------------------&gt;\nThis Portcrystal wants a home just outside of the Witchwood.\n\nPretty much the Witchwood Portcrystal, who wants to run up those\nWolf and Bandit-infested hills anyways? Not me. Witchwood has two\nimportant quests in it... although neither of them are mandatory. Also,\nthis Portcrystal gives us fast-travel access to south-eastern Gransys,\nnamely Aernst Castle.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t              Quests {QST001} \t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nI had a section like this in my Fallout 3 and Witcher FAQs, and although\nI feel it somewhat undermines the rest of the guide (particularly the\nWalkthrough) I've added it here, too. This section is, in a nutshell,\na concession to you impatient folks out there who wish to wander about\non your own and ignore the Walkthrough in favor of greater autonomy. If\nyou wish to just have a quest-based guide that briefly discusses how to\ngo about completing the quests... here you go. Spoilers here have been\nkept to a minimum, but the quests are organized alphabetically, so keep\nyour wandering eyes at bay.\n\nPretty much all these quests count towards the achievement\/trophy 'The\nHero', and your Main Pawn will gain knowledge about them as they're\ncompleted. Still, many are side quests, and can be missed. Main story\nquests will be marked with an '*' symbol-these quests must be completed\nin order to advance the plot.\n\n*A Fortress Besieged\no======================================================================o\nAfter completing the quest 'Lure of the Abyss' you'll be approached by\nSer Duncan, who will give you the Wyrmhunt License, which will allow you\nto take quests from Ser Maximilian. Two of these four quests must be\ncompleted before the story can be advanced.\n\n1) With the Wyrmhunt License in your inventory, talk to Ser Maximilian\nand pick the option to 'rout a monster infestation'.\n\n2) You don't have any annoying peasants to talk to this time around,\nunlike all the other Wyrmhunt quests. Instead the trouble with this\nquest is simply getting to the Shadow Fort, which either requires us to\ngo through the 'Ancient Quarry' (and gives us a good excuse to do the\nquest 'Of Merchants and Monsters', as in the walkthrough) or go through\nthe pass near the Encampment, through the Vestad Hills and Devilfire\nGrove... quite a detour.\n\n3) However you reach the Shadow Fort, once you do talk to Ser Robert\nto learn the plan of attack.\n\n4) Go through the tunnel to reach the interior of the Shadow Fort,\nhead to the 'Station Room' and grab the 'Shadow Fort Lever'. Place it\nin the slot for it atop the southern gatehouse to allow Ser Robert and\nhis men access.\n\n5) Kill Goblinoids until the defeated hordes retreat back into the\nCitadel. Mount your own attack into the citadel and make your way to\nthe 'Commander's Antechamber'. Inside, confront the Hobgoblin leader\nof this invasion. After whupping him, he'll run away-chase and kill\nhim, or ignore him.\n\n6) Talk to Ser Robert for a mini-reward (Greenwarish, Mithridate,\nInterventive, Harspud Milk, Harspud Juice, a Conquerer's Periapt, a\nDemon's Periapt, a Ferrystone, and 10,000 gold.) Return to Ser\nMaximilian for the quest reward.\n\n***REWARD***\n(For routing a monster infestation)\nEXP\t\t20,000\nRift Currency\t20\nGold\t\t18,000\n\n*A Matter of Myrmidons\no======================================================================o\nUpon reaching Gran Soren and completing 'Off With Its Head', you'll be\nbothered by Mason. Talk to Asalam-proprietor of the 'Gran Soren Union\nInn' to start this quest.\n\n1) Head to the Pawn Guild and talk to Barnaby. This quest is easy-peasy.\n\n***REWARD***\n(For reaching the Pawn Guild)\nEXP\t\t3000\nRift Currency\t5\nGold\t\t3500\n\nA Parting Gift\no======================================================================o\nTalk to Clarus-the head nun in 'The Abbey' in the Wilted Forest after\ncompleting 'Talent in Bloom' to start this quest.\n\n1) Obtain a Pilgrim's Charm, either by buying one from Fournival or\nMadeline, or by finding the one that regularly respawns in Soulflayer\nCanyon.\n\n2) Return to Clarus for your reward. Quina is gone from the game after\nthis quest.\n\n***REWARD***\n(For giving Quina a farewell gift)\nEXP\t\t10,000\nRift Currency\t20\nGold\t\t20,000\nItem\t\tNe'er-Do-Part x5\n\n*A Rude Awakening\no======================================================================o\nAfter completing the quest 'Call of the Arisen' talk to Mercedes in\nthe Encampment and accept her offer to rest over night.\n\n1) You'll be woken up in the morning to some commotion-apparently a\nHydra is now attacking the Encampment. Scare it off by severing one of\nits heads to complete this quest.\n\n***REWARD***\n(For driving off the attacking Hyrda)\nEXP\t\t2000\nRift Currency\t5\nGold\t\t2500\n\nA Troublesome Tome\no======================================================================o\nTalk to Steffen, in Gran Soren, to start this quest. He wear black and\nred, and tends to wander about north of the Gran Soren Union Inn.\n\n1) Talk to Camellia, proprietor of 'Camellia's Apothecary' to learn\nthat some Bandits may possess the tome.\n\n2) Head to the Waycastle, then walk along the road in the 'Manamia\nTrail' area between the Waycastle to the Encampment, where you should\ndiscover a merchant named Rowland getting attacked by Bandits. Save\nRowland and he'll tell you that the Southron Bandits stole-among other\nthings-the grimoire you're after.\n\n3) Travel to Aernst Castle, in the south-eastern reaches of the Vestad\nHills and climb the ruined tower of the citadel to find an ornate chest\nwhich contains Salomet's Grimoire.\n\n4) Return to Gran Soren and give Salomet's Grimoire to Steffen to\ncomplete this quest... or see Step #5.\n\n5) If you wish to keep Salomet's Grimoire, head to the Black Cat and\nask Mountebank about his forgeries. Hand over Saloment's Grimoire and\npay him 37,500 gold. Rest two days, pick up the original tome and the\nforgery, and hand Steffen the dupe.\n\n***REWARD***\n(For expediating Steffen's sorcerous studies)\nEXP\t\t8000\nRift Currency\t20\nGold\t\t15000\n\n*A Warm Welcome\no======================================================================o\nThis quest begins immediately after completing 'The Final Battle'.\n\n1) From Cassardis, head back to Gran Soren. Many new monsters dot the\nlandscape between these two areas. Killing them is often the subject of\nmany new Notice Board quests you can pick up. Or, if you're lazy, just\nuse a Wakestone to get back to Gran Soren.\n\n2) Head into the castle via the 'Passage Gate' and make your way to\nthe 'Duke's Solar'.\n\n3) Inside, the now-aged Duke will confront you, accusing you of\ncommiting the same crimes he commited-cowardice, siding with the Dragon,\nall that jazz. Once he shows up, smack him around a bit.\n\n4) The Duke sics his guards on you-which respawn endlessly. Run through\nthe Noble Quarter, back down the 'Passage Gate', and towards what used\nto be the 'Fountain Square' of Gran Soren. Watch a cutscene, and this\nquest ends.\n\n***REWARD***\n(For receiving the duke's hospitality)\nEXP\t\t60,000\nRIft Currency\t80\nGold\t\t80,000\n\nAn Innocent Man\no======================================================================o\nReturn to Cassardis after the quest 'Come to Court' to find a little\ndork named Tomlin whining around. He's lost his daddy and needs some\nhelp finding him. He'll give you his father's 'Gardener's Permit',\nwhich his father should recognize on sight.\n\n1) Talk to either a peasant named Flavian or a guard named Ser Jakys\n(or both) to learn that the Gardener has been imprisoned.\n\n2) Grab two Skeleton Keys and visit the dungeon. Unlock the\nsouth-eastern most cell to find Ansell, Tomlin's father. Talk to him\nwith the 'Gardener's Permit' in your inventory and he'll decry his\ninnocence before begging you to free him.\n\n3) Unlock the south-western most cell now and escape via a hole in the\nsouthern wall. Lead Ansell through vermin-infested tunnels to reach\nthe the sewers in Gran Soren.\n\n4) Escort him to the 'Slums' to the south, where Tomlin awaits. You'll\nget your quest reward as soon as the two exit the city together.\n\n***REWARD***\n(For rescuing Tomlin's father)\nEXP\t\t6,000\nRift Currency\t10\nGold\t\t20,000\n\nAn Uninvited Guest\no======================================================================o\nAfter completing 'Off With Its Head' return to Cassardis and talk to\nPablos, who will recruit your aid in fighting a thief prowling\nCassardis.\n\n1) Talk to Heraldo and Aestella, fellow shopkeepers in Cassardis to\nlearn about the thief's activities.\n\n2) Return to Pablos, who reveals his master plan-it's so simple, only\na genius could have thought of it. Say you're ready to go to rest until\nnight-free of charge.\n\n3) Catch the thief. Seriously, you need to grab him to succeed. Good\nluck. If you're a Strider-type (you have a Bow) you can shoot him and\nstun-lock him, making him much easier to catch, but this can cause\ntrouble during 'No Honor Among Thieves'.\n\n4) Talk to Pablos again for your quest reward.\n\n***REWARD***\n(For catching the thief)\nEXP\t\t2000\nRift Currency\t10\nGold\t\t3500\n\nArousing Suspicion\no======================================================================o\nAvailable after 'Come to Court' is finished, if you talked to Aelinore\nduring 'Come to Court', after the cutscene showing her. Her servant\nMirabelle will be standing in the antechamber of the castle the next\ntime you visit, ready to bestow this quest upon you.\n\n1) Enter the castle grounds at night and find Mirabelle, who can be\nfound near the stone, covered pavilion in the northern gardens-marked\non the map as the 'Duchess's Gardens'. Talk to her and she'll remind\nyou of the duchess's marital status before encouraging you to go to\nher.\n\n2) Head to the 'Duchess's Bedchamber', avoiding guards as you go. I have\nnever been caught doing this, so... just try to avoid running into a\nguard or something stupid like that. Once you're there, a cutscene will\nplay, before you two are interrupted by the arrival of the Duke.\n\n3) The duke will start performing some severely sadistic foreplay\nwhile you hide behind a screen. You have two options-wait and Aelinore\nwill die (the quest fails) or confront the duke. In the latter case,\nAelinore wastes little time ratting you out, and you wind up in the\ndungeon.\n\n4) After some complimentary torture and a light breakfast, Aelinore\nwill show up and apologize before handing you two Skeleton Keys-just\nenough to escape the cell you're in, enter the south-western cell, and\nescape via a tunnel along the southern wall. You'll get your quest\nreward when you exit these tunnels and arrive in the sewers of Gran\nSoren.\n\n***REWARD***\n(For escaping the dungeon)\nEXP\t\t6,000\nRift Currency\t20\nGold\t\t10,000\n\nBad Business\no======================================================================o\nAfter completing 'Reward and Responsibility' head to Madeline's shop\nin Gran Soren, where you'll be greeted by Katlyn, who will tell you\nMadeline is on the run from the law. This quest is only available if\nyou completed 'Chasing Shadows' earlier in the game.\n\n1) Grab Madeline's signature daggers off the counter and head out into\nGran Soren in search of info. Talk to Nettie and Arsmith at Arsmith's\nAlehouse for some info.\n\n2) Head to the sewers to find out more. Along the way you might be\nstopped by a guard named 'Ser Raulin', who wastes your time asking\nquestions. Once at the sewers you'll see Madeline run out of the city\nvia the sewer-side gate.\n\n3) Follow her outside of Gran Soren and head south along the walls to\nmeet up with Madeline. Listen to her babble. If you haver her daggers,\nshe'll ask for them back, be nice, or not. Either way she'll run off\nwhen she's interrupted by guards. Say whatever you wish to the guards,\nand when Madeline returns she'll try to mooch money off you. Pay up,\nor not, and this quest ends.\n\n***REWARD***\n(For helping Madeline escape)\nEXP\t\t8,000\nRift Currency\t30\nGold\t\t0 or (-50,000)\n\n*Call of the Arisen\no======================================================================o\nAfter you reach the Encampment and complete the quest 'Upon a Pawn',\nyou'll hear a disembodied voice, starting this quest.\n\n1) Head to the 'Command Headquarters' tent and activate the Riftstone\nwithin. The Pawn Legion will challenge you to prove your worth. If only\na perfect opportunity to dispatch a large-but weakened-creature would\npresent itself...\n\n2) Leave the Command Tent to see a bunch of soldiers running around\nwith a purpose. Follow them out the eastern gate of the Encampment.\n\n3) Defeat the Cyclops assaulting the Encampment.\n\n4) Return to the Riftstone in the Command Headquarters to obtain (and\ncreate) your Main Pawn.\n\n***REWARD***\n(For earning the fealty of the Pawn Legion)\nEXP\t\t500\nRift Currency\t3\nGold\t\t1200\n\nChasing Shadows\no======================================================================o\nAfter completing the twin quests 'A Matter of Myrmidons' and 'Lure of\nthe Abyss', you'll be able to talk to Mason to get this quest.\n\n1) Accept Mason's request and wait until night.\n\n2) Head up to the Noble Quarter and go near the castle gate near the\nFournival Manor. After passing the Knight's Manor, you should see a\ncutscene.\n\n3) Follow the armored figured in the cutscene as he heads through the\nPassage Gate, then through the Fountain Square, into the Venery and\nfinally to the shop south-east of the Black Cat. Keep a safe distance\nfrom him (30 feet\/10 meters) and walk after him. Worry less about losing\nsight of him than getting detected by approaching too close, especially\nconsidering how he likes to pause beyond blind corners.\n\n4) After approaching the building he entered and watching the cutscene\nwith Madeline, report to Arsmith.\n\n***REWARD***\n(For successfully tailing the Salvation suspect)\nEXP\t\t4500\nRift Currency\t10\nGold\t\t7000\n\n*Come to Court\no======================================================================o\nYou'll get the option to 'Hear the Duke's Directive' when talking to\nSer Maximilian after completing at least two Wyrmhunt quests. Starting\nthis quest ends all current Wyrmhunt quests, and prevents you from\nstarting new ones.\n\n1) Give up your Wyrm Hunt License to Ser Maxmilian and head inside the\ncastle grounds. Enter the castle, get harassed by a midget, approach\nthe duke, get knighted, leave the castle ground, spy on the Duchess\n(talk to her to open up her chain of quests) and go to leave the\ncastle grounds to meet Aldous, who will give you your next series of\nofficial (storyline-advancing) quests.\n\n***REWARD***\n(For hearing the duke's directive)\nEXP\t\t10,000\nRift Currency\t20\nGold\t\t20,000\n\nDeep Trouble\no======================================================================o\nStart this quest by talking to Poll, the guard near the well in\nCassardis. This quest isn't available at the beginning of the game,\nbut should be after you visit the Encampment-surely it's available by\nthe time you start 'Off With Its Head'.\n\n1) Accept Poll's request and head into the well.\n\n2) Make your way to the cavern housing the 'Emperor's Pillar' and\neradicate about a half-dozen Saurians therein.\n\n3) Return to Poll for your reward.\n\n***REWARD***\n(For clearing out the well)\nEXP\t\t1500\nRift Currency\t5\nGold\t\t2000\n\nDeeper Trouble\no======================================================================o\nReturn to Cassardis after starting the Wyrmhunt quests (after\ncompleting 'Lure of the Abyss' to hear a voice calling out from the\nwell. Head down inside the well to find Rorric, who will give you this\nquest (you must have completed 'Deep Trouble' previously).\n\n1) Accept to exterminate the Saurian nests deeper inside the well.\n\n2) Head to the 'Brightwater Cove' chamber, just east of the chamber\nthat houses the 'Emperor's Pillar', where you'll find many Saurians\nguarding their nests.\n\n3) After destroying a few nests, a large Saurian queen will show up,\nalong with a few lesser Saurians as reinforcements. Kill them and finish\noff the nests.\n\n4) Return to Rorric for your reward.\n\n***REWARD***\n(For clearing out the well... again)\nEXP\t\t6000\nRift Currency\t15\nGold\t\t8000\n\n*Deny Salvation\no======================================================================o\nImmediately after 'Reward and Reponsibility' ends, this quest will\nbegin.\n\n1) Head to the Greatwall Encampment in the Barta Crags and enter the\nGreatwall.\n\n2) Head forward a bit and you'll scare off two Salvation cultists,\nwho summon a vanguard of two Cyclops and a flock of Snow Harpies to\ndefend the Greatwall courtyard.\n\n3) Make your way through the Greatwall, aiming to reach the third\nfloor. The Greatwall is occupied by Salvation cultists and their pet\nundead. Several times throughout the area you'll find some Gran Soren\nguards under attack-aiding them tends to score you some loot, or\naccess to new areas.\n\n4) Enter a room occupied by a Chimera, which is desperately trying to\nget at a Gran Soren guard named Ser Estoma, who hides behind a door...\na door we need to get through, as well. Kill the Chimera and Ser\nEstoma will come out, allowing you to continue on.\n\n5) Reach the roof, where the Elysion awaits, along with two of his\ncultists. The subordinates play the martyr and revive as Wights, which\ncontinuously summon undead to aid them. Kill both Wights and this quest\nis over.\n\n***REWARD***\n(For denying Salvation)\nEXP\t\t30,000\nRift Currency\t50\nGold\t\t40,000\n\nDuchess in Distress\no======================================================================o\nFind Mirabelle north of the front (western) stairs leading to the\ncastle. She'll be there after 'Reward and Responsibility' ends, but\nonly if you completed 'Arousing Suspicion' earlier. She'll ask you to\nsave Aelinore, who has been locked up in the Duke's northern manse,\nand will give you a 'Set of Royal Guard Armor' to help you gain entry.\n\n1) Travel to the 'Blighted Manse' and, wearing the 'Set of Royal guard\nArmor', enter the manse.\n\n2) Find Aelinore and indulge in a little adultry.\n\n3) Escore Aelinore through the manse, fending off gaurds, Bandits,\nvermin, and cold feet as you make your way to the rear exit.\n\n4) Exit the Blighted Manse to complete this quest. Afterwards, Aelinore\nis gone from the game.\n\n***REWARD***\n(For rescuing the duchess)\nEXP\t\t25,000\nRift Currency\t40\nGold\t\t35,000\nItem\t\tLove-In-The-Rough\n\nDying of Curiosity\no======================================================================o\nAfter completing 'A Matter of Myrmidons', return to Cassardis and talk\nto Merin, one of the villagers who lives in a 'Fisherman's House'\nacross from 'Your House'. He'll ask you to go look for Valmiro, who\nseems to have gone missing. You can talk to townfolk for leads, but it's\nunnecessary. Grab six Greenwarish plants and leave the town.\n\n1) The first place you'll find Valmiro is on the eastern shore of the\n'Unusual Beach', the northern part of 'Seabreeze Trail'. When you\napproach he'll beg for healing. Talk to him and hand over one\nGreenwarish herb and he'll run off.\n\n2) Next you'll find him south-west of the road, near the gate to the\nEncampment. This time he needs two Greenwarish herbs to fix him up.\nHand them over, and once again he'll run away.\n\n3) The final place Valmiro ends up is at the entrance to the Witchwood.\nHe needs three Greenwarish herbs this time.\n\n4) Return to Cassardis and talk to Merin again to claim your quest\nreward.\n\n***REWARD***\n(For rescuing Valmiro)\nEXP\t\t5000\nRift Currency\t15\nGold\t\t8000\n\nEscort Duty\no======================================================================o\nAfter completing 'Land of Opportunity' and 'Lure of the Abyss', talk\nto Fournival early in the morning to get this quest. You will need to\nescort his daughter, Symone, around Gran Soren without angering her,\nand while fulfilling specific conditions. Do not run into her, pick her\nup, or start\/finish other quests while performing this one.\n\n1) Escort Symone outside and stay close. When she falls down, be sure\nto get over to her quickly.\n\n2) Follow her to the Fountain Square and she'll challenge you to a game\nof hide-and-seek. Find her hiding behide (south-east of) Arsmith's\nAlehouse.\n\n3) Escort her around the Fountain Square while she shops. When she runs\noff to the gate leading to the 'Craftsman's Quarter', follow.\n \n4) Talk to Symone at the gate and she'll request some water to sate\nher deathly thirst. Get her a 'Flask of Water' as quickly as possible.\n\n5) After watering Symone, she'll challenge you to a race-from this gate\nto the one exiting Gran Soren via the Craftsman's Quarter. Your job is\nto lose the race-but make it close. Don't win, and don't fall too far\nbehind. After the race you'll be whisked back to the Fournival Manor,\nwhere your babysitting talent will be appraised. In addition to the\nquest reward, talk to Symone and, if you did well, you'll get the\nGolden Idol.\n\n***REWARD***\nEXP\t\t7500\nRift Currency\t10\nGold\t\t15000\nItems\t\tGolden Idol\n\nFarewell, Valmiro\no======================================================================o\nAfter completing 'Come to Court' return to Cassardis to find Valmiro\nstanding on a grassy bluff south of the 'Fisherman's House' that's\nnorth-east of 'Your Home'. He's decided to abandon the life of a\nfisherman in order to pursue his wanderlust, you see, but he needs a\nfew things before he sets out...\n\n1) Get him the following items, in order: Potent Greenwarish, a Lantern,\nSour Ambrosial Meat, and a Pilgrim's Charm.\n\n2) Carry his luggage down to his boat on the beach.\n\n3) Reminisce with Valmiro down on the beach before he departs.\n\n***REWARD***\n(For sending Valmiro off)\nEXP\t\t12,000\nRift Currency\t25\nGold\t\t15,000\nItems\t\tMalecryst x1\n\t\tBlack Freakish Scale x1\n\t\tHydra Gallstone x1\n\n*Fathom Deep\no======================================================================o\nAfter completing 'A Warm Welcome', you'll be knocked into the Everfall.\nGrab onto any ledge as you fall, and when you climb up you'll be\nbothered by a Pawn named 'Quince'.\n\n1) Your only goal in this quest is to gather twenty Wakestones and\nbring them to Quince. Wakestones are abundant in the Everfall-either\nfrom chests, or more commonly, by killing larger foes. Any 'boss' type\nfoe-Cyclops, Golems, Chimeras, Ogres, Cockatrices, Evil Eyes, Drakes,\nWyrms, etc., will commonly drop you at least a few Wakestone Shards or\nfull Wakestones. Bring the stones to Quince to end this quest.\n\n***REWARD***\n(For giving Quince twenty Wakestones)\nEXP\t\t75,000\nRift Currency\t100\n\n*Final Judgement\no======================================================================o\nAfter completing 'Fathom Deep', jump into the Everfall to find yourself\nin The Seneschal's Chamber'.\n\n1) Fight the Seneschal twice. This fight is cake-all the Seneschal does\nis lazily lob energy bolts at you and teleport once in a while.\n\n2) You have two choices-continue fighting or accept the Seneschal's\noffer of a merciful death. If you do the latter, you'll score the\nAcheivement\/Trophy 'Peace', but also a game-over. So... Travel up the\nrift-tunnel towards the Seneschal, fighting your way through pretty\nmuch every prominent NPC in the game.\n\n3) When you reach the Seneschal he'll reveal his (or her) true form.\nIf it's your first playthrough it'll be Savan, the Arisen of old we\nplayed in the prologue. If you've completed the game it'll be the\nArisen you beat the game with previously. Defeat the Seneschal and its\nPawn.\n\n4) Talk to the Seneschal and grant him mercy. Play around as Seneschal\nuntil you get bored, then grant yourself the same mercy to complete\nthe game.\n\n***REWARD***\n(For freeing Savan from the cruel, unending ring)\nEXP\t\t90,000\nRift Currency\t100\n\nFloral Delivery\no======================================================================o\nTalk to Benita in Cassardis, who is tending the injured in the house\njust east of Pablos' Inn. She will ask you to find some flowers so she\ncan use them to create a poultice to help those wounded by the Dragon.\nAccept.\n\n1) First, find some Sunbright, which grow outside on Seabreeze Trail.\nFind them near the roots of large trees, during the day time.\n\n2) Return to Benita with five Sunbright flowers.\n\n3) Find one Moonglow, which can be found in Cassardis or the Unusual\nBeach, near the beach, at night time.\n\n4) Return to Benita with one Moonglow flower.\n\n***REWARD***\n(For bringing Benita flowers)\nEXP\t\t500\nRift Currency\t3\nGold\t\t1000\n\n*Griffin's Bane\no======================================================================o\nAfter completing the quest 'Come to Court' you'll start a new series\nof quests in service of the duchy, this time recieving orders from\nAldous. This quest is one of the first pair of quests you can undertake.\nTo start it, speak to Aldous and pick the option to 'Aid the Corps on\na Hunting Expedition'.\n\n1) Leave Gran Soren via its southern gate and find one 'Ser Georg'\nalong with some other soldiers standing just off the bridge. Talk to\nthem to start the expedition.\n\n2) Head south to the Moonshower Cliffs, where your attention will be\ndrawn to a specific spot on the ground. Kill a Goblin somewhere neaby\nand carry its body to that spot, which will attact the Griffin. Hold\nonto the corpse and loot into the skies to the south to spot the\nGriffin's approach-or you could just listen to the music. When the\nGriffin arrives, drop the corpse and vacate the spot to avoid coming\nunder attack immediately.