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Walkthrough by Haeravon

Version: v1.02 | Updated: 09/26/14

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|								       |
|			Dragon's Dogma: Dark Arisen		       |
|			     					       |
Version 1.02
Written by: Nathan Garvin
Email: Theendbringer (at) Hotmail (dot) com.
If you're going to email me about this guide, make sure you put
"DRAGON'S DOGMA" or "DARK ARISEN" in the title, or I'll probably end up
deleting it as junk.

Guide Information
This FAQ was made in Notepad, and is best viewed in a simple text
editor. The default text is Lucida Console at size 10 font, but any
fixed-width font will work.. if not with the intended aesthetics intact.

Note that this is an incredibly large FAQ, and depending on your 
computer, internet speed, and the restlessness of computer gremlins,
you may have to refresh this file several times to get the whole thing
to load. Look for the ***END OF FILE*** line at the bottom to ensure
you've got the whole thing.

I have no affiliation with Capcom, or any other parties involved with
this game. This is a not-for-profit fan-made guide. If you wish to post,
mirror, or quote this guide, feel free to do so. Credit would make me
happy, an email would make me feel good. Let your conscience be your
guide, just like all good people.

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speech, people). Now, without any more PBS-style solicitation...


Alternatively, you can use the PayPal button on my webpage, at

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Table of Contents
>>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<<

I. Introduction				{INT001}
	1. Dark Arisen Notes		{INT002}
	2. Video Walkthrough		{INT003}
	3. Holding Your Hand		{INT004}
	4. Using this FAQ		{INT005}
	5. Challenge Pack		{INT006}
	6. Item Grinding		{INT007}
	7. Bitterblack Isle Gear	{INT008}
	8. Monster Info			{INT009}
	9. NPC Affinity			{INT010}
	10. Online Play			{INT011}
	11. Quests			{INT012}
	12. Rewards			{INT013}
	13. Saves			{INT014}
	14. Treasure			{INT015}
II. Character Creation			{CHR001}
	1. Appearance			{CHR002}
	  1.1 Gender			{CHR003}
	  1.2 Size Matters (Kind of...)	{CHR004}
	2. Attributes			{CHR005}
	  2.1 Hit Points		{CHR006}
	  2.2 Stamina			{CHR007}
	  2.3 Strength			{CHR008}
	  2.4 Magick			{CHR009}
	  2.5 Defense			{CHR010}
       	  2.6 Magick Defense		{CHR011}
	3. Vocations			{CHR012}
	  3.1 Vocation Types		{CHR013}
	  3.2 Levels 2-10		{CHR014}
	  3.3 Levels 11-100		{CHR015}
	  3.4 Levels 101-200		{CHR016}
	  3.5 Leveling versus Play Style{CHR017}
	  3.6 Fighter			{CHR018}
	  3.7 Strider			{CHR019}
	  3.8 Mage			{CHR020}
	  3.9 Warrior			{CHR021}
	  3.10 Ranger			{CHR022}
	  3.11 Sorcerer			{CHR023}
	  3.12 Mystic Knight		{CHR024}
	  3.13 Assassin			{CHR025}
	  3.14 Magick Archer		{CHR026}
	4. Suggested Builds		{CHR027}
	  4.1 Justifying Offense	{CHR028}
	  4.2 Hybrid Build		{CHR029}
	  4.3 Magick Build		{CHR030}
	  4.4 Strength Build	  	{CHR031}
	  4.5 Building a Phenom:	{CHR032}
III. Pawns				{PWN001}
	1. Main Pawns and Support Pawns	{PWN002}
	2. Pawn Limitations		{PWN003}
	3. Recruiting Pawns		{PWN004}
	4. An Educated Pawn		{PWN005}
	5. Pawn Inclinations		{PWN006}
IV. Gameplay				{GMP001}
	1. Game Screen			{GMP002}
	2. Pause Menu			{GMP003}
	3. Party Screen			{GMP004}
	4. Controls			{GMP005}
	5. Elements			{GMP006}
	6. Debilitations		{GMP007}
V. Hints and Tips			{HNT001}

>>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<<

VI. Prologue: He Who Shall Be King
	