\n\n3) Fight the Griffin. You *can* kill it here and end the quest-if so,\nhurrah and cake for you. If not, it'll fly off to its nest in Bluemoon\nTower.\n\n4) Head to Bluemoon Tower and, in general, stick south and head\nupstairs. Eventually you'll reach a chamber with two doors-one to the\nnorth and one to the south. Go through the northern door to reach a\nwalkway, where the expedition is under attack by the Griffin.\n\n5) Follow the walkway counter-clockwise a short distance to reach the\nfirst gate. Lend a hand in smashing it open and continue\ncounter-clockwise until you reach the next gate.\n\n6) Here you have options-either cut your way through, or head along a\nparallel walkway to get around the gate, where you'll find  lever that\nopens the way for your buddies.\n\n7) Proceed counter-clockwise to the next gate. Here you must make a\nstand and encourage the Griffin to attack you. Once it does so, it'll\nsmash open the gate with its body.\n\n8) Sprint counter-clockwise into the camera to the end of the walkway\nto reach shelter-all the while the Griffin will do its best to destroy\nthe walkway behind you. Once you're safely in a side passage to the\nnorth, continue until you reach the 'Tower Summit'.\n\n9) Battle the Griffin here-it won't run away this time. If you\ncompleted 'A Troublesome Tome' Steffen will show up to display his\nnewfound sorcerous aptitude... if you gave him the real tome. Otherwise,\nhis magickal display is somewhat anti-climatic.\n\n10) Once the Griffin is dead, return to Aldous for your reward.\n\n***REWARD***\n(For aiding a hunting expedition)\nEXP\t\t25,000\nRift Currency\t40\nGold\t\t30,000\n\nGrim Tidings\no======================================================================o\nBegin this quest by talking to Elvar in Cassardis, after the Dragon\nattack. He'll be found in the Village Chapel, or wandering around the\nroad leading to it.\n\n1) Head to the ruined house east of Pablos' Inn (where Benita is tending\nthe wounded) to find Merin on the northern side.\n\n2) Return to Elvar after talking to Merin.\n\n***REWARD***\n(For bearing Elvar's burden)\nEXP\t\t100\nRift currency\t2\nGold \t\t300\n\nGuard Duty\no======================================================================o\nStart this quest by talking to Madeline in Pablos' Inn, in Cassardis,\nafter completing the quest 'Upon a Pawn'.\n\n1) Leave Cassardis and escort Madeline to the Encampment. This quest\nisn't terribly involved. During the day, you probably won't even\nencounter any monsters. Just endure her constant distractions, and when\nyou get nearby, you'll be transported into the Encampment with Madeline.\n\n2) Once you reach the Encampment, talk to Madeline again. She'll beg you\nfor 1,000 gold to help her out on her journeys. Decline or accept to\ncomplete this quest.\n\n***REWARD***\n(For escorting Madeline safely to the Encampment)\nEXP\t\t700\nRift Currency\t3\n\n*Harbinger of Destruction\no======================================================================o\nThis quest begins in the game does-as soon as you're done with the\ntutorial where you play Savan.\n\n1) Watch the opening cutscene and engage the Dragon. This quest is\nreally fool-proof.\n\n*Honor and Treachery\no======================================================================o\nImmediately after completing 'The Wyrmking's Ring' and 'Pride Before A\nFall', this quest will begin.\n\n1) Run to the Mountain Waycastle, only to be told by Ser Ravenn that\nyou're needed back at the capital once you arrive.\n\n2) Return to the capital and head to the north gate (leading to the\nCraftsman's Quarter). Talk to Ser Laurent before you enter to get the\nnews, and some loot, then head inside.\n\n3) Fight off (or kill) the Cockatrice as fast as possible to avoid\ndamaging any of the Duke's trophies.\n\n4) Talk to Ser Camillus near the 'Passage Gate' and he'll take you to\nAldous, who will reward you, the monetary reward varying depending\nupon your ability to protect the Duke's trophies.\n\n***REWARD***\n(For protecting all the Duke's cargo)\nEXP\t\t25,000\nRift Currency\t40\nGold\t\t60,000\n\n  ---or---\n\n***REWARD***\n(For failing to protect the Duke's cargo)\nEXP\t\t10,000\nRift Currency\t40\nGold\t\t15,000\n\nIdol Worship\no======================================================================o\nAfter the quest 'Come to Court' talk to Caxton. He'll ask you to obtain\na special idol for him, which will-short story even shorter-allow him to\ntrade with an eccentric weaponsmith of great talent. He gets access to\nhis stock, and through him, so do you. There are a number of alternate\nways to solve this quest, as follows:\n\n1) Bring him a Bronze Idol (obtained in the Witch's House in the\nWitchwood or in the Dragonforged's Sanctum, in Hillfigure Knoll.)\n\n***REWARD***\n(For giving a Bronze Idol)\nEXP\t\t3500\nRift Currency\t10\nGold\t\t10,000\n\n2) Bring him a Silver Idol, obtained by completing the Pawn Guild\nNotice Board quest 'Put the Eye Out'.\n\n***REWARD***\n(For giving a Silver Idol)\nEXP\t\t7000\nRift Currency\t10\nGold\t\t15,000\n\n3) Bring him a Gold Idol, obtained by satisfactorily completing the\nquest 'Escort Duty'.\n\n***REWARD***\n(For giving a Gold Idol)\nEXP\t\t10,000\nRift Currency\t10\nGold\t\t20,000\n\n4) Or, last and least, you can bring him a forged idol of any type,\ncourtesy of Mountebank. This is the worst option, as the weaponsmith\nwill presumably see through the ruse and the chosen merchant's stock\nwill not improve.\n\n***REWARD***\n(For giving a forged idol)\nEXP\t\t1000\nRift Currency\t10\nGold\t\t3000\n\nIt's worth noting that this quest parallel's Madeline's Quest\n'Supplier's Demand'. There is only one Gold Idol and one Silver Idol in\nthe game, so mark you weapon types well before you choose which merchant\nto favor.\n\nLand of Opportunity\no======================================================================o\nTalk to Fournival anytime before the quest 'Trials and Tribulations' and\nhe'll ask you to convince a family to move off some land he wishes to\nsell. You'll need to satisfy three members of the family-Pip, Sara,\nand Jasper.\n\n1) Find Pip just south ofthe Fournival Manor, near the Passage Gate.\nTalk to him, and like any obstinant know-it-all kid he'll run off.\n\n2) Head to the Craftsman's Quarter, where Pip has run off to. He's on\ntop of the roof of a house west of the 'Field', which can be reached by\njumping climbing atop the roof of a more accessible structure to the\nsouth, then jumping to the northern building. Talk to him again and\nhe'll run off... again.\n\n3) Now head back to the Urban Quarter, and from the Gran Soren Union\nInn head south-east to reach the bridges connecting to the Venery.\nJump down onto the walkway under the bridges to flush out Pip. This time\nyou just have to chase him down and catch him. Once done, he'll give\nup-Pip is satisfied.\n\n4) Find Sara at Arsmith's Alehouse and talk to her-all she needs is\ntime. Rest a day, then talk to her again and she'll give her consent\nas well.\n\n5) Talk to Jasper, who can usually be found on the road north of the\nGran Soren Union Inn, although he only shows up later in the day. If\nyou've satisfied Sara and Pip, he'll agree to the sale too... provided\nyou give him 30,000 gold in moving expenses. If you accept, the quest\nis complete, if not, see Step #6.\n\n***REWARD***\n(For negotiating the eviction)\nEXP\t\t5000\nRift Currency\t100\nGold\t\t40,000 (-30,000)\n\n6) If you don't want to evict the family, you can talk to Fournival\ninstead, who-impatient for business to be concluded-will offer to\noutright sell you the land. If you buy it, this quest is complete.\n\n***REWARD***\n(For buying the land from Fournival)\nEXP\t\t5000\nRift Currency\t10\nGold\t\t0 (-80,000)\n\nLost and Found\no======================================================================o\nAfter starting 'Off With Its Head', leave the Encampment and you'll be\nbothered by Elvar, from Cassardis, who asks if you've seen Quina, who\napparently thinks your condition can be cured by aught besides the\nDragon.\n\n1) Return to Cassardis and talk to Adaro, the village chief, who will\ntell you Quina's been gone a while-she apparently went into the \nWitchwood to look for a cure for you.\n\n2) Head to the Witchwood to find Quina near the entrance. She'll ask\nyou to accompany her to the witch.\n\n3) Travel east through the Witchwood to find the Witch's House, inside\nof which you'll find Selene, who'll tell you about the Witch and send\nyou off on your merry way.\n\n4) Leave the Witchwood, return to Cassardis, and talk to Adaro to claim\nyour reward.\n\n***REWARD***\n(For rescuing Quina)\nEXP\t\t4000\nRift Currency\t5\nGold\t\t3000\n\nLost Faith\no======================================================================o\nTalk to Clemente in the Village Chapel in Cassardis and accept this\nquest.\n\n1) Leave the chapel and talk to Lewes, outside. He'll admit to taking\nthe book, and losing it after the Dragon attacked.\n\n2) Head onto a nearby roof north of the Village Chapel. On a ledge\nseperating a taller roof from a lower one rests this book.\n\n3) Return the book to Clemente.\n\n***REWARD***\n(For saving the Scriptures)\nEXP\t\t200\nRift Currency\t2\nGold\t\t300\n\n*Lure of the Abyss\no======================================================================o\nAfter completing 'A Matter of Myrmidons', talk to Barnaby in the Pawn\nGuild again to get this quest.\n\n1) Talk to Barnaby, accept the quest, and head into the Everfall.\n\n2) Make your way down to the bottom of the Everfall, killing and looting\nas necessary.\n\n3) Search the metal object on the ground in the 'Flameservant's Throne'\nroom.\n\n4) Escape the Everfall.\n\n***REWARD***\n(For discovering the source of evil in the Everfall)\nEXP\t\t8000\nRift Currency\t10\nGold\t\t12000\n\nMettle Against Metal\no======================================================================o\nAfter completing 'Witch Hunt' return to the eastern depths of the\nWitchwood and search by the river to find a Metal Golem, who will now\nrise from its slumber and attack.\n\n1) Defeat the Metal Golem by smashing its external sigils, which power\nit.\n\n***REWARD***\n(For Slaying the Metal Golem)\nRift Currency\t30\nGold\t\t30,000\n\nNameless Terror\no======================================================================o\nAfter completing 'Come to Court' exit Gran Soren's southern gate and\ntalk to one of the guards on the bridge outside named 'Ser Rickart',\nwho will tell you of some crazy-eyed man who was looking for you. So\nstarts this quest, whereupon you'll obtain an 'Unsigned Letter',\npresumably from the same guard, which says \"Let the Arisen's only peace\nbe death.\" Righty-o. This quest is a series of mostly non-sequential\nencounters with assassins that only take place at night.\n\n1) Phantom, Ghost, Soul, and Spirits can be found in the Deos Hills,\nnear the 'Old Garrison' just north of the bridge that connects the\nEstan Plains and the Deos Hills.\n\n2) Raven, Hawk, and Condor await outside of the 'Ancient Quarry North\nEntrance'.\n\n3) Darkness lurks along Moonsbit Pass-his location varies.\n\n4) Rouge and Noir skulk around Manamia Trail, along the south-west\/\nnorth-east running part of the trail.\n\n5) Once all the others are dead, you can encounter Zero outside of\nCassardis. He's a pretty powerful Warrior, but once you kill him, this\nquest is over.\n\n***REWARD***\n(For defeating the assassins)\nEXP\t\t12,000\nRift Currency\t30\nGold\t\t30,000\nItem\t\tTightly Folded Letter\n\n*Newly Arisen\no======================================================================o\nThis quest starts automatically when you wake up after your ill-fated\nencounter with the Dragon.\n\n1) Pick out a weapon (and the assocated Vocation) before leaving the\nroom. This quest ends when you have picked a Vocation and exited.\n\n***REWARD***\n(For Arising)\nEXP\t\t50\nRift Currency\t3\nGold\t\t2000\nItem\t\tScrag of Beast x5\n\t\tGreenwarish x5\n\nNo Honor Among Thieves\no======================================================================o\nTalk to Maul-the leader of the male Bandits at Aernst Castle, and he'll\ndevise a little test for you, a means by which you can earn their\nrespect. You either have to kill ten rival (female) Bandits, or punish\na traitor.\n\n1) Kill the the female Bandits is probably the easiest course here,\nbecause it doesn't require us to have completed the consumately\nannoying 'An Uninvited Guest'. You can find female Bandits in Cursewood,\nthe Deose Hills, and Heavenspeak Fort.\n\n2) Or, for the better rewards, complete the quest 'An Uninvited Guest'.\nThe rogue Bandit is none other than the thief who has been stalking\nCassardis-Pike. You have two options here-either talk to Pike and tell\nhim to go back to Aernst Castle, or... well, just kill him. If you were\noverly violent with him during 'An Uninvited Guest' he might run away\nfrom you when you approach, making it impossible to talk to him, and\nhence, resolve this quest by that route.\n\n3) Whatever you do, return to Maul for your reward.\n\n***REWARD***\n(For satisfying Maul by killing ten vixens)\nEXP\t\t6000\nRift Currency\t20\nGold\t\t10000\nItems\t\tMaul's Badge of Amity\n\n  --or--\n\n***REWARD***\n(For satisfying Maul by killing the traitor)\nEXP\t\t8000\nRift Currency\t20\nGold\t\t12000\nItems\t\tMaul's Badge of Amity\n\n  --or--\n\n***REWARD***\n(For satisfying Maul by rehabilitating Pike to a life of crime)\nEXP\t\t12000\nRift Currency\t20\nGold\t\t15000\nItems\t\tMaul's Badge of Amity\n\nOf Merchants and Monsters\no======================================================================o\nTalk to Alon, a merchant outside the 'Ancient Quarry North Entrance'\nand he'll ask you to clear the Ancient Quarry, so it can be used as\na shortcut between north and south Gransys. What's good for the goose\nis good for the gander, in this case, as there's no better way to reach\nDevilfire Grove and the Verda Woodlands.\n\n1) Make your way through the Ancient Quarry-at the very least you'll\nneed to weigh down a pressure plate by standing on it. Since an Ogre\nresides nearby, you'll likely have to kill it. Two more Ogres exist\nin the Ancient Quarry, but once the gate is open, Alon's needs have\nbeen satisified.\n\n***REWARD***\n(For clearing the Ancient Quarry)\nEXP\t\t5000\nRift Currency\t15\nGold\t\t8500\n\n*Off With Its Head\no======================================================================o\nThis quest begins after completing 'A Rude Awakening'. Mercedes will\ntalk to you after you drive off the Hydra, and suggest that you present\nthe Hydra's severed head to the Duke.\n\n1) Rendezvous with Mercedes near the Waycastle-a somwhat perilious\ntrip for low-level characters.\n\n2) Escort the Hydra head through Moonsbit Pass, protecting the Ox\npulling the cart upon which the Hydra head lies. You will be assaulted\nby Goblins, Harpies, Wolves, and falling rocks.\n\n3) Reach Gran Soren safely with the Ox alive.\n\n***REWARD***\n(For bringing the Hydra head safely to Gran Soren)\nEXP\t\t6000\nRift Currency\t10\nGold\t\t6500\n\n*Pride Before A Fall\no======================================================================o\nAfter completing both 'Griffin's Bane' and 'Trials and Tribulations',\nyou can start the second pair of quests from Aldous. Talk to him and\nselect the option 'Assist Ser Mercedes' to start this quest.\n\n1) Leave the castle to get grilled by Ser Mercedes at the gate. Say\nwhatever you wish-it doesn't matter.\n\n2) Travel to Windbluff Tower to find the place in open revolt. Ignore\nthe fighting soldiers and head up the stairs opposite the entrance.\n\n3) Follow Ser Mercedes into the ruined fortress, where she confronts\nLord Julien. Either sit out the duel, or kill Lord Julien.\n\n4) Either way, Ser Mercedes is shamed by what occured, and pledges to\nreturn to her homeland and gather support-real suport-for Gransys.\nShe'll give you a Cutlass if you interfered in the duel, or a Silver\nRapier if you stayed out of it.\n\n5) Return to Aldous for your reward.\n\n***REWARD***\n(For assisting Ser Mercedes)\nEXP\t\t18,000\nRift Currency\t30\nGold\t\t20,000\n\nReaper's Scorn\no======================================================================o\nTalk to Austine, in the Craftsman's Quarter of Gran Soren, in a smithy\nnorth of the Pawn Guild. He'll beg you to complete a Wakestone to\nrevive his son, and give you two Wakestone Shards.\n\n1) You only need one more Wakestone Shard to complete this quest, which\ncan be obtain various ways-you can try your luck buying one off of\nvarious merchants, but Wakestone shards can also be found about the\nworld; find one at the bottom of the Everfall, another can be found in\nthe Ruins of Aernst Castle, a third exists at the entrance to Pastona\nCavern, and a another can be found within Smuggler's Pass, inside the\nPastona Cavern, to name a few.\n\n2) Once three Wakestone Shards are in your inventory, they'll\nautomatically reform into a Wakestone. Aid Austine's son and confirm\nthe expenditure of the Wakestone to complete this quest.\n\n***REWARD***\n(For giving the gift of life)\nEXP\t\t6000\nRift Currency\t10\nGold\t\t10000\n\n*Reward and Responsibility\no======================================================================o\nTalk to Aldous after completing 'Honor and Treachery' to start this\nquest.\n\n1) Make your way to the 'Duke's Solar' to find the Duke. After he talks\nto you, follow him to the treasury, where you'll collect a well-earned\nreward for your work thus far. Ser Ivo will interrupt you, and this\nquest ends. Pretty easy, eh?\n\n***REWARD***\n(For recieving the duke's commendation)\nEXP\t\t20,000\nRift Currency\t35\n\nRise of the Fallen\no======================================================================o\nAfter completing 'Come to Court', talk to Ser Maximilian, who is still\nhaving misgivings about Salvation. Skeletons have been sighted, and he\nthinks Salavation is involved. He wants you to continue your\ninvestigation into this cult, and will point out a suspected meeting\nspot in Gran Soren.\n\n1) Head to this suspected meeting spot, which is under one of the\nbridges connecting the 'Venery' to the 'Urban Quarter.' One Salvation\nmember will run away, but another, named Tagert, will stay and try to\ndeal with you. Either pay him 10,000 gold for a key that'll lead us\nto the deeper depths of the Catacombs, or take it by force. If you\nchoose the former you'll get the 'First Key to Salvation', if you\nchoose the latter, you'll get the 'Second Key to Salvation'. Both lead\nto the same place, it's just a different way of getting to the same\narea.\n\n2) Return to the Catacombs and enter the previously-locked area now\nopen to us thanks to the key we scammed. Your goal here? Collect five\n'Gems of Salvation' and use them to open a door, which leads to the\n'Confessional Chamber'.\n\n3) Confront Balsac-the Salvation Necromancer who has been creating the\nskeletons running amok. Kill him and his skeleton cronies to end\nthe menace.\n<\/pre>\n\n\n\n<pre id=\"faqspan-22\" class=\"wp-block-preformatted\">4) Return to Ser Maximilian for the reward you're due.\n\n***REWARD***\n(For smiting Salvation's skeletal scourge)\nEXP\t\t15,000\nRift Currency\t25\nGold\t\t20,000\n\nSearch Party\no======================================================================o\nThis quest begins after a number of transactions with Reynard, the\nwandering merchant-usually between 8-12 different transactions.\n\n1) Reyard will ask you to get him a rare item-a piece of Scrap Metal,\ncommonly dropped by Skeletons and Skeleton Knights.\n\n2) After another series of transactions Reynard will ask for a second\nitem-this time some Miasmite, which is dropped by Phantoms.\n\n3) continue dealing with Reynard, and after more transactions he'll\nhail you as his best customer. This time he wants you to find clues of\nhis father, which are the various journal entries that can be found\naround Gransys, as follows:\n\nFirst Journal Entry: Encampment\nSecond Journal Entry: Catacombs\nThird Journal Entry: Gran Soren\nFourth Journal Entry: Barta Crags\nFifth Journal Entry: Soulflayer Canyon\nFinal Journal Entry: Ancient Quarry\n\n4) Give the six journal entries to Reynard and he'll reward you... he\nwill also quit wandering around Gransys, as he's found what he's\nlooking for, meaning he won't be around to offer his mercantile\nservices any more.\n\n***REWARD***\n(For ending Reynard's search)\nEXP\t\t10,000\nRift Currency\t35\nGold\t\t10,000\nItem\t\tGoddess Cameo\n\t\tWroth Mask\n\t\tDecaying Grimoire\n\n*Seeking Salvation\no======================================================================o\nAfter completing the quest 'Lure of the Abyss' you'll be approached by\nSer Duncan, who will give you the Wyrmhunt License, which will allow you\nto take quests from Ser Maximilian. Two of these four quests must be\ncompleted before the story can be advanced.\n\n1) With the Wyrmhunt License in your inventory, talk to Ser Maximilian\nand pick the option to 'investigate a cult'.\n\n2) Now for a bunch of optional steps, which I will bundle up for\nconvenience. First talk to Devyn, the owner of Devyn's Barber Shop or\nto Meridith, at the Gran Soren Union Inn to be referred to Mason. Go\nto the 'Aqueduct' and explore the sewers to find him-he'll give you\n'Salvation's Badge', which should make cultists around town more\nwilling to talk to you.\n\n3) Talk to Ser Sarius, a Gran Soren soldier who makes rounds around\nthe Gran Soren Union Inn down to the bridges to the south-east to find\nout that the cult is meeting in the Catacombs.\n\n4) Go to the Catacombs in the Deos Hills and make your way through the\nplace to reach the 'Gathering Hall', where the Elysion is addressing\nhis flock. When he sees you, he'll summon up a horde of Undead to attack\nyou-and his own cultists.\n\n5) Kill them and continue on a short ways to find Mason and the cultist\nhe has captured. Either kill the cultist in cold blood to satisfy\nMason, or leave him alone-to Mason's disappointment. Either way, it\ndoesn't really matter.\n\n6) Return to Ser Maximilian for your reward.\n\n***REWARD***\n(For investigating a cult)\nEXP\t\t18000\nRift Currency\t20\nGold\t\t15000\n\nStrength In Numbers\no======================================================================o\nAfter completing 'Call of the Arisen', Ser Berne will bother you inside\nthe Command Headquarters, and take you out back for a bit of training.\nYou'll need to complete three tasks for him to advance (or you can just\nwalk out the door). This entire event is merely a tutorial on how to\nplay with Pawns.\n\n1) First task will be to pick up a bunch of crates and take them back to\na ledge in the south-east.\n\n2) Second task-kill a bunch of combat targets. Easiest done with some\nkind of ranged weapon... or a bunch of Pawns.\n\n3) Third task is pretty much the same as the second, except it'll\nrequire you to kill two types of targets-some blue (which are\nresistant to physical damage) and some red (which are resistant to\nmagick damage). Just kill what you're best at killing and hope your\nPawns can do their part.\n\n***REWARD***\n(For succesfully training with Ser Berne)\nEXP\t\t1000\nRift Currency\t5\nGold\t\t1500\n\nSupply and Demands\no======================================================================o\nAfter the quest 'Come to Court', talk to Ser Daerio in Windbluff Tower.\nHe'll ask you to relay a message to Lord Julien-that the troops here are\nin arrears of one weeks supply of rations.\n\n1) Return to Gran Soren and enter the castle, where you'll find Lord\nJulien (somewhat later in the afternoon-certainly not in the morning).\nTalk to him and tell him that the soldiers in Windbluff Tower need\nexactly one week's worth of provisions. If you tell him the wrong\namount, or if you tell a guard instead of Lord Julien, you'll earn a\nlesser reward.\n\n***REWARD***\n(For botching Ser Daerio's request)\nEXP\t\t1500\nRift Currency\t20\nGold\t\t3000\n\n***REWARD***\n(For successfully relaying Ser Daerio's request to a soldier)\nEXP\t\t3500\nRift Currency\t20\nGold\t\t5000\n\n***REWARD***\n(For successfully relaying Ser Daerio's request to Julien)\nEXP\t\t6000\nRift Currency\t20\nGold\t\t12000\n\nSupplier's Demand\no======================================================================o\nAfter the quest 'Come to Court' talk to Madeline-if you also completed\n'Chasing Shadows' and she has her shop, that is. She'll ask you to\nobtain a special idol for her, which will-short story even shorter-allow\nher to trade with an eccentric weaponsmith of great talent. She gets\naccess to his stock, and through her, so do you. There are a number of\nalternate ways to solve this quest, as follows:\n\n1) Bring her a Bronze Idol (obtained in the Witch's House in the\nWitchwood or in the Dragonforged's Sanctum, in Hillfigure Knoll.)\n\n***REWARD***\n(For giving a Bronze Idol)\nEXP\t\t3500\nRift Currency\t10\nGold\t\t10,000\n\n2) Bring her a Silver Idol, obtained by completing the Pawn Guild\nNotice Board quest 'Put the Eye Out'.\n\n***REWARD***\n(For giving a Silver Idol)\nEXP\t\t7000\nRift Currency\t10\nGold\t\t15,000\n\n3) Bring her a Gold Idol, obtained by satisfactorily completing the\nquest 'Escort Duty'.\n\n***REWARD***\n(For giving a Gold Idol)\nEXP\t\t10,000\nRift Currency\t10\nGold\t\t20,000\n\n4) Or, last and least, you can bring her a forged idol of any type,\ncourtesy of Mountebank. This is the worst option, as the weaponsmith\nwill presumably see through the ruse and the chosen merchant's stock\nwill not improve.\n\n***REWARD***\n(For giving a forged idol)\nEXP\t\t1000\nRift Currency\t10\nGold\t\t3000\n\nIt's worth noting that this quest parallel's Caxton's Quest, 'Idol\nWorship'. There is only one Gold Idol and one Silver Idol in the game,\nso mark you weapon types well before you choose which merchant to\nfavor.\n\nTalent in Bloom\no======================================================================o\nAfter completing 'Come to Court' you'll find Quina at 'The Abbey' in\nthe Wilted Forest (if you completed 'Lost and Found' earlier.) Talk to\nher to start this quest-she will not have a quest icon.\n\n1) Quina will give you a 'Blessed Flower' and ask you to take it to\na priest in either Gran Soren or Cassardis, who can evaluate its\npotency.\n\n2) Give the 'Blessed Flower' to either of the priests, then return to\nQuina for your reward.\n\n***REWARD***\n(For revealing Quina's blooming talent)\nEXP\t\t10,000\nRift Currency\t30\nGold\t\t15,000\n\nThe Conspirators\no======================================================================o\nAfter completing 'Come to Court' return to the castle and seek out\nFedel-a white-clad man who usually wanders around the upper floor of\nthe 'Audience Hall'. He'll pique your interest in performing a\nsecret mission in the service of the state, and if you agree, he'll ask\nyou to meet him in the castle gardens, at night.\n\n1) Wait for Fedel near the covered stone pavilion in the southern\ngardens of the castle, at night. When he eventually drags his fat ass\nout of the castle to talk to you, he'll babble about conspiracies,\ncoups, and all other manner of cloak and dagger. Ultimately, he needs\nyou to recover a letter that was lost during a monster attack.\n\n2) His only clues are a flying monster that probably roosts in the\nmountains near Greatwall. Head to Soulflayer Canyon. Along the way\nyou'll find a sacked caravan in Cursewood, the victim of some grey,\nflying creature...\n\n3) In Soulflayer Canyon, slide down some watery ramps to reach the\nledge upon which the Gargoyle roosts, where you'll find the\n'Confidential Letter' Fedel wants.\n\n4) Return to Gran Soren and visit Mountebank, who will gladly forge\nthis document for you for 34,500 gold. Pay him, rest, and return to\nobtain the 'Confidential Letter Forgery'.\n\n5) Head to the castle, where you'll be bothered by a soldier named Ser\nGabrian. He works for Ser Daerio, captain of Windbluff Tower, presumably\nthe unit under investigation by Fedel. He wants the letter-for obvious\nreasons. Either give him the real letter, the forgery (if you duplicated\nthe real one), or refuse him. If you still have a letter to give (real\nor forged) see Step #6, otherwise, this quest is done.\n\n***REWARD***\n(For giving the letter to Ser Gabrian)\nEXP\t\t18,000\nRift Currency\t35\nGold\t\t35,000\n\n6) Talk to Fedel and give him the letter-either real or forged. Yeah,\nthat's right, forging the letter allows you to get double rewards.\nGranted, most of the extra gold gained is spent on forging the letter\nitself, but the experience is nice, in any event, and both sides are\nnone the wiser.\n\n***REWARD***\n(For giving the letter to Fedel)\nEXP\t\t18,000\nRift Currency\t35\nGold\t\t35,000\n\n*The Cypher\no======================================================================o\nAfter completing the quest 'Lure of the Abyss' you'll be approached by\nSer Duncan, who will give you the Wyrmhunt License, which will allow you\nto take quests from Ser Maximilian. Two of these four quests must be\ncompleted before the story can be advanced.\n\n1) With the Wyrmhunt License in your inventory, talk to Ser Maximilian\nand pick the option to 'decipher a text'.\n\n2) Find Josias in the 'Field' area of the 'Craftsman's Quarter' of\nGran Soren during the day. He'll point you to Mountebank.\n\n3) Talk to Mountebank at the Black Cat, who will inform you that most\nof the text is nothing more than flourish, and the text is, in fact, a\ncypher. Hmm...\n\n4) Find a man named 'Maurin', who is late to rise and complete his\nround of Gran Soren. He'll point us to Hillfigure Knoll... this step\n(and the previous two) are entirely unnecessary.\n\n5) Head to Hillfigure Knoll in the Northface Forest, where you'll be\npestered by 'The Fool', and then 'The Dragonforged', the latter of which\nwill talk to you a bit about your Arisen status. He'll kindly inform us\nthat we're on a fool's errand-there is no meaning to the words on the\ntext.\n\n6) Return to Ser Maximilian with the news to score a quest reward.\n\n***REWARD***\n(For deciphering a text)\nEXP\t\t10000\nRift Currency\t15\nGold\t\t10000\n\nThe Dragon's Tongue\no======================================================================o\nAfter completing 'Witch Hunt' return to the eastern depths of the\nWitchwood and return to the 'Guardian's Grave' to find 'Rowland', and\nmore importantly, an 'Ancient Tablet' sitting on the grave. Pick up the\nAncient Tablet and Rowland will talk to you, suggesting that a man of\nletters might help us with it.\n\n1) With the 'Ancient Slate' in your inventory, talk to Geffrey-the\nbishop at the cathedral in Gran Soren. He cannot read the wyrmspeak on\nthe tablet himself, but will point you towards Hillfigure Knoll.\n\n2) Return to Hillfigure Knoll and talk to the Dragonforged, who will\nreveal the true nature of the tablet, and complete this quest.\n\n***REWARD***\n(For discovering the Arisen's Bond)\nEXP\t\t10,000\nRift Currency\t30\nGold\t\t25,000\nItem\t\tArisen's Bond\n\n*The Final Battle\no======================================================================o\nThis quest begins immediately after completing 'Deny Salvation'.\n\n1) Return to Hillfigure Knoll and talk to the Dragonforged, who gives\nyou some advice and some loot. This is optional.\n\n2) Return to the Greatwall and go through the ruined fort to reach the\nTainted Mountain Temple.\n\n3) Make your way through the Tainted Mountain Temple-the place where\nwe played as Savan at the beginning of the game-and reach the 'Great\nHall' room, where a Gorechimera lurks. Kill it and stand on the four\npressure plates in the room to open the way to Tainted Mountain. It\nwould now be a good time to be wearing all the gear you want to\nDragon-Forge.\n\n4) Enter the Tainted Mountain and confront the Dragon, who has in its\npossession whichever character had the highest affinity towards\nyou-henceforth known as your romantic interest. The Dragon gives you\na proposition-stand and fight, or sacrifice your romantic interest for\npower.\n\n5) Choose the former and the Dragon will chase you. Run against\nthe camera down a long corridor until you reach the chamber beyond.\n\n6) Attack the Dragon as it is stuck in the corridor we just ran\nthrough. Eventually it'll break free and continue to fight you. Deal\nwhatever damage you can to it before it flies off. Note that you can\nkill the Dragon at any point now, if you are strong enough to manage\nit.\n\n7) Follow the Dragon north onto a bridge. Run across the bridge as\nthe Dragon performs fly-by breath attacks. The bridge collapses as you\nrun, so don't tarry around.\n\n8) Scale the tower beyond to reach another bridge. The Dragon will\nlurk off in the distance, spitting fire bursts at you as you cross\nthe bridge. Eventually it'll come land on the bridge to fight for a\nbit before flying off and executing more fly-by attacks. This bridge\nis in the process of collapsing, too.\n\n9) Reach another tower and ascend to the roof, man a ballista and\nshoot the Dragon. It'll smash the top of the tower, and you'll find\nyourself on its back.\n\n10) Crawl to the Dragon's shoulders and attack the glowing spot,\noccassionally re-establishing your grip via analog stick quick-time\nevents. After damaging the soft spot the Dragon will dislodge you.\nSucceed at another QTE and both you and the Dragon will fall from\nthe sky.\n\n11) You will both land in a circular arena atop the Tainted Mountain,\nwhere the final fight with the dragon begins. The Dragon will not flee\nthis time-the only way this ends is when one of you dies. Defeat the\nDragon to end this quest. Its most vulnerable spot is its heart.\n\n***REWARD***\n(For taking back what is yours)\nEXP\t\t80,000\nRift Currency\t60\nGold\t\t65,000\n\n*The Watergod's Altar\no======================================================================o\nAfter completing the quest 'Lure of the Abyss' you'll be approached by\nSer Duncan, who will give you the Wyrmhunt License, which will allow you\nto take quests from Ser Maximilian. Two of these four quests must be\ncompleted before the story can be advanced.\n\n1) With the Wyrmhunt License in your inventory, talk to Ser Maximilian\nand pick the option to 'aid a research team'.\n\n2) Talk to Father Geffery, who will tell you that the expedition has\nset off already.\n\n3) Head to the Watergod's Altar, east of the Waycastle, where you'll\nfind Haslett. He'll ask you to explore the Watergod's Altar to help\nBrother Jean, the other monk on this expedition.\n\n4) Explore the Watergod's Altar and kill some Saurians to obtain the\n'Watergod's Altar Lever', which lowers a drawbridge leading into the\ninterior of the dungeon.\n\n5) Find the remains of Brother Jean in the 'Offering Chamber' and kill\nthe Cyclops there to obtain the 'Watergod's Altar key'.\n\n6) Open a sealed door with the key and explore until you find a\npressure plate that drains the water from most of the dungeon.\n\n7) Head to the 'Water's Bottom' chamber and search various chests until\nyou find all five 'Altar Slate' pieces.\n\n8) Exit the dungeon and hand the tablets over to Haslett. Return to\nSer Maximilian in Gran Soren for your reward.\n\n***REWARD***\n(For aiding a research team)\nEXP\t\t15000\nRift Currency\t20\nGold\t\t13000\n\n*The Wyrmking's Ring\no======================================================================o\nAfter completing both 'Griffin's Bane' and 'Trials and Tribulations',\nyou can start the second pair of quests from Aldous. Talk to him and\nselect the option 'Recover Stolen Item' to start this quest.\n\n1) Talk to a dork wandering around the castle named 'Pering', who will\ntalk about the theft. Then talk to Ser Gyles, who will mention some\n'Sorcerer'-looking fellow. nExt find Ambrose, who will give this\nanonymous Sorcerer a name-Salomet. Return to Aldous to get Salomet's\nbackstory. Finally head out into the 'Noble Quarter' of Gran Soren and\nfind Mellard, who dwells in the 'Knight's Manor'. He'll point you in\nthe direction of the Ancient Quarry.\n\n2) Head to the Ancient Quarry, where you'll find Salomet, guarded by a\nband of hired thugs. A fight ensues-the Bandits aren't too strong,\nand Salomet doesn't fight to his full potential. After defeating his\nminions and wounding him, Salomet will run off.\n\n3) Return to Aldous and inform him of the confrontation. He'll helpfully\nimplore you to track down Salomet again. Righty-o. Find a man named\nBrice in the city, who mention some sorcerer lurking around Bluemoon\nTower lately. Or you could just skip this step entirely. Doesn't\nmatter.\n\n4) Travel to Bluemoon Tower and fight your way through Salomet's\nBandits-much stronger than those in the Ancient Quarry-who have chased\naway the normal monsters here. Make your want back to the 'Tower\nSummit', where Salomet lurks.\n\n5) Defeat Salomet in combat and take the Wyrmking's Ring (found near\nwhere he fell from the tower).\n\n\n6) You can now take the ring back to Aldous... or you can duplicate it\nwith the help of Mountebank (99,000 G) and keep the original for\nyourself. The ring speeds up casting times by about 10%, so it's worth\nholding onto if you're a Mage, Sorcerer, or Magick Archer. The quest\nreward is the same either way, but a later reward will be denied to us\nif we hold onto the Wyrmking's Ring.\n\n***REWARD***\n(For recovering a stolen item)\nEXP\t\t30,000\nRift Currency\t40\nGold\t\t35,000\n\nThick as Thieves\no======================================================================o\nTalk to Ophis-the leader of the female Bandits in Heavenspeak Fort. To\ndo this you, and all your Pawns, will have be be female, or at least\ndressed as women. In the latter case, this can be achieved by buying a\n'Set of Lady's Garb' from Mountebank, proprietor of the Black Cat in\nGran Soren. Like with Maul's quest in 'No Honor Among Thieves' you must\ncomplete one of two tasks-kill ten of Maul's men, or feed Ophis' Cyclops\nfor Betiah.\n\n1) Maul's Bandits can be found in and around Aernst Castle, in the\nVestad Hills. Killing ten of them should be no trouble.\n\n2) To feed Ophis' Cyclops, you must head into the Barta Crags and find\n'Ophis' Domain' against the western cliffs. Kill a Goblin (they roam\nabout outside the palisade) and take its corpse to the Cyclops. When you\nhave its attention, it'll reach for the Goblin-drop it as its hand\napproaches and hope it grabs the Goblin instead of you.\n\n3) Either way, once you're done return to Ophis for your reward.\n\n***REWARD***\n(For appeasing the Heavenspeak Bandits by killing their Southron rivals)\nEXP\t\t8000\nRift Currency\t30\nGold\t\t10,000\nItem\t\tOphis's Badge of Amity\n\n***REWARD***\n(For appeasing the Heavenspeak Bandits by feeding Ophis' Cyclops)\nEXP\t\t12,000\nRift Currency\t30\nGold\t\t17,500\nItem\t\tOphis's Badge of Amity\n\n*Trials and Tribulations\no======================================================================o\nAfter completing the quest 'Come to Court' you'll start a new series\nof quests in service of the duchy, this time recieving orders from\nAldous. This quest is one of the first pair of quests you can undertake.\nTo start it, speak to Aldous and pick the option to 'Gather Evidence for\nan Important Trial'. Once started, your job is to collect 'evidence'...\nor rather various bits of slander and propaganda... to acquit or convict\nFournival. If you allow things to stand, he will be found guilty-so\nreally, the whole point of this quest is to acquit him. You have about\nfour days to gather all the evidence you can.\n\n1) You can get petitions in favor of acquittal from several people\naround Gran Soren-Fedel (a white-clad man in the castle), Geffrey (the\nbishop at the Gran Soren Cathedral), and Symone (Fournival's daughter,\nwho will be in and around the Fournival Manor.)\n\n2) You can obtain petitions for Fournival's conviction, as well-Jasper,\nPip, and Sara all can be found in the 'Field' area of the 'Craftsman's\nQuarter' if you helped Fournival evict them during 'Land of\nOpportunity'.\n\n3) Visit Reynard, who will forge you a series of 'affidavits' that\nsway the court either way you wish. You can purchase up to four of\nthem, and their prices rise the more you buy, as follows:\n\n\t\to=======================o=======o\n\t\t|   Soiled Affidavit\t|3000 G |\n\t\t|-----------------------|-------|\n\t\t|  Tattered Affidavit\t|5000 G |\n\t\t|-----------------------|-------|\n\t\t|Sweat-Stained Affidavit|7000 G |\n\t\t|-----------------------|-------|\n\t\t|   Blurred Affidavit\t|9000 G |\n\t\to=======================o=======o\n\n4) If you kept (or forged) the 'Gift Ledger' and 'Chamberlain's\nAffidavit' that can be found in the Fournival Manor (instead of turning\nthem in to Arsmith to satisfy various Notice Board quests) you can\nturn them in as evidence. The Gift Ledger favors conviction, the \nChamberlain's Affidavit favors acquittal.\n\n5) Head to Windbluff Tower and talk to Ser Daerio, who will send Ser\nCastor with you to Gran Soren to speak favorably for Fournival.\n\n6) Make your way to Cassardis to find Ansell (if you completed\n'An Innocent Man') and escort him to Gran Soren, where he will provide\nevidence against Fournival.\n\n7) Once the time expires (rest in the Gran Soren Union Inn when you're\ndone gathering evidence) the verdict will be read in the Fountain\nSquare next time you approach. It generally takes about two or three\nmore pieces of evidence in favor of acquittal to spare Fournival. Return\nto Aldous for your reward.\n\n***REWARD***\n(For gathering evidence for an important trial)\nEXP\t\t15,000\nRift Currency\t30\nGold\t\t20,000\n\n*Upon a Pawn\no======================================================================o\nWhen you approach the gate to Cassardis, a Pawn named Rook will\nmaterialize and join you. The village chief, Adaro, will suggest you\nescort the Pawn to the Encampment.\n\n1) Escort Rook through Seabreeze Trail to the Encampment, when you\nreach the Encampment, this quest is over.\n\n***REWARD***\n(For reaching the Encampment)\nEXP\t\t300\nRift Currency\t3\nGold\t\t800\n\nWitch Hunt\no======================================================================o\nAfter 'Come to Court' you'll find a few merchants north of the fountain\nin Gran Soren's 'Fountain Square'. These merchants-led by Brice-are \ntalking about an expedition sent after the witch in the Witchwood. This\nquest begins automatically after overhearing the conversation.\n\n1) Head to Selene's house in the Witchwood, which you'll find under\nsiege by a host of Gran Soren guards and peasants. Approach, and their\njeers and threats will take a decidedly more cowardly tone when a\nGolem rises.\n\n2) Defeat the Golem and head through the door built into the massive\ntree stump behind where it was sitting. Go down the spiral path beyond\nto reach the eastern depths of the Witchwood.\n\n3) Follow the path east until you reach a gravestone near a tree,\nmarked on the map as the 'Guardian's Grave'. Talk to Selene and Sofiah\nto complete the quest.\n\n***REWARD***\n(For checking up on Selene)\nEXP\t\t10,000\nRift Currency\t30\nGold\t\t20,000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t     \t\t   Treasure {TRE001}\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nIn the following section you'll find a list of all the gear-yeilding\nchests, warrior remains, sarcophagi, and other hidey-holes in the game.\nAt least, all of them that I've found. They're organized by location,\ntypically by what is indicated on the 'Area' tab of the 'Map' screen\nwhen you hover the cursor over some bit of land, but dungeons and\nsignificant locations within larger geographic realms will have their\nown headings. For example, 'Heavenspeak Fort' is technically part of\nCursewood, but since it's so distinct (and crawling with loot), it\nseems simpler for it to have it's own heading.\n\nI have no pretensions that I've found all the items in the game-drops\nin this game are random. Many chests contain gear (often one of several\npotential items) and\/or junk, although a few are static. These are just\nthe ones I've found, and for every instance of loot listed below, I've\nsearched said object at least ten times. Again, not enough to guarantee\ncompletion... but enough that I don't feel too bad about what I've\ninevitably missed (due diligence, or something like that.) Anyways, if\nyou find an item in a chest that I have not found, or you get some gear\nfrom a chest, warrior remains, etc., that I do not have listed, just\nsend me an E-mail. If you use the format I've listed below, I'll be\nawfully tempted to just post your loot find as you send it to me,\nespecially if I can follow your directions and find said loot. I will\nof course, check to be sure that I can duplicate your results, and give\nyou credit for anything you send me. I figure with the community out\nthere, this section (and guide as a whole) can only get better with\ntime.\n\no======================================================================o\n|\t\t\t    Aernst Castle\t\t\t       |\no======================================================================o\nSquare Chest: There are two towers flanking the main (northern,\n              bridged) gatehouse. This chest is on top of the western\n              tower.\n[Chainmail Bracers]\n[Hunter's Jacket]\n[Weak Guard]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: South of the main (northern, bridged, tower-flanked)\n\t       gatehouse is a crumbled, rectangular structure. Head\n\t       through the doorway, past some stairs leading up to the\n               walls, through another doorway missing its top, and \n\t       over to a wooden table. From the table, turn east and\n               enter the wall, then immediately inside turn north to\n               find this chest.\n[Bandit's Glove]\n[Red Leather Armor]\n[Ring of Gules]\n[Rose Ring]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: In the south-eastern part of the castle courtyard (where\n              the bandits, including Maul, reside) are some stairs that\n              lead up and around to the keep. From a tree, head\n              north-east to find a door to the keep, where you'll find\n              this chest along the north-eastern wall.\n[Incognito Mask]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: From the keep (where we found the last chest) head\n               through a doorway to the south-east to enter a tower.\n               Once inside, take the southern-most of the two doors\n               in front of you, then immediately turn north-east to\n               find this chest.\n[Bandit's Mask]\n[Dusk Shoes]\n[Ebon Neck Wrap]\n[Gossip's Mask]\n\no======================================================================o\n|\t\t\t   Ancient Quarry\t\t\t       |\no======================================================================o\nSquare Chest: In the chamber south of the 'Ancient Quarry North\n\t      Entrance', on an elevated ledge in the north-eastern\n\t      corner of the chamber.\n[Feather-Light Pelta]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In the small chamber east of the 'Abandoned Mine' room.\n[Bronze Sallet]\n[Incognito Mask]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: In the 'Abandoned Mine' room, along the eastern side of\n\t      a stone wall in the center of the room.\n[Obliteratrix]\n[Reinforced Longbow]\n[Thousand Troops]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In an Ogre-occupied chamber in the middle of the level\n               (the chamber with a pressure plate north of a door), sits\n               this chest. This chest is near a wall, north-west of the\n               pressure plate.\n[Bronze Bangles]\n[Iron Bracers]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: In the south-eastern corner of the level there is a\n\t      circular tunnel that originally houses an Ogre. Along the\n\t      southern wall of the norther 'loop' you'll find some\n\t      scalable rocks, which leads to a cubby containing this\n\t      chest.\n[Eden's Warden]\n[Ferric Talon]\n[Scalding Razors]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: In the south-eastern corner of the level there is a\n\t      circular tunnel that originally houses an Ogre. Along the\n\t      southern wall of the southern 'loop' you'll find this\n\t      chest sitting on the floor.\n[Bronze Cuirass]\n[Helical Archistaff]\n[Iron Lorica]\n[Ogre Bone]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In a Goblin-infested chamber in the south-western corner\n\t       of the quarry you'll find two rounded chests. This is the\n\t       western-most one.\n[Adventurer's Cloak]\n[Battle Greaves]\n[Knight's Mantle]\n[Ring of Gules]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In a Goblin-infested chamber in the south-western corner\n\t       of the quarry you'll find two rounded chests. This is the\n\t       eastern-most one.\n[Downcuffs &amp; Cuisses]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: In the tunnel north of the 'Ancient Quarry South\n\t      Entrance' you'll find this chest, near some cut stones.\n[Thunderclap]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: This chest is only available after clearing the mine and\n\t      completing 'Of Merchants and Monsters' for Alon. From the\n\t      'Ancient Quarry North Entrance' continue south until you\n\t      reach a three-way fork. Take the eastern path to reach a\n\t      room previously blocked by a pressure-plate activated\n\t      gate, in which we found the 'Quarry Key'. The southern\n\t      wall will have since been knocked down, revealing two\n\t      square chests. This is the northern of the two chest.\n[Iron Cuisses]\n[Iron Headgear]\n[Iron Helm]\n[Iron Manicae]\n[Iron Vest]\n[Sectional Iron Plate]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: This chest is only available after clearing the mine and\n\t       completing 'Of Merchants and Monsters' for Alon. From the\n\t       'Ancient Quarry North Entrance' continue south until you\n\t       reach a three-way fork. Take the western path to reach\n\t       what was once a dead-end. Now the western wall has been\n\t       excavated. Head up a ramp to find a ledge where a square\n\t       chest and a rounded chest lurk.\n[Bloodthirsty Beak]\n[Cutlass]\n[Ferric Talon]\n[Mounted Pale]\n[Steel Greatsword]\n[Thousand Troops]\n\no======================================================================o\n|\t\t\t     Barta Crags\t\t\t       |\no======================================================================o\nSquare Chest: South-west of Heavenspeak Fort is a large, putrid lake,\n\t      infested during the day by Snow Harpies and Sulfur\n\t      Saurians, and haunted at night by Phantasms. In the\n\t      north-eastern corner of this lake is a small, grounded\n\t      boat, upon which this chest rests.\n[Hunter's Bow]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: In the middle of the 'Miasmic Haunt' lake is a small\n              island, with a rock on its southern end. This chest is\n              along the southern side of the rock.\n[Flamberge]\n[Sight Earring]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: South-west of the Soulflayer Canyon West Entrance is a\n\t      small, putrid pond, which will inflict a variety of status\n\t      effects if entered. This chest is just west of the pond,\n\t      between some rocks.\n[Chestcaver]\n[Flamberge]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: On a Hobgoblin-occupied plateau north-east of Ophis'\n\t\t Domain. You'll find these remains east of a cage.\n[Gambeson]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: On a Hobgoblin-occupied plateau north-east of Ophis'\n\t       Domain. You'll find these remains north-west of a cage,\n\t       south of a large rock formation.\n[Animistic Robe]\n[Ring of Sable]\n[Thick Fur Greaves]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: In Ophis' Domain, along the southern cliffs, are three\n\t      chests. This is the western one.\n[Black Gaiters]\n[Pauldron]\n[Silver Vest]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: In Ophis' Domain, along the southern cliffs, are three\n\t      chest. This chest is in the middle.\n[Forest Tunic]\n[Ingot Club]\n[Thunder Kite Shield]\n&lt;----------------------------------------------------------------------&gt;\nSarcophagus: At the northern end of the Barta Crags, north-west of the\n\t     Greatwall Encampment, you'll find a number of sarcophagi\n\t     amidst the trees. This is the eastern-most sarcophagus. It\n\t     can only be looted once per game.\n[Solar Numen]\n\no======================================================================o\n|\t\t\t     Blighted Manse\t\t\t       |\no======================================================================o\nWarrior Remains: Blighted Manse: First Floor. In a small guard room\n\t\t located between two flights of stairs. There are two\n\t         warrior remains in the south-eastern corner of the\n\t         room. These are the western-most of the two.\n[Dalmatica]\n[Rusted Daggers]\n&lt;----------------------------------------------------------------------&gt;\nMiscellaneous: Blighted Manse: First Floor. Search the bed in the\n\t       'Receiving Room' (where Aelinore resides.)\n[Silk Lingerie]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Blighted Manse: First Floor. In the locked room west\n\t         of the entrance (which Aelinore must unlock for you)\n\t\t there are two warrior remains near the door. These are\n\t\t the northern-most remains.\n[Gloaming Boots]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Blighted Manse: First Floor. In the locked room west\n\t         of the entrance (which Aelinore must unlock for you)\n\t\t there are two warrior remains near the door. These are\n\t\t the southern-most remains.\n[War Blade]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Blighted Manse: First Level Underground. From the stairs\n               leading to the First Floor of the manse, head east across\n               an incomplete wooden bridge. On the eastern side, turn\n               south, head across some water, and reach an elevated\n               stone platform, upon which this chest resides.\n[Recluse's Robe]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Blighted Manse: First Level Underground. There are two\n              large, elevated wooden bridges spanning a water-filled\n              chamber in this level. Cross the northern one to the\n              eastern side of the chamber it spans, and note two\n              doorways to the east. Enter the northern one, where you'll\n              find this chest at a dead-end near a gate.\n[Lady's Corset]\n[Noblewoman's Corset]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Blighted Manse: First Level Underground. In the middle of\n               the level is a large room populated with bandits, with a\n               segmented wooden bridge running along more reliable\n               stonework running the length of the room to the east and\n               west. This chest is under the north-eastern part of the\n               wooden bridges.\n[Plucked Heart]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Blighted Manse: First Level Underground. In the middle of\n\t       this level is a large room populated with bandits, with a\n\t       segmented wooden bridge running along more reliable\n\t       stonework running the length of the room ot the east and\n\t       west. This chest is just east of the northern entrance to\n\t       this chamber, behind some crates.\n[Bardiche Daggers]\n[Bastard Sword]\n[Cast Stone]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Blighted Manse: First Level Underground. In the middle of\n               the level is a large room populated with bandits, with a\n               segmented wooden bridge running along more reliable\n               stonework running the length of the room to the east and\n               west. This chest is on a small patch of dirt just south\n               of the south-western part of the wooden bridges.\n[Maiden's Camisole]\n[Maiden's Petticoat]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Blighted Manse: First Level Underground. In the middle of\n              the level is a large room populated with bandits, with a\n              segmented wooden bridge running along more reliable\n              stonework running the length of the room to the east and\n              west. This chest is on the northern end of the western\n              stonework.\n[Striker's Greaves]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Blighted Manse: First Level Underground. In the middle of\n               the level is a large room populated with bandits, with a\n               segmented wooden bridge running along more reliable\n               stonework running the length of the room to the east and\n               west. This chest is on the southern end of the western\n               stonework.\n[Summery Cowl]\n[Summery Pareo]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Blighted Manse: First Level Underground. In the middle of\n               the level is a large room populated with bandits, with a\n               segmented wooden bridge running along more reliable\n               stonework running the length of the room to the east and\n               west. This chest is on the southern end of the eastern\n               stonework.\n[Alchemickal Hosen]\n[Brown Laced Leggings]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Blighted Manse: First Level Underground. Towards the\n               southern end of the area there's a series of chambers\n               that connects the large, segmented bridge room with the\n               the southern-most elevated bridge room. This chest is in\n               a smaller middle chamber.\n[Red Over-Knee Boots]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Blighted Manse: First Level Underground. There are two\n              large, elevated wooden bridges spanning a water-filled\n              chamber in this level. This chest is in the southern-most\n              elevated bridge chamber room, on a stonework ledge under\n              the wooden bridge, on the western side of the room.\n[Raptor Cuisses]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Blighted Manse: First Level Underground. There are two\n               large, elevated wooden bridges spanning a water-filled\n               chamber in this level. This chest is at the watery\n\t       area below the bridge, on a patch of dirt along the\n\t       north-eastern end of the chamber.\n[Rooted Gloom]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Blighted Manse: First Level Underground. There are two\n               large, elevated wooden bridges spanning a water-filled\n               chamber in this level. This chest is in the room beyond,\n\t       to the east, near the ladder that leads to the exit.\n[Free-Spoken Earring]\n\no======================================================================o\n|\t\t\t     Bluemoon Tower\t\t\t       |\no======================================================================o\nWarrior Remains: Bluemoon Tower: First Floor. On the bridge at the\n                 beginning of the level are two lootable warrior\n                 remains. This is the southern-most one.\n[Iron Vest]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Bluemoon Tower: First Floor. From the entrance, head south\n              across a bridge and under a stone arch. Once beyond it,\n              immediately turn east to find this chest.\n[Bespoke Longbow]\n[Chimeric Sabatons]\n[Silver Ring]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Bluemoon Tower: First Floor. From the entrance, head\n                 south until you reach an arch flanked by two griffin\n                 statues. These warrior remains are in the room just\n                 beyond that arch.\n[Silver Ring]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bluemoon Tower: First Floor. From the entrance, continue\n\t       south until you reach an arch flanked by two griffin\n               statues. Up some stairs to the south is an open-air\n               chamber flanked by columns. South again is another\n               chamber with some stairs to the east and north, that\n\t       surround a hole in the floor. You'll find this chest on\n               the western side of this room, south of an animal\n               carcass.\n[Iron Bandings]\n[Master's Merle]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bluemoon Tower: First Floor. In the southern-most\n               (and lower) room with stairs surrounding a hole in the\n               floor, explore the north-eastern corner of the room\n\t       (opposite where the stairs start) and cross some rubble\n               to reach a ledge under an arch. On the ledge below, you\n\t       should see this chest. It is guarded by a Skeleton\n\t       Knight (which won't appear until you drop down).\n[Silver Chestplate]\n[Trooper Outfit]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bluemoon Tower: First Floor: In the northern-most\n\t       (and higher) room with stairs surrounding a hole in the\n               floor, head up the first flight of stairs (which lead\n\t       east) to reach a platform. Head up to the second flight\n\t       of stairs to the south (which lead west), and walk onto\n\t       the ledge under the arch (ignore the stairs to the west.)\n\t       Look down to see a platform below you, upon which this\n\t       chest rests. Land on the chest when jumping down to\n\t       avoid taking any damage.\n[Grand Surcoat]\n[Gryphic Gauntlets]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Bluemoon Tower, First Floor. From the last chest listed\n \t      above, head east, then up some stairs to the north.\n\t      Continue north until you find a collapsed path to the\n\t      east, which leads to an otherwise intact square tower.\n              Jump the gap to reach the path still connected to the\n              tower, and climb up into the tower to find two ornate\n\t      chests. This is the southern one.\n[Anchor to Heaven]\n[Crescending Roar]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Bluemoon Tower, First Floor. From the last chest listed\n \t      above, head east, then up some stairs to the north.\n\t      Continue north until you find a collapsed path to the\n\t      east, which leads to an otherwise intact square tower.\n              Jump the gap to reach the path still connected to the\n              tower, and climb up into the tower to find two ornate\n\t      chests. This is the northern one.\n[Assailant's Bracers]\n[Fluted Bow]\n[Hunter's Bow]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bluemoon Tower: First Floor. From the last chest(s)\n\t       listed, return back west, leaping over the gap in the\n               path again. Note the wall to the west-the beyond the\n               northern-most double-arch-and-column is a path to the\n\t       north-west, which leads to a square three-way junction.\n\t       On this junction you'll find this chest.\n[Chimeric Half-Plate]\n[Sectional Iron Plate]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Bluemoon Tower: First Floor. From the last chest listed,\n              walk along the top of a ruined, uneven wall to the north,\n\t      directly opposite the rounded chest above. The path will\n              terminate at this chest.\n[Divine Axis]\n[Fiery Talon]\n[Morgenstern]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bluemoon Tower: First Floor. Return to the square\n\t       junction which contain the last rounded chest listed, and\n               from there head across another ruined wall to the west,\n               then go through another double-arch-and-column in the\n               wall. Continue west along the partial remains of a floor\n \t       and through a second double-arch-and-column wall and\n\t       you'll find a bridge to the west leading to another\n               square tower, atop which is this chest.\n[Plated Coat]\n[Twilight Hood]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bluemoon Tower: First Floor. From the last chest listed,\n               leave the tower and return east until you reach the\n               wall, then turn south and follow the path up some stairs.\n\t       Atop the stairs, turn east to find this chest.\n[Gryphic Helm]\n[Violet Ring]\n[Vouge Daggers]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Bluemoon Tower: First Floor. South of the large,\n\t\t southern stairs that lead to the 'Tower Summit', in\n\t\t the hallway that connects the interior rooms south of\n\t\t the stairs to the walkway where the Griffin is\n\t\t encountered, you'll find these warrior remains.\n[Twillight Hood]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bluemoon Tower: First Floor. On the large, northern\n               stairs that lead to the 'Tower Summit'. Climb to the\n               top of the stairs-on platorms below and flanking the\n               stairs to the north and south are two rounded chests.\n               Descending the stairs a bit and jumping smartly will\n\t       avoid damage. This is the northern chest. You must have\n               complete the quest 'Griffin's Bane' or 'The Wyrm King's\n               Ring' to be able to access this area.\n[Red Leather Armor]\n[Rex Lion Padding]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bluemoon Tower: First Floor. On the large, northern\n               stairs that lead to the 'Tower Summit'. Climb to the\n               top of the stairs-on platorms below and flanking the\n               stairs to the north and south are two rounded chests.\n               Descending the stairs a bit and jumping smartly will\n\t       avoid damage. This is the southern chest. You must have\n               complete the quest 'Griffin's Bane' or 'The Wyrm King's\n               Ring' to be able to access this area.\n[Gryphic Cloak]\n[Harpy Cloak]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Bluemoon Tower: Second Floor. In the 'Tower Summit'\n                 chamber are three lootable warrior remains-this is the\n                 northern-most one.\n[Silver Ring]\n[Summery Cowl]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Bluemoon Tower: Second Floor. In the north-western part of\n\t      the 'Tower Summit' chamber (at about 10 o'clock) are two\n              ornate chests and plenty of gold. This is the northern-\n\t      most one. You must have complete the quest 'Griffin's\n              Bane' or 'The Wyrm King's Ring' to be able to access this\n              area.\n[Assassin's Mask]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Bluemoon Tower: Second Floor. In the north-western part of\n\t      the 'Tower Summit' chamber (at about 10 o'clock) are two\n              ornate chests and plenty of gold. This is the southern-\n\t      most one. You must have complete the quest 'Griffin's\n              Bane' or 'The Wyrm King's Ring' to be able to access this\n              area.\n[Gryphic Armor]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bluemoon Tower: First Floor. On the large, southern\n\t       stairs that lead to the 'Tower Summit'. Climb to the top\n               of the stairs-on a platform east and blow the stairs\n               you'll see this chest... which is technically off the\n\t       map. You must have complete the quest 'Griffin's Bane'\n               or 'The Wyrm King's Ring' to be able to access this\n               area.\n[Assassin's Breeches]\n[Gryphic Greaves]\n\no======================================================================o\n|\t\t\t      Cassardis\t\t\t\t       |\no======================================================================o\nSquare Chest: Behind Heraldo's Grocery to the north-west, you must\n\t      climb up on the roofs to reach this location. The chest\n\t      is near a tree.\n[Leather Bandings]\n[Talismanic Beads]\n[Wooden Bands]\n<\/pre>\n\n\n\n<pre id=\"faqspan-23\" class=\"wp-block-preformatted\">o======================================================================o\n|\t\t\t      Catacombs\t\t\t\t       |\no======================================================================o\nRounded Chest: Catacombs: First Floor. Along the southern end of the\n               level is a large chamber. North of this chamber is a\n               sarcophagus-lined tunnel. Part of the northern wall of\n               this tunnel-west of two sarcophagi-is collapsed. With\n               Double Vault you can leap onto the top of this ruined\n               wall, then drop into a chamber beyond, where this chest\n               lies.\n[Ferric Talon]\n[Iron Helm]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Catacombs: First Floor. In the large chamber along the\n\t\t southern end of the level. You'll find these warrior\n\t\t remains in the south-western corner, near a\n\t         sarcophagus.\n[Bronze Sallet]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Catacombs: First Floor. East of the large chamber along\n\t         the southern end of the level you'll find a north-south\n\t\t running passage, which connects the southern chamber to\n\t\t the cavern east of the elevator. Along the way, you'll\n\t\t find these warrior remains, along the western end of\n\t\t the tunnel, just north of where the tunnel turns\n\t         north-south after running east-west.\n[Padded Armor]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Catacombs: First Floor. In the large cavern just east of\n               the elevator, in a small side-chamber to the east, you'll\n               find this chest.\n[Iron Armguard]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Catacombs: First Floor. In the cavern east of the\n\t         elevator. These remains are north of the cauldron and\n\t \t south of a sarcophagus.\n[Padded Armor]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Catacombs: First Level Underground. In the north-eastern\n               corner of the level are a series of Skeleton and Phantom\n               occupied tunnels. This chest is at the end of the\n               western-most tunnel branch. This area can only be\n               accessed during and after the quest 'Rise of the Fallen'.\n[Scorched Pelta]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Catacombs: First Level Underground. In the 'Confessional\n              Chamber' in the north-eastern corner of the level. This\n              chest is along the northern wall of the chamber. This\n              area can only be accessed during and after the quest\n              'Rise of the Fallen'.\n[Crimson Teeth]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Catacombs: Second Level Underground. In the Spider-\n\t      infested tunnel in the north-western corner of the area,\n\t      along the western wall.\n[Ogre Bone]\n&lt;----------------------------------------------------------------------&gt;\nSarcophagus: Catacombs: Second Level Underground. In the chamber east of\n\t     the Spider-infested tunnel in the north-western corner of\n\t     the area. In a small side-tunnel to the south you'll find\n\t     a door along the eastern wall, and two sarcophagi along\n\t     the western wall. This is the northern sarcophagus.\n[Scale Greaves]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Catacombs: Second Level Underground. In the middle of the\n               level is a large room. This chest is along the eastern\n               side of the room.\n[Eden's Warden]\n[Scalding Razors]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Catacombs: Second Level Underground. In the room where\n               the chest mentioned above was found-there are two\n \t       tunnels along the eastern side of the level, one to the\n               north, and another to the south. Both lead to a \n               rectangular chamber occupied by Skeleton Knights. This\n               chest is along the northern end of that chamber.\n[Set of Salvation Robes]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Catacombs: Second Level Underground. In the rectangular\n\t\t Skeleton Knight-occupied chamber, near the rounded\n\t\t chest mentioned above.\n[Bronze Sallet]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Catacombs: Second Level Underground. In the room where\n              the chest mentioned above was found-there are two\n \t      tunnels along the eastern side of the level, one to the\n              north, and another to the south. Both lead to a \n              rectangular chamber occupied by Skeleton Knights. Beyond\n              some pillars to the east is another, slightly smaller\n\t      rectangular chamber, where you'll find this chest along\n              the southern end of the room.\n[Missionary's Robe]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Catacombs: Second Level Underground. Along the\n \t      north-eastern corner of the level, east of the rectangular\n\t      Skeleton Knight-occupied chamber, is a wooden platform\n\t      overlooking a bottomless pit. Go down the ladder and head\n              north, exploring under the platform you were just on, to\n              find this chest.\n[Bronze Sallet]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Catacombs: Second Level Underground. Along the\n\t      north-eastern corner of the level, east of the rectangular\n              Skeleton Knight-occupied chamber, is a wooden platform\n              overlooking a bottomless pit. Climb down a ladder on the\n              platform and head up a tunnel to the north. It'll end at\n              metal gate, near which is this chest.\n[Frame Plate]\n[Magick Buckler]\n[Violet Ring]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Catacombs: Second Level Underground. Along the eastern\n              edge of the level is a chamber occupied by an Ogre. This\n              chest is in that chamber, in the south-western corner.\n[Leather Circlet]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Catacombs: Second Level Underground: Along the eastern\n\t      edge of the level is a chamber occupied by an Ogre. This\n\t      chest is in that chamber, along the north-eastern edge of\n\t      the southern pillar.\n[Iron Cuisses]\n[Mage's Shoes]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Catacombs: Second Level Underground: Along the eastern\n\t         edge of the level is a chamber occupied by an Ogre.\n\t         These warrior remains are in that chamber, along the\n\t         eastern end of the chamber, south-east of the\n\t         northern-most pillar.\n[Bronze Sallet]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Catcombs: Second Level Underground. From the exit on this\n              level, head north to reach a large chamber with a short\n              flight of stairs leading to smaller chambers to the east.\n              This chest is in the south-eastern corner of the southern\n              side-chamber.\n[Bliaut]\n[Rose Ring]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Catacombs: Third Level Underground. In the room along the\n               western end of the level, with the ladder leading to the\n\t       surface, you'll find this chest.\n[Direwolf Cape]\n[Restless Earring]\n[Violet Neck Wrap]\n\no======================================================================o\n|\t\t\t      Cursewood\t\t\t\t       |\no======================================================================o\nSquare Chest: In a (female) Bandit Camp south-west of the Catacombs.\n[Bone Armor]\n[Incognito Mask]\n[Leather Gloves]\n&lt;----------------------------------------------------------------------\nRounded Chest: In the Beast Cave, just north of Prayer Falls, you'll\n\t       find this chest.\n[Black Matter]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Along the western cliffs, north of the Beast Cave,\n\t       south of an (unmarked) bandit camp. A shallow grassy\n\t       slope leads up to some apple trees, beyond which is a\n\t       rocky outcropping, upon which this chest sits.\n[Iron Headgear] \n[Sectional Iron Plate]\n[Unspoken Grace]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: West of Soulflayer Canyon East Entrance, in the forest\n\t       under and along the cliff-path that leads to Heavenspeak\n\t       Fort. This chest is near a Chimera.\n[Gran Soren Shield]\n[Morgenstern]\n[Tight Cinquedea]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Just south of the 'Soulflayer Canyon East Entrance' you\n\t\t will find these warrior remains.\n[Leather Gloves]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: North of the entrance to Heavenspeak Fort, on the montain\n              trail that connects it to Cursewood. This chest is on top\n              of a rock often occupied by Bandits, past where a Cyclops\n              prowls.\n[Adventurer's Cloak]\n[Iron Lorica]\n[Snapdaggers]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: East of the 'Soulflayer Canyon East Entrance' are some\n\t       cliffs which you can jump onto... despite the fact that\n\t       they don't look scalable and are off the map. Continue\n\t       east until you see a ledge below you, on which rests this\n\t       chest.\n[Iron Headgear]\n[Sectional Iron Plate]\n[Unspoken Grace]\n\no======================================================================o\n|\t\t\t      Deos Hills\t\t\t       |\no======================================================================o\nWarrior Remains: North of Gran Soren is a bridge that connects the\n                 Estan Plains and the Deos Hills. From the bridge, head\n                 north along the road until it splits, then follow the\n                 north-western fork. There are two warrior remains along\n                 western side of the road, right before where the road\n                 starts to curve more westward. These are the\n                 northern-most remains.\n[Rusted Daggers]\n[Snapdaggers]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: North of Gran Soren is a bridge that connects the\n                 Estan Plains and the Deos Hills. From the bridge, head\n                 north along the road until it splits, then follow the\n                 north-western fork. There are two warrior remains along\n                 western side of the road, right before where the road\n                 starts to curve more westward. These are the\n                 southern-most remains.\n[Light Outfit]\n[Rusted Shield]\n[Rusted Spellbow]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: North of Gran Soren is a body of water. On the northern\n\t       shore, south-east of the 'Conquest Road' marker, on a\n\t       large rock along the cliffs, near the deep,\n\t       brine-infested sea, you'll find this chest.\n[Magian Crutch]\n[Ogre Bone]\n[Scale Armguard]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Along the east-west running road that connects the\n\t         Deos Hills to Cursewood, a short ways before the path\n\t         that leads to the Catacombs. These remains are just\n\t         north of the road, between two large boulders.\n[Light Outfit]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Along the east-west running road that connects the\n\t\t Deos Hills to Cursewood, past the Catacombs and south\n\t\t of an (unmarked) female Bandit camp in the woods.\n[Iron Shield]\n\no======================================================================o\n|\t\t\t    Dripstone Cave\t\t\t       |\no======================================================================o\nSquare Chest: From the Cassadis exit, head south-east and, when you come\n              to a fork, take the south-western path. This chest lies\n              under a wooden bridge crossing the water.\n[Leather Cap]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Near the cliff face north-east of the Emperor's\n\t\t Pillar.\n[Baleful Nails]\n[Trusty Sword]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: South of the Emperor's Pillar chamber are a pair of\n\t         tunnels. The shorter one to the south-east leads to a\n\t         dead-end, where these remains lie.\n[Baleful Nails]\n[Scholar's Boots]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: South of the Emperor's Pillar chamber are a pair of\n\t       tunnels. The shorter one to the south-east leads to a\n\t       dead-end, where this chest lies.\n[Healer's Robe]\n[Sectional Armor]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: South of the Emperor's Pillar chamber is a small chamber\n\t      with a gate. East of this gate is a rock, upon which lies\n\t      this chest.\n[Metal Greaves]\n[Novice Bracers]\n[Scholar's Bangle]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: West of the Emperor's Pillar chamber is the Brightwater\n\t      Cove, in the middle of which is a pillar. South of this\n\t      pillar is a water-filled tunnel, wherein you'll find this\n\t      chest.\n[Bone Plate Armor]\n[Hand Covers]\n\no======================================================================o\n|\t\t\t     Estan Plains\t\t\t       |\no======================================================================o\nWarrior Remains: Just north of the river that bisects the Estan Plains,\n\t\t (the one that terminates in a small, Saurian-occupied\n\t\t pond) in the shadow of a ruined stone wall, you'll\n\t\t find these remains near a tree.\n[Stilettos]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Follow a river running south-east from Gran Soren until it\n\t      terminates in a small, Saurian-occupied pond. This chest\n\t      is behind some rocks.\n[Ebon Neck Wrap]\n[Mage's Shoes]\n[Sylvan Bow]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Along the northern of the two roads running east-west\n\t\t through the Estan Plains (the one that connects Gran\n\t\t Soren's outskirts to the Ancient Quarry). These remains\n\t\t are south of the road, amidst some rocky ground\n\t\t opposite the Harpy-infested depression.\n\n[Favored Flower]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Along the river north of Gran Soren is a bridge. Under\n               the bridge is a 'Storage Shed', inside of which is this\n\t       chest.\n[Battle Greaves]\n[Favored Flower]\n[Shoulder Cape]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: North of Gran Soren is a river. From the bridge that\n\t \t crosses the river, head along the cliffs to the west,\n\t\t (along the southern side of the river.) These warrior\n\t\t remains are in the shadow of a small tree, flanked by\n\t\t two bushes.\n[Stilettos]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: West of Gran Soren, north-west of the 'Catacombs Rear\n\t         Passage 1' is a watery depression that houses either\n\t\t Hobgoblins and Goblins, or Harpies. These warrior\n\t         remains are north-west of this depression.\n[Broad Sword]\n[Rusted Sword]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: West of Gran Soren you'll find an abandoned quarry, due\n\t      south of the 'Miner's Hut'. West of the 'Ancient Quarry\n\t      North Entrance' are some cut stones which can be climbed.\n\t      This chest is on some cut ledges, north of two cubical\n\t      cut stones.\n[Circlet]\n[Judgement]\n[Scholar's Cape]\n\no======================================================================o\n|\t\t\t       Everfall\t\t\t    \t       |\no======================================================================o\nRounded Chest: Everfall: Second Level Underground. In a series of side\n               chambers off the main circular ramp. This chest is in\n               the south-western corner of a long rectangular room\n               along the southern end of the level.\n[Leather Circlet]\n[Reinforced Longbow]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Everfall: Third Level Underground. In a series of side\n               chambers off the main circular ramp. This chest is in\n               the south-eastern corner of a square room with a pillar\n               in the middle, along the eastern end of the level.\n[Skulker's Mask]\n[Verdant Hood]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Everfall: Fourth Level Underground. In a series of side\n               chambers off the main circular ramp. This chest is in\n\t       a short dead-end tunnel leading west, along the western\n\t       end of the level.\n[Bronze Bangles]\n[Dusk Shoes]\n[Hand Covers]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Everfall: Fifth Level Underground. East of the chamber\n              marked 'Ceremonial Cage' is a small room that can only\n              be opened via a lever pilfered from a nearby sarcophagus.\n              Inside are two ornate chests. This is the southern-most\n              one.\n[Bone Armor]\n[Scale Coat]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Everfall: Fifth Level Underground. East of the chamber\n              marked 'Ceremonial Cage' is a small room that can only\n              be opened via a lever pilfered from a nearby sarcophagus.\n              Inside are two ornate chests. This is the northern-most\n              one.\n[Adventurer's Cloak]\n[Bliaut]\n[Feather Cape]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Everfall: Fifth Level Underground. At the bottom of the\n               Everfall, in a chamber marked as 'Flameservant's Throne'.\n\t       This chest is along the western side of the chamber.\n[Bronze Bangles]\n[Hand Covers]\n[Steel-Toed Boots]\n\no======================================================================o\n|\t\t    Everfall - Chamber of Absence\t    \t       |\no======================================================================o\nRounded Chest: Bridge, Second Floor. In the south-western room.\n[Crimson Sabatons]\n[Dragon's Pain]\n[Lordly Cloak]\n[Shadow Gauntlets]\n[Stalwart Bow]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Hall. In the Goblinoid-occupied central hall, along the\n\t       southern end, are three rounded chests. This is the\n\t       eastern one.\n[Dragonbeards]\n[Grisly Bone Armor]\n[Laurel Circlet]\n[Meloirean Armguard]\n[Sage's Hood]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Hall. In the Goblinoid-occupied central hall, along the\n\t       southern end, are three rounded chests. This is the\n\t       central one.\n[Dragon Band]\n[Red Dragon Scale]\n[Ring of Sable]\n[Ring of Sapphire]\n[Shadow Gauntlets]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Hall. In the Goblinoid-occupied central hall, along the\n\t       southern end, are three rounded chests. This is the\n\t       western one.\n[Dragon Knight's Cloak]\n[Noble Limbs]\n[Ring of Amethyst]\n[Sable Sentinel]\n[Steel Sabatons]\n\no======================================================================o\n|\t\t    Everfall - Chamber of Anxiety\t    \t       |\no======================================================================o\nRounded Chest: Hall. In the large eastern hall, along the southern\n               wall.\n[Burnished Bracers]\n[Dragon's Presence]\n[Meloirean Plate]\n[Philosopher's Robe]\n[Steel Gauntlets]\n\no======================================================================o\n|\t\t    Everfall - Chamber of Confusion\t    \t       |\no======================================================================o\nOrnate Chest: Hall. Along the southern end of the main hall are two\n              chests. This is the western chest.\n[Crimson Plate]\n[Exotic High Boots]\n[Grisly Skull]\n[Ring of Pearl]\n\no======================================================================o\n|\t\t    Everfall - Chamber of Distress\t    \t       |\no======================================================================o\nOrnate Chest: Arena. This chest is in an alcove to the north.\n[Beserkin]\n[Carnation]\n[Dignified Earring]\n[Dragonscale Arm]\n[Noble Limbs]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Bridge, 1st floor. This chest is in a room in the\n\t      north-eastern corner of the level.\n[Bloody Thistle]\n[Exotic High Boots]\n[Golden Belt]\n[Harmonious Earring]\n[Nebula Cape]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, 2nd floor. This chest is on the balcony in the\n\t       north-eastern part of the area.\n[Crimson Plate]\n[Golden Wristband]\n[Sage's Hood]\n[Unfettered Claw]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, 2nd floor. This chest is on the balcony in the\n\t       south-eastern part of the area.\n[Dragonbeards]\n[Noble Earring]\n[Ring of Pearl]\n[Royal Surcoat]\n[Twilight Manicae]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, 2nd floor. This chest is in a room in the\n\t       south-western part of the area.\n[Dragon's Pain]\n[Feral Cape]\n[Golden Lion Helm]\n[Grisly Bracers]\n[Meloirean Amguard]\n\no======================================================================o\n|\t\t    Everfall - Chamber of Estrangement\t    \t       |\no======================================================================o\nWarrior Remains: Arena. Slightly north-east of the middle of the area.\n[Silver Ring]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Arena. Just south of the middle of the area.\n[Barbarian Chief's Helm]\n[Burnished Bracers]\n[Diadem]\n[Dignified Earring]\n[Ring of Sapphire]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, 1st floor. There are three chests in a room in\n\t       the north-eastern corner of the level. This is the\n\t       western-most one.\n[Beserkin]\n[Dragon Band]\n[Dragonblood]\n[Matte Robe]\n[Molten Boots]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, 1st floor. There are three chests in a room in\n\t       the north-eastern corner of the level. This is the middle\n\t       one.\n[Carmine Breeches]\n[Crimson Gauntlets]\n[Ring of Onyx]\n[Stalwart Earring]\n[Twilight Mask]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, 1st floor. There are three chests in a room in\n\t       the north-eastern corner of the level. This is the\n\t       eastern-most one.\n[Ancient Cape]\n[Divine Surcoat]\n[Grisly Greaves]\n[Meloirean Greaves]\n[Wounded Heart]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, 1st floor. There are two chests in the\n\t       north-western cornr of the level. This is the southern\n\t       one.\n[Flame Skirt]\n[Gleaming Bangles]\n[Ring of Ruby]\n[Royal Mantle]\n[Savage Fang]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, 1st floor. There are two chests in the\n\t       north-western cornr of the level. This is the southern\n\t       one.\n[Angel's Sanctum]\n[Cyclop's Sigil]\n[Dragon Knight's Helm]\n[Dragon's Presence]\n[Holy Cuisses]\n\no======================================================================o\n|\t\t      Everfall - Chamber of Fate\t    \t       |\no======================================================================o\nOrnate Chest: Arena. In a small cubby along the northern end of the\n\t      arena which connects to the Everfall there are two\n\t      ornate chests. This is the western one.\n[Angel's Sanctum]\n[Dark Lorica]\n[Dragon Knight's Cloak]\n[Dragon's Presence]\n[Royal Cuisses]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Arena. In a small cubby along the northern end of the\n\t      arena which connects to the Everfall there are two\n\t      ornate chests. This is the western one.\n[Barbarian Chief's Helm]\n[Benevolent Earring]\n[Frigid Finger]\n[Grisly Skull]\n[Saving Grace]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, Second Floor. In the south-western room.\n[Cyclops Sigil]\n[Dragonblood]\n[Gold Lion Padding]\n[Red Dragon Scale]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, Second Floor. At the western end of the\n\t       northern balcony.\n[Meloirean Helm]\n[Molten Boots]\n[Philosopher's Robe]\n[Ring of Ruby]\n[Twilight Greaves]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, Second Floor. At the eastern end of the\n\t       northern balcony.\n[Crimson Armet]\n[Grisly Bracers]\n[Indomitable Earring]\n[Meloirean Cyclops Veil]\n[Twilight Mask]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Bridge, First Floor. In the north-western room.\n[Ancient Cape]\n[Crossed Cinquedea]\n[Royal Surcoat]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, First Floor. In the north-eastern room are two\n\t       rounded chests. This is the eastern one.\n[Carmine Breeches]\n[Chilling Razors]\n[Dragon's Den]\n[Indomitable Earring]\n[Savage Fang]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, First Floor. In the north-eastern room are two\n\t       rounded chests. This is the western one.\n[Crimson Sabatons]\n[Direwolf Veil]\n[Dragon's Risen]\n[Dragonroar]\n[Unfettered Claw]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Bridge, First Floor. In the north-western corner of the\n\t      large southern room.\n[Dark Buckler]\n[Darkened Gloves]\n[Lordly Cloak]\n[Shadow Gauntlets]\n\no======================================================================o\n|\t\t    Everfall - Chamber of Hesitation\t    \t       |\no======================================================================o\nWarrior Remains: Arena. There are two Warrior Remains in this area.\n\t\t These are the southern ones.\n[Silver Ring]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Arena. This chest is in an alcove to the north.\n[Barbarian Chief's Helm]\n[Dark Lorica]\n[Fey Whisper]\n[Ring of Ruby]\n[Sultry Cowl]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Hall. In the eastern hallway, along the southern end,\n\t       against the western wall, near the door to the arena.\n[Darkened Gloves]\n[Dignified Earring]\n[Dragon Quickening]\n[Steel Sallet]\n[Twilight Manicae]\n\no======================================================================o\n|\t\t      Everfall - Chamber of Hope\t\t       |\no======================================================================o\nRounded Chest: Bridge, Second Floor. At the western end of the northen\n\t       balcony.\n[Dragon's Presence]\n[Grisly Bone Armor]\n[Holy Cuisses]\n[Meloirean Plate]\n[Sage's Hood]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, Second Floor. At the eastern end of the southern\n\t       balcony.\n[Carnation]\n[Dragonscale Arm]\n[Nebula Cape]\n[Shadow Greaves]\n[Sultry Pareo]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Bridge, Second Floor. In the south-western room.\n[Dragon Knight's Helm]\n[Dragon's Quickening]\n[Golden Lion Helm]\n[Herald's Helix]\n[Ring of Onyx]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, First Floor. In the north-western room are two\n\t       chests, one to the north, and one to the south. This is\n\t       the nothern chest.\n[Burnished Bracers]\n[Dark Lorica]\n[Dignified Cape]\n[Dragon's Risen]\n[Lordly Cloak]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, First Floor. In the north-western room are two\n\t       chests, one to the north, and one to the south. This is\n\t       the southern chest.\n[Dragon Knight's Helm]\n[Dragonbeards]\n[Fey Whisper]\n[Frigid Finger]\n[Royal Mantle]\n[Solar Providence]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, First Floor. In the north-eastern room are three\n\t       chests. This is the western one.\n[Bloody Thistle]\n[Carmine Breeches]\n[Golden Lion Padding]\n[Lordly Cloak]\n[Sultry Cowl]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, First Floor. In the north-eastern room are three\n\t       chests. This is the middle one.\n[Dark Buckler]\n[Grisly Skull]\n[Philosopher's Robe]\n[Threaded Cudgel]\n[Wounded Heart]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, First Floor. In the north-eastern room are three\n\t       chests. This is the eastern one.\n[Barbarian Chief's Helm]\n[Diadem]\n[Dragon's Pain]\n[Feral Cape]\n[Savage Fang]\n[Twilight Greaves]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, First Floor. In the large southern room, in the\n\t       south-western corner.\n[Benevolent Earring]\n[Crimson Armet]\n[Dragon's Den]\n[Golden Wristbands]\n[Sable Sentinel]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Hall. At the end of a blocked passage leading east, near\n\t       a gate.\n[Crimson Plate]\n[Exotic High Boots]\n[Grisly Skull]\n[Meloirean Helm]\n[Ring of Pearl]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Hall. At the end of a blocked passage leading west, near\n\t       a gate.\n[Berserkin]\n[Divine Surcoat]\n[Gleaming Bangles]\n[Grisly Greaves]\n[Twilight Mask]\n\no======================================================================o\n|\t\t   Everfall - Chamber of Inspiration\t    \t       |\no======================================================================o\nOrnate Chest: Bridge, Second Floor. Find this chest in the south-western\n\t      room, on the second floor.\n[Dark Buckler]\n[Dragonroar]\n[Red Dragon Scale]\n[Ring of Ruby]\n[Saving Grace]\n\no======================================================================o\n|\t\t     Everfall - Chamber of Remorse\t    \t       |\no======================================================================o\nRounded Chest: Bridge, Second Floor. This chest is in the south-western\n\t       chamber.\n[Ancient Cape]\n[Carnation]\n[Chilling Razors]\n[Exotic High Boots]\n[Golden Lion Helm]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Hall. In the southern end of the central hall.\no--Ornate Chest--o\n[Bloody Thistle]\n[Crimson Armet]\n[Golden Wristbands]\n[Ring of Argent]\n[Superior Cuisses]\n\no======================================================================o\n|\t\t    Everfall - Chamber of Resolution\t    \t       |\no======================================================================o\nArena:\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Hall. At the southern end of the central hall.\n[Dragon Knight's Helm]\n[Dragon's Pain]\n[Ring of Sapphire]\n[Stalwart Earring]\n[Twilight Manicae]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Hall. At the northern end of the western hall are two\n\t       chests-this is the eastern one.\n[Crimson Sabatons]\n[Frigid Finger]\n[Golden Lion Padding]\n[Ring of Amethyst]\n[Steel Cuirass]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Hall. At the northern end of the western hall are two\n\t       chests-this is the western one.\n[Benevolent Earring]\n[Grisly Bracers]\n[Matte Robe]\n[Meloirean Cyclops Veil]\n[Shadow Greaves]\n\no======================================================================o\n|\t\t      Everfall - Chamber of Sorrow\t    \t       |\no======================================================================o\nRounded Chest: Arena. Along the wall to the north-west.\n[Crimson Plate]\n[Dragon's Quickening]\n[Dragonblood]\n[Gleaming Bangles]\n[Steel Gauntlets]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, Second Floor. Find this chest in a room to the\n\t       south-west.\n[Burnished Bracers]\n[Dignified Cape]\n[Dragonroar]\n[Grisly Bone Armor]\n[Savage Fang]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, Second Floor. At the western end of the northern\n\t       balcony.\n[Dragon Knight's Cloak]\n[Golden Wristbands]\n[Grisly Bracers]\n[Herald's Helix]\n[Twilight Greaves]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, First Floor. In the north-eastern room there are\n\t       two chests-one ornate and one rounded. This is the\n\t       rounded chest.\n[Crimson Sabatons]\n[Dark Over-Knee Boots]\n[Fey Whisper]\n[Grisly Skull]\n[Red Dragon Scale]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Bridge, First Floor. In the north-eastern room there are\n\t      two chests-one ornate and one rounded. This is the ornate\n\t      chest.\n[Berserkin]\n[Crimson Armet]\n[Crimson Robe]\n[Exotic High Boots]\n[Frigid Finger]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Bridge, First Floor. In the large southern room are two\n\t      chest-one ornate and one rounded. This is the ornate\n\t      chest.\n[Dragon's Risen]\n[Holy Cuisses]\n[Laurel Circlet]\n[Matte Robe]\n[Ring of Onyx]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, First Floor. In the large southern room are two\n\t       chest-one ornate and one rounded. This is the ornate\n\t       chest.\n[Carnation]\n[Ring of Amethyst]\n[Sage's Hood]\n[Solar Providence]\n[Twilight Manicae]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Hall. At the northern end of the western hall are two\n\t       chests. This is the western one.\n[Crimson Gauntlets]\n[Crossed Cinquedea]\n[Dragonblood]\n[Grisly Greaves]\n[Philosopher's Robes]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Hall. At the northern end of the western hall are two\n\t       chests. This is the eastern one.\n[Crimson Robe]\n[Diadem]\n[Dragonbeards]\n[Nebula Cape]\n[Twilight Mask]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Hall. At the northern end of the eastern hall are two\n\t       chests. This is the eastern one.\n[Autumn Hood]\n[Bloody Thistle]\n[Carmine Breeches]\n[Dark Lorica]\n[Ring of Pearl]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Hall. At the northern end of the eastern hall are two\n\t       chests. This is the western one.\n[Benevolent Earring]\n[Dragonscale Arm]\n[Golden Lion Helm]\n[Meloirean Greaves]\n[Shadow Gauntlets]\n\no======================================================================o\n|\t\t     Everfall - Chamber of Tragedy\t    \t       |\no======================================================================o\nRounded Chest: Bridge, First Floor. In the small north-eastern room.\n[Dark Over-Knee Boots]\n[Dragon's Risen]\n[Dragonscale Armor]\n[Nebula Cape]\n[Royal Cuisses]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, First Floor. In the large southern room are two\n\t       chests. This is the southern-most one.\n[Diadem]\n[Direwolf Veil]\n[Fey Whisper]\n[Matte Robe]\n[Steel Cuirass]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, First Floor. In the large southern room are two\n\t       chests. This is the northern-most one.\n[Dark Buckler]\n[Gold Lion Padding]\n[Golden Belt]\n[Ring of Amethyst]\n[Superior Cuisses]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, Second Floor. At the eastern end of the northern\n\t       balcony.\n[Crimson Plate]\n[Dragon Hide Bracers]\n[Holy Cuisses]\n[Meloirean Cyclops Veil]\n[Ring of Onyx]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, Second Floor. At the western end of the northern\n\t       balcony.\no--Rounded Chest--o (2nd Floor, north-west)\n[Crimson Gauntlets]\n[Indomitable Earring]\n[Ring of Pearl]\n[Sable Sentinel]\n[Steel Sabatons]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, Second Floor. At the eastern end of the southern\n\t       balcony.\n[Ancient Cape]\n[Dragon's Knight's Helm]\n[Harmonious Earring]\n[Shadow Greaves]\n[Stalwart Bow]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bridge, Second Floor. In the south-western chamber.\n[Autumn Hood]\n[Gleaming Bangles]\n[Grisly Greaves]\n[Sultry Pareo]\n[Wounded Heart]\n\no======================================================================o\n|\t\t       Everfall - Chamber of Woe\t    \t       |\no======================================================================o\nOrnate Chest: Hall. Along the southern end of the central hall.\n[Grisly Bone Armor]\n[Lordly Cloak]\n[Sable Sentinel]\n[Shadow Greaves]\n[Threaded Cudgel]\n\no======================================================================o\n|\t\t\t   Frontier Caverns\t\t\t       |\no======================================================================o\nRounded Chest: In the 'Proving Grounds', along the wall to the east of\n               the large gate.\n[Assembled Breeches]\n[Assembled Sleeves]\n[Bespoke Longbow]\n[Fluted Bow]\n[Gryphic Gauntlets]\n[Master's Merle]\n[Runic Bangles]\n[Violet Neck Wrap]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In the 'Proving Grounds', along the wall to the west of\n               the large gate.\n[Caladbolg]\n[Crescending Roar]\n[Divine Axis]\n[Fiery Talon]\n[Fine Magick Buckler]\n[Frozen Tomorrow]\n[Malignance]\n[Scorched Pelta]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: In the 'Proving Grounds', in a small chamber along the\n\t      eastern edge of the arena. The gate barring the room only\n\t      opens after completing the quest 'A Challenge'.\n[Darkened Gloves]\n[Harmonious Earring]\n[Meloirean Cyclops Veil]\n[Noble Earring]\n\no======================================================================o\n|\t\t\t       Gran Soren\t\t\t       |\no======================================================================o\nSquare Chest: South-east of the 'Gran Soren Cathedral is a square tower.\n              This chest is on a grassy area west of this tower,\n              between two walls.\n[Leather Chestgaurd]\n[Scholar's Coat]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In the 'Venery' there's a building marked descriptively\n\t       as a 'Residence'. The roof of this building has a\n\t       doorway leading to an attic, where this chest resides.\n[Quilted Jerkin]\n[Shoulder Cape]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: In the yard north of the 'Fournival Manor' in a cubby\n              along the north-western corner of the manor. This yard\n              can be reached by dropping down from the wall west of the\n              yard, which can, in turn, be reached via the 'Passage\n              Gate'.\n[Leather Chestguard]\n[Scholar's Coat]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: In the 'Craftsman's Quarter', north-west of the 'Pawn\n\t      Guild' is a house marked on the 'Area' map as a 'Smithy'.\n\t      Climb the crumbling northern wall of the smithy, then jump\n              west onto a red-tiled roof. Head to the north of said roof\n              and turn west to find a wooden balcony, on which rests\n              this chest.\n[Leather Shoes]\n[Short Pants]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: In the 'Craftsman's Quarter', north of the 'Pawn Guild'\n              is a 'Craftsman's House' North of this, down a ledge,\n              are two houses. This chest is on a balcony of the\n              eastern-most house.\n[Leather Shoes]\n[Short Pants]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Gran Soren: First Floor. In the duke's castle area. North\n              of the castle is a tower-studded wall. East of the\n              'Observation Room' is a small square room, in which three\n              ornate chests reside. Of the two side-by-side, this is the\n              eastern-most chest.\n[Broadsword\n[Trusty Sword]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Gran Soren: First Floor. In the duke's castle area. North\n              of the castle is a tower-studded wall. East of the\n              'Observation Room' is a small square room, in which three\n              ornate chests reside. Of the two side-by-side, this is the\n              western-most chest.\n[Iron Shield]\n[Pelta]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Gran Soren: First Floor. In the duke's castle area. North\n              of the castle is a tower-studded wall. East of the\n              'Observation Room' is a small square room, in which three\n              ornate chests reside. This is the lone chest to the west.\n[Short Bow]\n[Sylvan Bow]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Gran Soren: First Floor. In the 'Treasury' of the castle\n\t      are several chests along the eastern side of the room.\n\t      This is the eastern-most square chest.\n[Golden Bastard]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Gran Soren: First Floor. In the 'Treasury' of the castle\n\t      are several chests along the eastern side of the room.\n\t      This is the only southern chest.\n[Paladin's Mantle]\n&lt;----------------------------------------------------------------------&gt;\nMiscellaneous: Gran Soren: First Floor. In the 'Treasury' of the castle,\n\t       search two large urns in the north-western corner of the\n               treasury.\n[Grand Surcoat]\n&lt;----------------------------------------------------------------------&gt;\nMiscellaneous: Gran Soren: Second Floor. In the 'Visitor's Chamber',\n               search under some drawers along the northern wall.\n[Set of Salvation Robes]\n&lt;----------------------------------------------------------------------&gt;\nMiscellaneous: Gran Soren: Third Floor. In the 'Duchess's Bedchamber',\n\t       under the duchess's bed.\n[Silk Lingerie]\n&lt;----------------------------------------------------------------------&gt;\nMiscellaneous: Gran Soren: Third Floor. In the 'Duchess's Bedchamber',\n               behind a screen.\n[Lady's Corset]\n[Set of Servant's Garb]\n\no======================================================================o\n|\t\t\t       Greatwall\t\t\t       |\no======================================================================o\nGraves: In the north-western corner of the citadel grounds you'll find\n\ta graveyard over-looked by an appropriately scraggly tree.\n\tSearch in front of the gravestones east of the tree to find\n\tthis item.\n[Solar Numen]\n&lt;----------------------------------------------------------------------&gt;\nGraves: In the north-western corner of the citadel grounds you'll find\n\ta graveyard over-looked by an appropriately scraggly tree.\n\tSearch in front of the gravestones south-east of the tree to\n\tfind this item.\n[Sight Earring]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Greatwall: First Level Underground. In a small chamber\n               in the northern-most part of the level, just north of\n               a larger room where several Gran Soren soldiers were\n\t       threatened by Undead Warriors. You cannot return to this\n               area after completing the quest 'Deny Salvation'.\n[Chimeric Sabatons]\n[Meloirean Greaves]\n[Rex Lion Padding]\n[Silver Chestplate]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Greatwall: First Level. Enter the citadel and when you\n              reach a four-way split turn south-east to reach a chamber.\n              Turn north-east and you'll find another room with a\n              large staircase to the north, and next to it is a gated\n              door. Enter the door and go up a smaller spiral staircase\n              until you reach a room, where you'll find two square\n              chests along the north-western wall. This is the\n\t      southern-most of the two chests. You cannot return to this\n              area after completing the quest 'Deny Salvation'.\n[Chimeric Half Plate]\n[Orilux Shield]\n[Plated Coat]\n[Steel Cuirass]\n[Thousand Stings]\n[Veteran's Arc]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Greatwall: First Level. Enter the citadel and when you\n              reach a four-way split turn south-east to reach a chamber.\n              Turn north-east and you'll find another room with a\n              large staircase to the north, and next to it is a gated\n              door. Enter the door and go up a smaller spiral staircase\n              until you reach a room, where you'll find two square\n              chests along the north-western wall. This is the\n\t      northern-most of the two chests. You cannot return to this\n              area after completing the quest 'Deny Salvation'.\n[Chimeric Gauntlets]\n[Jade Bangles]\n[Meloirean Armguard]\n[Red Over-Knee Boots]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Greatwall: Second Floor. In a small chamber south-west of\n               of the large room occupied by a Chimera, you'll find two\n               rounded chests. This is the eastern-most one. You cannot\n \t       return to this area after completing the quest 'Deny\n\t       Salvation'.\n[Animistic Robe]\n[Master's Bracers]\n[Scarlet Hand Covers]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Greatwall: Second Floor. In a small chamber south-west of\n               of the large room occupied by a Chimera, you'll find two\n               rounded chests. This is the western-most one. You cannot\n\t       return to this area after completing the quest 'Deny\n\t       Salvation'.\n[Free-Spoken Earring]\n[Gryphic Cloak]\n[Ring of Sable]\n[Sight Earring]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Greatwall: Second Floor. In the south-eastern corner of\n               the level you'll find large stairs leading to stairs\n               that in turn lead to the third floor. North of these\n               stairs is a small room, in which lies this chest. You can\n               reach this room by saving a Gran Soren guard, who will\n               unlock a door leading to it, or you can destroy a weak\n               section of wall atop the large stairs. You cannot return\n\t       to this area after completing the quest 'Deny Salvation'.\n[Faithful Earring]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Greatwall: Third Floor. Ascend to the third floor to find\n              yourself in a square chamber occupied by a Skeleton Lord.\n              This chest is in a smaller room to the north-east. You\n\t      cannot return to this area after completing the quest\n\t      'Deny Salvation'.\n[Alchemickal Bangles]\n[Algid Bloom]\n[Ardent Will]\n[Gimble Gyre]\n[Kunai]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Greatwall: First Floor. Only available after completing\n\t      'Deny Salvation', you'll find this chest on a wooden\n\t      grate, in the room beyond the previously locked door that\n\t      leads to the tunnels leading to the Tainted Mountain\n\t      Temple.\n[Cleric's Cap]\n[Crowned Hood]\n\no======================================================================o\n|\t\t\t   Heaven's Peak Fort\t\t\t       |\no======================================================================o\nOrnate Chest: South-east of the gate that separates the Barta Crags\n\t      (west) from Cursewood (east) is a bandit camp, where you\n\t      can access two towers. This chest is in the larger,\n\t      eastern tower, down some stairs in a room with two other\n\t      (square) chests.\n[Maiden's Camisole]\n[Nimble Earring]\n[Noblewoman's Corset]\n[Scarlet Cape]\n[Silk Lingerie]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: South-west of the large, round, ruined, eastern tower is\n\t      a smaller intact round tower. A wall with battlements<\/pre>\n\n\n\n<pre id=\"faqspan-24\" class=\"wp-block-preformatted\">\t      connects the two towers. This chest is on the smaller\n\t      tower.\n[Maiden's Petticoat]\n[Summery Cowl]\n[Summery Pareo]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: South-east of the gate that separates the Barta Crags\n\t      (west) from Cursewood (east) is a bandit camp, where you\n\t      can access two towers. This chest is in the larger,\n\t      eastern tower. Head up some stairs until the stairs end\n\t      in ruin. Here you must jump up onto the partial remains of\n\t      the floor above to find this chest. This can be achieved\n\t      without Double Vault or Levitate by using the wall near\n\t      the ruined stairs as a platform.\n[Hunter's Bow]\n[Purple Long Kilt]\n[Red Over-Knee Boots]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Opposite the main fort (to the north-west) is a square\n\t       tower, within which Ophis usually resides. You must use\n\t       the walls around the doorway as platforms to reach a\n\t       ruined upper floor upon which this chest sits.\n[Alchemical Cloak]\n[Bardiche Daggers]\n[Galvanic Razors]\n[Thick Fur Greaves]\n\no======================================================================o\n|\t\t\t   Hillfigure Knoll\t\t\t       |\no======================================================================o\nWarrior Remains: In the western end of the main chamber (the room where\n\t\t the Dragonforged resides) lie these remains.\n[Recluse's Robe]\n[Rusted Greatsword]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: This chest is in the smaller side-cavern to the west.\n[Feather Cape]\n[Leather Circlet]\n[Silver Bands]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Find these warrior remains in the smaller side-cavern\n\t \t to the west, south of the ornate chest.\n[Hand Covers]\n\no======================================================================o\n|\t\t\t    Manamia Trail\t\t\t       |\no======================================================================o\nRounded Chest: South of 'The Mountain Waycastle' is a trail that leads\n\t       to 'The Watergod's Altar'. Along the way is an enclave of\n\t       Goblins to the west. At the western-most point is a\n\t       ledge to the south which can be reached with Double\n\t       Vault. On this ledge you'll find this chest.\n[Scholar's Cape]\n[Two-Hander]\n[Wooden Wall]\n\no======================================================================o\n|\t\t\t    Moonsbit Pass\t\t\t       |\no======================================================================o\nSquare Chest: From the Mountain Waycastle head north through Moonsbit\n\t      pass. Along the way you'll notice a fork in the path. Take\n\t      the eastern-most path down a pair of ledges and\n\t      immediately after the second ledge turn south and drop\n              down onto another, larger ledge to find a small platform. \n\t      This chest is near a tree.\n[Faerie Hood]\n[Iron Leg Guards]\n[Shoulder Cape]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: North-west of the entrance to the Mountain Cottage.\n[Faerie Hood]\n[Iron Leg Guards]\n[Shoulder Cape]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: On a rocky ledge north-east of the Mountain Cottage.\n[Broadsword]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: In the pass leading from the Mountain Waycastle\n\t\t (Moonsbit Pass) to the Gran Soren lea (Estan Plains),\n\t\t on a ledge to the south of the goblin-guarded gate,\n\t\t over-looking the gate are some warrior remains. These\n\t\t remains are just east of a tree.\n[Favored Flower]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In the pass leading from the Mountain Waycastle \n\t       (Moonsbit Pass) to the Gran Soren lea (Estan Plains),\n\t       just south of the goblin-guarded gate is a wooden\n\t       structure, on top of which is this chest. It cannot be\n\t       reached from the ground by jumping or double-jumping, you\n\t       must use platform-creating skills or jump from the cliff\n\t       to the west (which will involve taking considerable\n\t       damage).\n[Faerie Hood]\n[Iron Leg Guards]\n[Shoulder Cape]\n\no======================================================================o\n|\t\t\t   Moonshower Cliffs\t\t\t       |\no======================================================================o\nWarrior Remains: East of the 'Stones of Courage' you'll find two sets of\n                 warrior remains. These remains are further from the\n                 edge of the cliff.\n[Iron Shield]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: A ways north of the 'Stones on Courage', amidst some\n\t         patchy grass between a boulder with a square chest\n\t         near it and the cliffs, you'll find these warrior\n\t\t remains.\n[Broadsword]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: After passing through the gate connecting Moonsbit Pass to\n\t      the Estan Plains find a path leading south to the\n\t      Moonshower Cliffs. Follow the path south, then east until\n\t      it ends, then head up some grassy hills to the south until\n\t      you reach some cliffs. Off the edge of these cliffs you'll\n\t      spot some ledges below you, on the highest of which you'll\n\t      see a square chest. You should be able to slide down the\n\t      cliff and safely claim your prize.\n[Ebon Neck Wrap]\n[Iron Shield]\n[Judgement]\n\no======================================================================o\n|\t\t\t    Northface Forest\t\t\t       |\no======================================================================o\nMiscellaneous: North-east of the cave leading to Hillfigure Knoll, on\n               the hill bearing the hillfigure. Search the spearhead to\n               find this item. \n[Signs of Valor]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In the 'Abandoned Campsite' area east of Hillfigure\n               Knoll, this chest is one of a trio of chests.\n[Bandit's Mask]\n[Ring of Purpure]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: In the 'Abandoned Campsite' area east of Hillfigure\n              Knoll, this chest is one of a trio of chests.\n[Frozen Tomorrow]\n[Gossip's Mask]\n[Guardian's Hood]\n&lt;----------------------------------------------------------------------&gt;\nSarcophagus: South of the Healing Spring area line of sarcophagi, west\n             of the road. Two, in particular, are intact. This is the\n             more southern of the two. These sarcophagi can only be\n \t     opened once per game.\n[Flutter Padding]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: North of the Healing Spring, hidden amidst some rocks.\n[Brigandine Jerkin]\n[Iron Bracers]\n[Mounted Pale]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: South-east of the Healing Spring, on a lower section of\n\t      land, are two square chests. This is just south along the\n\t      cliff-face from the 'Blighted Manse Rear Entrance'. This\n\t      is the eastern-most chest. Beware of a Chimera that lurks\n\t      around here.\n[Bespoke Longbow]\n[Frozen Tomorrow]\n\no======================================================================o\n|\t\t\t    Pastona Cavern\t\t\t       |\no======================================================================o\nSquare Chest: Past the Snow Harpy-infested windy areas, in the Bandit-\n              occupied part of the pass. Where you first encounter\n              Bandits, on a ledge to the south, in a room cut into\n \t      the cavern walls, you'll find this chest. This ledge\n              leading to the chest-containing room is opposite two\n\t      dead trees.\n[Font of Fire]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: From the last chest, continue south-east into the Pastona\n\t      Cavern. You'll pass under two high ledges that provide\n\t      a vantage point for two Bandit archers. Just past them,\n\t      on the floor of the cavern, are chambers dug into the\n\t      north-eastern wall of the cavern. This chest is in the\n\t      first, smaller chamber.\n[Seeker Tights]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: From the last chest, continue south-east into the Pastona\n\t      Cavern. You'll pass under two high ledges that provide\n\t      a vantage point for two Bandit archers. Just past them,\n\t      on the floor of the cavern, are chambers dug into the\n\t      north-eastern wall of the cavern. This chest is in the\n\t      second, larger chamber to the south-east. Head up stairs\n\t      until you find this chest.\n[Assassin's Mask]\n[Iron Headgear]\n&lt;----------------------------------------------------------------------&gt;\nSquare chest: From the last chest, turn to the south-west to find a\n\t      doorway leading outside onto a small ledge flanked by\n              barricades. While on the ledge, between the barricades,\n              turn south-east and note another doorway dug into the\n              cavern wall. The ledge you're on continues to the south-\n\t      east, but does not connect with the ledge leading to the\n              chamber to the south-east. With a running start, good\n              timing, and a tricky bit of jumping, however, you can\n              make it over (this is one of the rare instances where\n\t      Levitate outshines Double Vault.) Inside the chamber are\n              three chests-an ornate chest in the middle flanked by two\n              square chests. This is the northern-most square chest.\n[Barbed Nails]\n[Knight's Mantle]\n&lt;----------------------------------------------------------------------&gt;\nOrnate chest: From the last chest, turn to the south-west to find a\n\t      doorway leading outside onto a small ledge flanked by\n              barricades. While on the ledge, between the barricades,\n              turn south-east and note another doorway dug into the\n              cavern wall. The ledge you're on continues to the south-\n\t      east, but does not connect with the ledge leading to the\n              chamber to the south-east. With a running start, good\n              timing, and a tricky bit of jumping, however, you can\n              make it over (this is one of the rare instances where\n\t      Levitate outshines Double Vault.) Inside the chamber are\n              three chests-an ornate chest in the middle flanked by two\n              square chests. This is the ornate chest.\n[Fiery Talon]\n[Meniscus]\n[Red Leather Armor]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Near the 'Bandit's Den' map marker, just before (north of)\n              the area where the Golem lurks, you'll find a chamber cut\n              into the northern cliff, at ground level. Inside sits this\n              chest.\n[Barbed Nails]\n[Ring of Purpure]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: You'll find these warrior remains just north of where\n                 the Golem lies dormant-just outside the door leader to\n                 the chamber that contains the chest listed above.\n\n[Iron Shield]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: In the 'Bandit's Den' area, in the open area where the\n                 Golem lies. These remains are south of the rocks in\n                 the center of the area, where Snow Harpies roost.\n[Cutlass]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In the 'Bandit's Den' area, along the southern wall\n\t       (opposite the Golem and the stairwell that leads to an\n\t       elevated bandit camp.) you'll find a series of narrow-yet\n\t       scalable-ledges that lead to an elevated chamber cut into\n\t       the wall. This chest is within.\n[Caladbolg]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Past the 'Bandit's Den' area to the south-east, exit\n\t\t the wide part of the cavern and move through a narrow\n\t\t pass. In the distance you'll see a natural arch of\n\t \t stone over the route south. Jump on some scalable rocks\n\t\t along the northern wall to find these Warrior Remains.\n[Fine Magick Buckler]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: From the 'Bandit's Den' area, continue south-east past\n              the area where the Golem lurks to reach 'Smuggler's Pass'.\n              Travel under a large, natural stone bridge and immediately\n              after reaching the eastern side of it examine the northern\n              cliffs to spot a chamber dug into the wall. Head inside\n\t      and go down three flights of stairs to reach a tunnel\n              running north-east\/south-west, with multiple rooms along\n              its length. This chest is in the south-eastern-most room,\n              behind a locked door that requires a Skeleton Key to open.\n[Bardiche Daggers]\n[Lion-Lord's Helm]\n[Scarred Sentinel]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: From the 'Bandit's Den' area, continue south-east past\n              the area where the Golem lurks to reach 'Smuggler's Pass'.\n              Travel under a large, natural stone bridge and immediately\n              after reaching the eastern side of it examine the northern\n              cliffs to spot a chamber dug into the wall. Head inside\n\t      and go down three flights of stairs to reach a tunnel\n              running north-east\/south-west, with multiple rooms along\n              its length. This chest is in the southern room flanking\n              the stairs.\n[Guardian's Hood]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: From the 'Bandit's Den' area, continue south-east past\n              the area where the Golem lurks to reach 'Smuggler's Pass'.\n              Travel under a large, natural stone bridge and immediately\n              after reaching the eastern side of it examine the northern\n              cliffs to spot a chamber dug into the wall. Head inside\n\t      and go down three flights of stairs to reach a tunnel\n              running north-east\/south-west, with multiple rooms along\n              its length. This chest is in the northern room flanking\n              the stairs, beyond a locked door that requires a Skeleton\n              Key to open.\n[Fine Magick Buckler]\n[Scorched Pelta]\n[Thunder Kite Shield]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: From the 'Bandit's Den' area, continue south-east past\n              the area where the Golem lurks to reach 'Smuggler's Pass'.\n              Travel under a large, natural stone bridge and immediately\n              after reaching the eastern side of it examine the northern\n              cliffs to spot a chamber dug into the wall. Head inside\n\t      and go down three flights of stairs to reach a tunnel\n              running north-east\/south-west, with multiple rooms along\n              its length. Enter the north-eastern-most room, which is\n              protected locked door that requires a Skeleton Key to\n\t      open, and head into a rough-cut side-chamber to the\n              south-east to find this chest.\n[Black Matter]\n[Caladbolg]\n[Malignance]\n\no======================================================================o\n|\t\t\t    Seabreeze Trail\t\t\t       |\no======================================================================o\nSquare Chest: On the far western side of the beach (Unusual Beach) are\n\t      some rocks which can be scaled. On top of these rocks is\n\t      this chest. The rocks are just south-east from the\n\t      southern entrance to the Encampment, down a cliff.\n[Hide Armor]\n[Mace]\n[Shoulder Cape]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: On the far western side of the beach (Unusual Beach) are\n\t      some rocks which can be scaled, on top of which is a\n \t      chest-but not this chest. From these rocks, head north-\n\t      east along a narrow, rocky ledge until you find more\n\t      scalable rocks, upon which you'll find this chest.\n[Ebon Neck Wrap]\n[Iron Shield]\n[Judgement]\n\no======================================================================o\n|\t\t\t      Shadow Fort\t\t\t       |\no======================================================================o\nWarrior Remains: The Shadow Fort: First Floor. In the area south-east of\n\t         the first gate. These remains are the eastern-most of\n\t         the three warrior remains in this area.\n[Grievous Horns]\n[Lupine Veil]\n[Silver Ring]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: The Shadow Fort: First Floor. In the area south-east of\n\t\t the first gate. These remains are the western-most of\n\t         the three warrior remains in this area.\n[Ring of Purpure]\n[Silver Ring]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: The Shadow Fort: First Floor. In the area south-east of\n\t \t the first gate. These remains are the northern-most of\n\t\t the three warrior remains in this area.\n[Weak Guard]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: The Shadow Fort: First Floor. In the southern gatehouse\n               building (unmarked as such on the map, use common sense),\n               in the lowest room, you'll find this chest. This is the\n               room with the 'First Level Underground' tunnel that\n               connects the interior of the Shadow Fort to the exterior.\n[Obliteratrix]\n[Ogre Bone]\n[Over-Knee Boots]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: The Shadow Fort: Third Floor. On top of the southern\n\t      gatehouse building, on the wooden 'roof' above the stairs.\n\t      You'll need to jump on some nearby crates to reach this\n\t      roof, upon which this chest sits.\n[Cyclops Veil]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: The Shadow Fort: First Floor. These warrior remains\n\t\t lie outside of the 'Station Room' structure, between\n\t\t the north-eastern wall and the southern-most wooden\n\t\t tower.\n[Hide Armor]\n[Silver Ring]\n[Steel Greatsword]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In the Goblin tunnels that run under the Shadow Fort, in\n\t       the northern 'loop' of tunnels. You must be a very short\n\t       character to enter these tunnels.\n[Bandit Stalkers]\n[Barreled Helm[\n[Bone Armor]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: The Shadow Fort: First Floor. On a wooden platform\n              immediately after scaling the ladder on the north-western\n              side of the 'Station Room' structure.\n[Chainmail Skirt]\n[Downcuffs &amp; Cuisses]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: The Shadow Fort: First Floor. In the 'Station Room'\n              structure, near the 'First Level Underground' tunnel.\n[Feather Cape]\n[Harpy Cloak]\n[Steel Greatsword]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: The Shadow Fort: First Floor. In the 'Station Room'\n               structure, in the southern-most cell. The chest\n               containing the 'Shadow Fort Lever' is just in front of\n               this cell's door.\n[Scale Coat]\n[Surcoat]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: The Shadow Fort: Third Floor. On the third floor walls of\n\t      the citadel (the battlements upon which a Cyclops and\n              ballistae are found). Head to the northern outcropping\n\t      upon which a ballista is stationed and jump onto the\n\t      battlements. This chest is located on a wooden platform\n\t      along the northern edge of the outcropping, on the\n              exterior of the citadel's walls.\n[Bronze Gauntlets]\n[Bronze Sabatons]\n[Direwolf Bow]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: The Shadow Fort: First Floor. Along the exterior walls of\n\t      the citadel, between the front door and an external\n\t      structure, you'll find a wooden platform. Upon this\n\t      platform is this chest-you can reach it two ways-by\n\t      jumping on some nearby boxes (be warned, your moron Pawns\n\t      love to smash these) or by jumping from the battlements of\n\t      the citadel.\n[Assembled Sleeves]\n[Red Leather Glove]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: The Shadow Fort: First Floor. In a structure near the\n               citadel, behind a barred door. You must reach the third\n\t       floor walls of the citadel (the battlements upon which a\n\t       Cyclops and ballistae are found) and drop down into this\n               structure, wherein you'll find this chest.\n[Red Leather Cap]\n[Scale Greaves]\n[Silver Ring]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: The Shadow Fort: First Floor. From the third floor of the\n              citadel, head south-west of the southern tower, where\n              you'll find a rocky ledge below the citadel walls. Drop\n              down to find this chest.\n[Lupine Veil]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: The Shadow Fort: Second Floor. Head up to the third floor\n               of the citadel, then down the southern tower until you\n               reach the tunnel that connects the two towers, with the\n               'Commander's Antechamber' in the middle. Along the\n               north-eastern end of the tunnel, near a gate, you'll find\n               this chest.\n[Feather-Light Pelta]\n[Grievous Horns]\n[Red Leather Hood]\n[Scalding Razors]\n\no======================================================================o\n|\t\t\t   Soulflayer Canyon\t\t\t       |\no======================================================================o\nSquare Chest: Soulflayer Canyon: First Level Underground. From the\n\t      eastern exit head west and go down a ladder near a ruined\n\t      wooden bridge. This chest will be on a ledge to the north.\n[Chimeric Half Plate]\n[Crowned Hood]\n[Scarlet Cape]\n[Thousand Stings]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Soulflayer Canyon: First Level Underground. There are two\n\t      watery, open-air platforms haunted by Phantasms connected\n\t      by a tunnel infested with Hobgoblins. This chest can be\n\t      found at the southern-most end of the southern watery\n\t      platform.\n[Caladbolg]\n[Malignance]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Soulflayer Canyon: First Level Underground. There are\n\t         two watery, open-air platforms haunted by Phantasms\n\t         connected by a tunnel infested with Hobgoblins. This\n\t         chest is on the southern of the two chambers, along the\n\t         southern end of the platform, at the edge of the water,\n\t         near where Sulfur Saurians lurk.\n[Iris Ring]\n[Silver Vest]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Soulflayer Canyon: First Level Underground. You'll find\n              this chest in the Hobgoblin-occupied tunnel linking two\n\t      watery ledges.\n[Free-Spoken Earring]\n[Iris Ring]\n[Ring of Sable]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Soulflayer Canyon: First Level Underground. In the\n                 Hobgoblin-occupied tunnel linking two watery ledges\n                 are two warrior remains. These remains are the\n                 northern-most of the two.\n[Ingot Club]\n[Rusted Magick Shield]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Soulflayer Canyon: First Level Underground. There are two\n\t       watery, open-air platforms haunted by Phantasms connected\n\t       by a tunnel infested with Hobgoblins. This chest is on\n\t       the northern of the two chambers, just outside of the\n\t       Hobgoblin tunnel.\n[Fine Over-Knee Boots]\n[Raptor Cuisses]\n[Red Longkilt]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Soulflayer Canyon: Second Level Undgeround. The floor\n\t\t of the Leaper's Ledge chamber is littered with Warrior\n\t\t Remains. These particular remains are nearest the\n                 watery slope leading down to Leaper's Ledge.\n[Kunai]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Soulflayer Canyon: Second Level Underground. The floor\n\t\t of the Leaper's Ledge chamber is littered with Warrior\n\t\t Remains. These particular remains are near the center\n\t         of the chamber, just south of a ledge that holds an\n\t\t ornate chest.\n[Master's Bracers]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Soulflayer Canyon: Second Level Underground. The floor\n\t\t of the Leaper's Ledge chamber is littered with Warrior\n\t\t Remains. These particular remains are south-east of\n\t\t the last warrior remains, listed above, surrounded by\n\t\t some piles of hay and an animal carcass.\n[Plucked Heart]\n&lt;----------------------------------------------------------------------&gt; \nWarrior Remains: Soulflayer Canyon: Second Level Underground. The floor\n\t\t of the Leaper's Ledge chamber is littered with Warrior\n\t\t Remains. These particular remains are south of a steam\n                 that bisects the chamber, between a pile of hay to the\n                 north, and an animal carcass to the south.\n[Alchemical Hosen]\n[Alchemical Vest]\n&lt;----------------------------------------------------------------------&gt; \nWarrior Remains: Soulflayer Canyon: Second Level Underground. The floor\n\t\t of the Leaper's Ledge chamber is littered with Warrior\n\t\t Remains. These particular remains are in the south-\n\t\t eastern corner of the chamber, near a ledge that holds\n\t\t rounded chest.\n[Crowned Hood]\n[Pleached Limbs]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Soulflayer Canyon: Second Level Underground. On the \n\t      Leaper's Ledge platform, on a small elevated ridge in the\n\t      north-western corner of the area, you'll find this chest.\n[Almace]\n[Animistic Robe]\n[Terminal Gyre]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Soulflayer Canyon: Second Level Underground. On the\n\t       Leaper's Ledge platform, on a small elevated ledge on the\n\t       eastern side of the area, you'll find this chest.\n[Triple Tooth]\n&lt;----------------------------------------------------------------------&gt; \nSquare Chest: Soulflayer Canyon: First Level Underground. After\n              exploring the Leaper's Ledge platform, you'll need to\n              climb some ledges to return to the rest of Soulflayer\n              Canyon. This chest is on the last ledge, the northern\n              face of which is a watery slope.\n[Chimeric Gauntlets]\n[Knight's Mantle]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Soul Flayer Canyon: First Level Underground. From the\n\t      western exit (leading to the Barta Crags) head north-east,\n\t      then when the cavern opens up, turn south-east, cross a\n\t      wooden bridge, and go down a ladder. The chest is on a\n\t      wooden platform, near the bottom of the ladder.\n[Bastard Sword]\n[Crowned Hood]\n[Plain Longbow]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Soulflayer Canyon: First Floor. From the western exit\n\t      head north-east until you come to a fork in the path.\n\t      Ignore the northern fork (which leads to a natural stone\n              bridge occupied by a Cyclops) and head east instead. Turn\n              south and cross a spider-infested bridge to find this\n              chest, lying near a rock.\n[Arm Crest]\n[Chimeric Armet]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Soulflayer Canyon: First Floor. The chest is midway on a\n\t      large natural stone bridge occupied by a Cyclops.\n[Rex Lion Padding]\n[Sage's Robe]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Soulflayer Canyon: First Floor. On the eastern side of the\n\t      Cyclops-occupied natural stone bridge that connects the\n\t      canyon in the north is a chamber. This chest is against\n\t      the northern wall, north of some watery slopes.\n[Bespoke Longbow]\n[Fluted Bow]\n[Master's Merle]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Soulflayer Canyon: First Level Undgeround. After crossing\n\t      the Cyclops-guarded natural stone bridge to reach the\n\t      eastern side, slide down a watery slope and stick east.\n              When you reach the first platform, go down two more slopes\n              in succesion-first to the south-east, then to the north-\n              east. When you reach level ground, head west until you\n              find some more slopes to the south. Ride them down and\n              stick west to reach a platform, upon which this chest\n              resides.\n[Steel Beak]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Soulflayer Canyon: First Floor. After crossing the\n              Cyclops-guarded natural stone bridge to reach the eastern\n              side, slide down a watery slope and stick west. This chest\n              lies on the first platform you'll reach.\n[Free-Spoken Earring]\n[Golden Ring]\n\no======================================================================o\n|\t\t           Tainted Mountain\t\t\t       |\no======================================================================o\nRounded Chest: After the chase sequence with the Dragon, in the large\n\t       chamber where the Dragon finds itself stuck in a hallway.\n\t       This chest is in the north-western corner of the room\n[Molten Moots]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: After the first bridge sequence, in the tower. You'll find\n\t      this square chest immediately after entering the tower.\n[Flame Skirt]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: After the first bridge sequence, in the tower. You'll\n\t       find this chest on the stairs, along the western side of\n\t       the staircase.\n[Dragon Hide Bracers]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: On top of the second tower (the one with the ballistae)\n\t      are two ornate chests. This is the eastern-most one.\n[Champion's Bangles]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: On top of the second tower (the one with the ballistae)\n\t      are two ornate chests. This is the western-most one.\n[Dragon Band]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: At the Tainted Mountain Peak, where the final showdown\n\t\t with the Dragon occurs. You'll find these remains just\n\t         south of the center of the arena-just walk towards the\n\t         Dragon a bit from where you arrive.\n[Noble Earring]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: At the Tainted Mountain Peak, where the final showdown\n\t\t with the Dragon occurs. The area is circular in shape.\n\t         Imagine the face of a clock-near the perimeter of the\n\t         level, at about 3:00, you'll find these remains near\n\t\t the base of the tower upon which the Dragon likes to\n\t \t roost.\n[Golden Belt]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: At the Tainted Mountain Peak, where the final showdown\n\t\t with the Dragon occurs. The area is circular in shape.\n\t         Imagine the face of a clock-near the perimeter of the\n\t         level, at about 11:00, you'll find these remains behind\n\t         a large rock at the foot of a ramp running counter-\n\t         clockwise.\n[Harmonious Earring]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: After the encounter with the Dragon, return to the Tainted\n\t      Mountain. While most of the Tainted Mountain now blocked\n\t      off, you will at least find two chests to loot-a square\n\t      chest to the south and an ornate chest to the north.\n[Angel's Sanctum]\n[Dragon Knight's Helm]\n[Dragon's Den]\n[Flame Skirt]\n[Herald's Helix]\n[Noble Limbs]\n[Stalwart Bow]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: After the encounter with the Dragon, return to the Tainted\n\t      Mountain. While most of the Tainted Mountain now blocked\n\t      off, you will at least find two chests to loot-a square\n\t      chest to the south and an ornate chest to the north.\n[Chilling Razors]\n[Crossed Cinquedea]\n[Cyclop's Sigil]\n[Saving Grace]\n[Solar Providence]\n[Threaded Cudgel]\n\no======================================================================o\n|\t\t        Tainted Mountain Temple\t\t\t       |\no======================================================================o\nRounded Chest: From the Greatwall entrance, head north-west to reach\n\t       a dead-end ledge. At the north-western end of this ledge\n\t       you'll find this chest.\n[Meloirean Greaves]\n[Steel Sabatons]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: From the Greatwall entrance, head south-east to reach\n\t         an open area occupied by Geo Saurians. These warrior\n                 remains are to the north, near a Geo-Saurian.\n[Rusted Greatsword]\n[Stalwart Earring]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: From the Greatwall entrance, head south-east to reach an\n              open area occupied by Geo-Saurians. From the tunnel\n              leading to these cliffs, follow the wall north-east and\n              drop onto a lower ledge to find this chest.\n[Feral Cape]\n[Gryphic Cloak]\n[Royal Mantle]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: From the Greatwall entrance, head south-east to reach an\n\t      open area occupied by Geo Saurians. You'll find this chest\n\t      in the middle of this hour glass-shaped area.\n[Alchemickal Bangles]\n[Meloirean Armguard]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: From the Geo Saurian occupied ledges along the northern\n              part of the level, head south to find a small, watery\n              chambered occupied by a pair of Succubi. This chest is\n\t      along the western edge of the chamber, near a bush.\n[Gimble Gyre]\n[Iron Bandings]\n[Orilux Shield]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: From the Succubi-occupied chamber mentioned above, head\n               south until you find some ruins crawling with\n\t       Geo-Saurians. Pass some pillars and turn east. Jump over\n               a pair of collapsed pillars to find this chest, on a\n               ledge.\n[Golden Belt]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Head south through the Geo-Saurian infested ruins\n\t      mentioned above, then head up some stairs to the east to\n              find... more Geo-Saurian infested ruins. Kill them, and\n              head north to find a balcony of sorts. Along the edge\n              of the balcony turn west and climb up some ledges to find\n              this chest.\n[Lancer's Sword]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Head south through the Geo-Saurian infested ruins\n\t      mentioned above, then head up some stairs to the east to\n              find... more Geo-Saurian infested ruins. Kill them, and\n              head north to find a balcony of sorts. Along the edge\n              of the balcony, turn east, climb up some ruins, then jump\n              down to a ledge below to find this chest.\n[Assassin's Armguards]\n[Black Leather Gloves]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Head south through the Geo-Saurian infested ruins\n\t      mentioned above, then head up some stairs to the east to\n              find... more Geo-Saurian infested ruins. Kill them, and\n              head north to find a balcony of sorts. Along the\n\t      north-eastern edge of the balcony are some ruins that\n              can be climbed upon, whence then serve as a platform for\n              jumpin to the rocky ledge to the north, upon which this\n              chest lies.\n[Archer's Culottes]\n[Lamellar Jacket]\n[Sultry Pareo]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: In the hallways before the 'Temple Antechamber', in a\n\t         small pair of rooms you'll find several warrior remains\n\t         to loot. This particular remains as in the eastern\n\t\t room, in the south-eastern corner.\n[Stalwart Earring]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In the 'Temple Antechamber', on the northern balcony.\n\t       You'll find this chest along eastern end of the balcony.\n[Royal Cuisses]\n[Veteran's Arc]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In the 'Temple Antechamber', on the lower floor. This\n\t       chest is near some rubble, in an alcove formed by the\n\t       square pillars that support the northern walkway, along\n\t       the eastern end of the hall.\n[Algid Bloom]\n[Cardinal Surcoat]\n[Crimson Robe]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In the 'Temple Antechamber', on the lower floor. This\n\t       chest is in an alcove formed by the square pillars that\n\t       support the northern walkway, along the western end of\n\t       the hall.\n[Meloirean Plate]\n[Royal Surcoat]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: In the 'Temple Antechamber', on the lower floor. This\n\t      chest is in the south-eastern corner of the chamber.\n[Archwizard's Helm]\n[Pleached Limbs]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: In the 'Grand Hall' the room with the Gorechimera and the\n\t      pressure plates, in the north-western corner.\n[Galvanic Razors]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: In the 'Grand Hall' the room with the Gorechimera and the\n\t       pressure plates, in the south-western corner.\n[Coupled Headgear]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: In the 'Grand Hall', the room with the Gorechimera and\n              the pressure plates. This chest is along the eastern\n              side of the room, just before the stairs.\n[Almace]\n[Meloirean Helm]\n[Steel Sallet]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: In the 'Grand Hall', the room with the Gorechimera and\n                 the pressure plates. These remains are on the elevated\n                 platform near the door to the east, between two\n                 pillars in the north-eastern corner of the room. Once\n\t         Dragon-Forged, there is no better cloak in the game...\n                 and this is the only place to get it.\n[Tattered Mantle]\n\no======================================================================o\n|\t\t\t    Verda Woodlands\t\t\t       |\no======================================================================o\nSquare Chest: On a ledge west of the Verda Woodlands 'Healing Spring'.\n\t      From the 'Healing Spring', head west until you reach the\n\t      mountains that form the northern boundary of the map,\n\t      and continue along them to the east until you find a way\n\t      to proceed uphill to the north-east (on your Area Map\n\t      and mini-map, this protrusion looks like a knife blade.)\n\t      Proceed to the end of the protrution and jump to a\n\t      slightly lower ledge to the east, which is off the map\n\t      entirely. This chest resides upon this second ledge.\n[Horned Helm]\n[Mahogany Cape]\n[Reinforced Longbow]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Just south of the space in the 'Conqueror's Sanctuary'\n\t      text on the map. In the valley occupied by two Cyclops,\n\t      Goblins, and Hobgoblins, on a rocky ledge just below the\n\t      western of the two large southern hills overlooking the\n              valley, sits this chest. \n[Frame Plate]\n[Padded Armor]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: On the south-eastern ledge overlooking the 'Conquerer's\n\t      Sanctuary', north-east of the Goblin-occupied hill with a\n\t      ballistae. This chest sits on a rock formation.\n[Rose Ring]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: Bloodwater Beach. North-east of the water, along the\n\t      cliff, under a shelter.\n[Chain Mail]\n[Divine Axis]\n[Font of Fire]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Bloodwater Beach. North-east of the water, along the\n\t       cliff, near some boxes under a shelter.\n[Hunter's Jacket]\n[Red Leather Hood]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: You'll find these warrior remains on the western point\n\t         of Bloodwater Beach.\n[Over-Knee Boots]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: North of Bloodwater Beach, in the canyon connecting\n\t\t Bloodwater Beach to the south and Conquerer's Sancutary\n\t \t to the north. Just north of the campsite in the canyon\n\t\t there are two warrior remains. This is the southern\n\t\t one.\n[Feather-Light Pelta]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: North of Bloodwater Beach, in the canyon connecting\n\t\t Bloodwater Beach to the south and Conquerer's Sancutary\n\t \t to the north. Just north of the campsite in the canyon\n\t\t there are two warrior remains. This is the northern\n\t\t one.\n[Direwolf Bow]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: North of Bloodwater Beach, in the canyon connecting\n\t\t Bloodwater Beach to the south and Conquerer's Sancutary\n\t \t to the north. North of the campsite in the canyon,\n\t\t these warrior remains are on a ledge to the east.\n[Mummer's Wear]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: North of Bloodwater Beach, in the canyon connecting\n                 Bloodwater Beach to the south and Conquerer's Sanctuary\n                 to the north. These warrior remains are on a ledge to\n                 the west, overlooking a campsite. The only way to\n                 reach this ledge is to jump across the canyon from the\n                 eastern side. Worthy of note is the fact that on this\n                 ledge is the only Noonflower in the game.\n[Magick Buckler]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: North of Bloodwater Beach, in the canyon connecting\n\t       Bloodwater Beach to the south and Conquerer's Sanctuary\n\t       to the north. This chest is in an elevated cavern along\n\t       the western side of the canyon. This cavern overlooks-\n\t       but is not accessble by-a campsite in the canyon.\n[Fine Magick Buckler]\n[Navy Leather Gloves]\n[Red Longkilt]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: Near the 'Tomb of the Unknown Traveler', (a coastal\n\t         area north-east of Bloodwater Beach, south-east of the\n\t         Conqueror's Sanctuary) you'll find a sword-in-the-\n                 stone, which can be looted.\n[Eden's Warden]\n[Scalding Razors]\n[Steel Greatsword]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: From the 'Tomb of the Unknown Soldier' head north down\n                 a rocky hill until you find a boulder with two\n                 exploding barrels on it. These warrior remains are just\n                 north of this boulder.\n[Thunderclap]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: East of the 'Tomb of the Unknown Traveler' you'll find a\n\t      chasm that runs to the sea. Safely climb down its northern\n\t      end, then run south to reach a beach, where you'll find\n\t      the 'Caverns of Delusion', a small cave which contains\n\t      this chest.\n[Adventurer's Cloak]\n[Golden Ring]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: East of the 'Tomb of the Unknown Traveler' you'll find a\n\t       chasm that runs to the sea. Safely climb down its\n               northern end, then run south to reach a beach, where\n               you'll find the 'Caverns of Delusion', a small cave which\n               contains this chest.\n[Barreled Helm]\n[Chainmail Bracers]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: On the beach west of Aernst Castle, along the western\n\t   \t side of the shore. You'll find these warrior remains\n\t\t just south of a large rock formation.\n[Scholar's Boots]\n\no======================================================================o\n|\t\t\t     Vestad Hills\t\t\t       |\no======================================================================o\nWarrior Remains: On beach east of 'The Ruins of Aernst Castle' are two\n                 warrior remains. This is the western-most one.\n[Leather Belts]\n&lt;----------------------------------------------------------------------&gt;\nWarrior Remains: On beach east of 'The Ruins of Aernst Castle' are two\n                 warrior remains. This is the eastern-most one.\n[Chestguard]\n[Rusted Daggers]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Just north of the beach east of 'The Ruins of Aernst\n              Castle' you'll find a shelter near a tree, just north of\n              which is this chest.\n[Ogre Bone]\n[Verdant Hood]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: Due north of the 'Nightfall Crevasse' marker on the\n               Area Map is a forest occupied by a Chimera and Saurians.\n               This chest is on top of a rock near where the Chimera\n               prowls.\n[Scholar's Cape]\n[Two-Hander]\n[Wooden Wall]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: Due north of the 'Nightfall Crevasse' marker on the\n              Area Map is a forest occupied by a Chimera and Saurians.\n              This chest is west of the previously mentioned one, also\n              on top of a rock formation.\n[Hide Armor]\n[Mace]\n[Shoulder Cape]\n\no======================================================================o\n|\t\t\t   Watergod's Altar\t\t\t       |\no======================================================================o\nRounded Chest: The Watergod's Altar: First Level Underground. From the\n\t       room before the drawbridge (which requires you to fetch\n\t       the 'Watergod's Altar Lever' to lower) head down the\n \t       stairs to the east. You'll find this chest in the lower\n\t       level, near a ladder.\n[Eden's Warden]\n[Grievous Horns]\n[Thunderclap]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: The Watergod's Altar: First Level Underground. In the\n\t       south-eastern part of the level where Saurians lurk. In\n\t       the southern-most room you'll find three chests-two\n\t       rounded, one ornate. This is the more southern of the two\n\t       rounded chests.\n[Bronze Gauntlets]\n[Silver Bands]\n&lt;----------------------------------------------------------------------&gt;\nSquare Chest: The Watergod's Altar: First Floor. In the large chamber\n\t      north of the drawbridge, in a side-chamber immediately\n\t      east after the drawbridge. You'll have to jump a\n\t      water-filled gap to reach it... or climb a ladder after\n\t      draining the water.\n[Iron Boots]\n[Tiger Bangle]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: The Watergod's Altar: First Floor. In the large chamber\n              north of the drawbridge, on the ruined central structure,\n\t      which is typically occupied by a pair of Skeleton Mages.\n[Iris Ring]\n[Ring of Azure]\n&lt;----------------------------------------------------------------------&gt;\nRounded Chest: The Watergod's Altar: First Floor. In the large chamber\n               north of the drawbridge, on a dead-end ledge in the\n\t       north-eastern corner, just north-east of the ruined\n\t       structure upon which the Skeleton Mages lurk, you'll find\n               this chest. Be wary of sneaky, camouflaged, wall-hugging\n\t       Saurians.\n[Bronze Cuirass]\n[Iron Helm]\n&lt;----------------------------------------------------------------------&gt;\nOrnate Chest: The Watergod's Altar: First Floor. In the Offering Chamber\n\t      (where a Cyclops lurks), near a pillar along the eastern\n\t      side of the room, just north of center.\n[Battle Greaves]\n[Padded Armor]\n&lt;----------------------------------------------------------------------&gt;<\/pre>\n\n\n\n<pre id=\"faqspan-25\" class=\"wp-block-preformatted\">Ornate Chest: The Watergod's Altar: First Floor. At the far northern end<br>\t      of the Offering Room, in the eastern chest.<br>[Chainmail Bracers]<br>[Light Outfit]<br>[Violet Ring]<br>&lt;----------------------------------------------------------------------><br>Ornate Chest: The Watergod's Altar: First Floor. At the far northern end<br>\t      of the Offering Room, in the western chest.<br>[Red Leather Cap]<br>[Ring of Purpure]<br>&lt;----------------------------------------------------------------------><br>Rounded Chest: The Watergod's Altar: First Floor. South of the room with<br>\t       the drawbridge are two side chambers. This chest is in<br>\t       the eastern chamber, behind a sealed door.<br>[Blue Longkilt]<br>&lt;----------------------------------------------------------------------><br>Square Chest: The Watergod's Altar: First Level Underground. From the<br>\t      sealed room, head down some stairs to the east until you<br>\t      come to a chamber in the First Level Underground (just<br>\t      east of the central room marked as 'Water's Bottom' on<br>              your map). This chest is in the north-western corner of<br>\t      the room.<br>[Direwolf Bow]<br>[Obliteratrix]<br>[Surcoat]<br>&lt;----------------------------------------------------------------------><br>Rounded Chest: The Watergod's Altar: First Level Underground. In the<br>               north-western corner of the southern 'Water's Bottom'<br>\t       chamber.<br>[Hunter's Jacket]<br>[Missionary's Robe]<br>&lt;----------------------------------------------------------------------><br>Square Chest: The Watergod's Altar: First Level Underground. In the<br>\t      northern chamber of the 'Water's Bottom' area, in the<br>\t      south-western corner lies an ornate chest which originally<br>\t      contains an 'Altar Slate' piece. East of this chest is a<br>\t      ruined wall which can be scaled, leading to this chest.<br>[Padded Armor]<br>[Silver Ring]<br>&lt;----------------------------------------------------------------------><br>Rounded Chest: The Watergod's Altar: First Level Underground. In the<br>\t       northern chamber of the 'Water's Bottom' area, along the<br>\t       northern wall.<br>[Cleansing Earring]<br>&lt;----------------------------------------------------------------------><br>Rounded Chest: The Watergod's Altar: First Level Underground. North-east<br>\t       of the northern part of the 'Water's Bottom' chambers<br>\t       runs a passage, which turns south and ultimately leads to<br>\t       a ledge with a ladder on it. You'll find this chest on<br>\t       the ledge, west of the ladder.<br>[Tiger Bangle]<br><br>o======================================================================o<br>|\t\t\t    Wilted Forest\t\t\t       |<br>o======================================================================o<br>Warrior Remains: On the eastern edge of the forest representation on<br>\t         the 'Area' map (bordering the Estan Plains). You'll<br>                 find these warrior remains in a cubby by unscalable<br>\t         rock formations. These remains lies off an unmarked,<br>                 road, which lies south of the main road connecting the<br>\t         Wilted Forest to Gran Soren. The entrance to this road<br>\t         is marked by two rock formations that frame the<br>\t         entrance to a trench through which the road runs.<br>[Reinforced Longbow]<br>&lt;----------------------------------------------------------------------><br>Square Chest: Along the southern mountains in the Wilted Forest, you'll<br>  \t      find 'The Abbey'. This chest lies inside The Abbey walls,<br>\t      behind (south of) The Abbey.<br>[Cleansing Earring]<br>[Common Archistaff]<br>[Crimson Glare]<br>[Bronze Gauntlets]<br>[Mahogany Cape]<br><br>o======================================================================o<br>|\t\t\t   Windbluff Tower\t\t\t       |<br>o======================================================================o<br>Square Chest: In Windbluff Tower. Head up some stairs opposite the<br>\t      entrance to reach the keep. Venture into an interior<br>\t      structure and go down some stairs to reach a room with<br>\t      two square chests. This is the southern-most chest.<br>[Iron Helm]<br>&lt;----------------------------------------------------------------------><br>Square Chest: In Windbluff Tower. Head up some stairs opposite the<br>\t      entrance to reach the keep. Venture into an interior<br>\t      structure and go up some stairs. Atop the stairs turn<br>\t      north-east to spot the remains of a doorway. Go through<br>\t      it and turn north-west to spot a square chest.<br>[Chain Mail]<br>&lt;----------------------------------------------------------------------><br>Square Chest: In Windbluff Tower, atop the southern wall, at the far<br>\t      eastern end.<br>[Broadsword]<br>[Iron Helm]<br>&lt;----------------------------------------------------------------------><br>Rounded Chest: Complete the quest 'Supply and Demand' (only available<br>\t       after 'Come to Court') in the optimal manner and Ser<br>\t       Daerio should reward you with the windbluff Tower Key.<br>\t       Open a locked door along the southern edge of Windbluff<br>\t       Tower to find two rounded chests. This is the western<br>\t       one. This chest can only be opened once per game.<br>[Meloirean Helm]<br>&lt;----------------------------------------------------------------------><br>Rounded Chest: Complete the quest 'Supply and Demand' (only available<br>\t       after 'Come to Court') in the optimal manner and Ser<br>\t       Daerio should reward you with the windbluff Tower Key.<br>\t       Open a locked door along the southern edge of Windbluff<br>\t       Tower to find two rounded chests. This is the eastern<br>\t       one. This chest can only be opened once per game.<br>[Meloirean Plate]<br><br>o======================================================================o<br>|\t\t\t   Windworn Valley\t\t\t       |<br>o======================================================================o<br>Warrior Remains: On a Snow Harpy-infested hill south-east of the<br>\t\t Traveler's Rest, south of the Blighted Manse. You'll<br>\t\t find these Warrior Remains between some bushes and an<br>\t\t apple tree.<br>[Cresending Roar]<br>&lt;----------------------------------------------------------------------><br>Warrior Remains: Technically these remains are in the unnamed area<br>                 between the start of Pastona Cavern and Windworn<br>                 Valley on your map. Windworn Valley is a tiny area<br>                 south of 'The Blighted Manse', occupied by Snow<br>                 Harpies. From there, head south through a narrow pass<br>                 where wind impedes your movement. These remains are on<br>                 top of a ledge to the north of where the winds stop,<br>                 east of a tree surrounded by Windmill Flowers and<br>                 Sunbright.<br>[Fine Over-Knee Boots]<br>&lt;----------------------------------------------------------------------><br>Warrior Remains: These remains lie on the same ledge as the ones<br>\t       \t mentioned, previously, to the east.<br>[Guardian's Hood]<br><br>o======================================================================o<br>|\t\t\t      Witchwood\t\t\t\t       |<br>o======================================================================o<br>Square Chest: From the western entrance to the Witchwood, just before<br>\t      the stream to the east is a ledge north of the path<br>\t      overlooking the river. Head up onto the ledge to find<br>\t      this chest.<br>[Gossip's Mask]<br>[Verdant Hood]<br>[Wizard's Helm]<br>&lt;----------------------------------------------------------------------><br>Square Chest: From the entrance to the Witchwood head east to find a<br>\t      river. Follow the river south, and at the bend when it<br>\t      begins to turn east again, head onto some land to the<br>\t      west. This chest in in a cubby, in the western-most part<br>\t      of the map.<br>[Magick Buckler]<br>[Lady's Corset]<br>[White Stockings]<br>&lt;----------------------------------------------------------------------><br>Square Chest: Follow the river at the beginning of the area south, then<br>\t      east, then south again. This chest is on some land on the<br>\t      western side of the river, on a hill by a cliff, a short<br>\t      distance before the waterfall.<br>[Magian Crutch]<br>[Rusted Bow]<br>&lt;----------------------------------------------------------------------><br>Square Chest: From the last chest, head north to find a path and follow<br>\t      it north until it splits. At the fork, climb the hill<br>\t      around which the path splits and continue north past a<br>\t      tree until you find a scalable boulder that forms a<br>\t      bridge over a chasm. Cross the boulder to reach the land<br>\t      to the east. Once on the eastern side, continue south past<br>\t      a huge tree to find this chest.<br>[Mahogany Cape]<br>[Missionary's Robe]<br>&lt;----------------------------------------------------------------------><br>Square Chest: Follow the river at the beginning of the area south, then<br>\t      east, then south again. This chest is in a cubby on some<br>              land east of the river, just before the waterfall. There<br>\t      is a mist-talisman nearby.<br>[Common Archistaff]<br>[Silver Ring]<br>&lt;----------------------------------------------------------------------><br>Rounded Chest: From the entrance to the Witchwood head east across a<br>\t       river, pass a fork in the road and continue to the north-<br>               east. Eventually you'll come near a ledge with a large<br>\t       tree on it to the north, just before a cave. Walk up to<br>\t       the elevated ground near the tree and continue around the<br>\t       tree to the west, then south-west to find a scalable<br>\t       rock near a partially-collapsed rock above you. Scale<br>               the rocks to reach the leaning stone and climb on it to<br>\t       use it at a bridge to the north. On the ground north of<br>\t       the leaning rock, to the east, is this chest.<br>[Direwolf Cape]<br>[Restless Earring]<br>[Silver Ring]<br>&lt;----------------------------------------------------------------------><br>Rounded Chest: Follow the directions to reach the previous chest. From<br>\t       there head north until you reach a cliff face (the<br>\t       northern boundary of the area), then follow the cliffs<br>\t       east. You'll eventually run into this chest on a ledge.<br>[Blue Longkilt]<br>[Urban Hosen]<br>[Yellow Gaiters]<br>&lt;----------------------------------------------------------------------><br>Square Chest: Follow the direction to reach the previous chest. This<br>              chest is on the lower ground, just south-east of the<br>              previous one. Backtrack along the northern boundary cliffs<br>\t      until you find a small tree, at which turn south, then<br>\t      follow edge of the cliff you were just on into a cubby,<br>\t      wherein lies this chest.<br>[Mage's Shoes]<br>&lt;----------------------------------------------------------------------><br>Square Chest: Behind (to the north of) the 'Witch's House', on the<br>              ground amidst some roots is where this chest hides.<br>[Circlet]<br>[Cleansing Earring]<br>[Direwolf Bow]<br>[Silver Bands]<br>&lt;----------------------------------------------------------------------><br>Round Chest: You'll find this chest inside the 'Witch's House'.<br>[Ring of Azure]<br>[Ring of Gules]<br>[Thunderclap]<br>&lt;----------------------------------------------------------------------><br>Square Chest: From the 'Witch's House', follow a trail to the north<br>\t      until you leave the Witchwood. You'll find yourself on a<br>\t      ledge overlooking Seabreeze Trail. This chest is to the<br>\t      west, in plain sight. This chest is technically in<br>              Seabreeze Trail, but since it can only be reached via<br>\t      the Witchwood, it's listed in the latter.<br>[Scholar's Cape]<br>[Two-Hander]<br>[Wooden Wall]<br>&lt;----------------------------------------------------------------------><br>Square Chest: In the second part of the Witchwood (south-east of the<br>              'Witch's House'. From winding entrance tunnel, follow the<br>              path south-east until you find a route to the south, which<br>              leads to a river. This chest is directly south of the<br>              pass that leads to the river, on the southern shore, near<br>              a tree.<br>[Common Archistaff]<br>[Fluted Bow]<br>[Malignance]<br>[Master's Merle]<br>&lt;----------------------------------------------------------------------><br>Rounded Chest: In the second part of the Witchwood (south-east of the<br>               'Witch's House'. Follow the river east along the south<br>\t       of the map until it starts to turn north (where it<br>\t       eventually dead-ends.) On some ledges to the north, on<br>\t       a rock, you'll find this chest. Skeleton Knights will<br>\t       spawn when you approach. This chest is due north of the<br>\t       one listed below.<br>[Meniscus]<br>&lt;----------------------------------------------------------------------><br>Square Chest: In the second part of the Witchwood (south-east of the<br>              'Witch's House'. Follow the river east along the south<br>\t      of the map until it starts to turn north (where it<br>\t      eventually dead-ends.) On the southern shore you'll find<br>\t      this chest near a tree. This chest is due south of the<br>\t      one listed above.<br>[Anchor to Heaven]<br>[Divine Axis]<br>[Unspoken Grace]<br>&lt;----------------------------------------------------------------------><br>Square Chest: In the second part of the Witchwood (south-east of the<br>              'Witch's House'. Follow the path east until you reach the<br>              grave of Selene's grandmother. This chest is west of the<br>              gravestone, near a rounded chest.<br>[Alchemickal Cloak]<br>[Restless Earring]<br>[Silver Ring]<br>&lt;----------------------------------------------------------------------><br>Rounded Chest: In the second part of the Witchwood (south-east of the<br>               'Witch's House'. Follow the path east until you reach the<br>\t       grave of Selene's grandmother. This chest is behind <br>\t       (east of) the tree under which the gravestone lies, near<br>\t       a cliff.<br>[Fiery Talon]<br>[Mark of the Chimera]<br>[Wizard's Boots]<br><br>o======================================================================o<br>|\t\t\t\t\t\t\t\t       |<br>|\t\t\tUpdates\/Thanks {UPD001}\t\t\t       |<br>|\t\t\t\t\t\t\t\t       |<br>o======================================================================o<br>Version 1.01 Information (7\/25\/2013) (1,071,848 bytes)<br><br>o======================================================================o<br>Version 1.01 to 1.02 changes: (12\/2\/2013) (1,196,084 bytes)<br><br>  o=o\tFixed a few typos, made sense of some incomprehensible<br>\tsentences... normal proof-reading stuff.<br><br>  o=o\tAdded more loot, as it was found.<br><br>  o=o\tAdded the 'Enemies' section.<br><br>  o=o\tAdded the 'Placing Portcrystals' section.<br><br>  o=o\tAdded the 'Quests' section.<br><br>o======================================================================o<br>Version 1.02 to 1.02 changes: (9\/25\/2014) (1,235,887 bytes)<br><br>  o=o\tAdded the 'Video Walkthrough' section to the Index, and<br>\tinserted 75 video links throughout the walkthrough.<br><br>  o=o\tChanged the video link design.<br><br>Special Thanks<br>o======================================================================o<br><br>  o=o\tMy girlfriend, for putting up with me for all these years and<br>\tallowing me to waste so much time working on these games. Even<br>\tbetter, since she's played through many of these games herself,<br>\tshe's often been able to proof-read my guides and offer advice<br>\tbased on her own gameplay experience. Could a guy ask for a<br>\tbetter girlfriend? No. For all you guys out there who have<br>\tsettled for some snippy bitch who hates your gaming-dump her<br>\tand find someone better. You can find a girl who loves you AND<br>\tloves to game, if you bother to look.<br><br>***END OF FILE***<\/pre>\n","protected":false},"excerpt":{"rendered":"<p>Complete Walkthrough (Step-by-Step Strategy Guide) of Dragon&#8217;s Dogma o======================================================================o| || Dragon&#8217;s Dogma || |o======================================================================oVersion 1.02Written by: Nathan GarvinEmail: Theendbringer (at)&hellip;<\/p>\n","protected":false},"author":45,"featured_media":1200,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/revolutionarena.com\/pt-br\/wp-content\/uploads\/sites\/2\/2024\/09\/Dragons-Dogma.jpg","fifu_image_alt":"","footnotes":""},"categories":[2,3,4,5,6,7,12],"tags":[],"class_list":["post-1198","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-games","category-guides-and-walkthroughs","category-highlights","category-nintendo","category-pc","category-playstation","category-xbox"],"_links":{"self":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1198","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/users\/45"}],"replies":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/comments?post=1198"}],"version-history":[{"count":1,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1198\/revisions"}],"predecessor-version":[{"id":1199,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1198\/revisions\/1199"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media\/1200"}],"wp:attachment":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media?parent=1198"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/categories?post=1198"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/tags?post=1198"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}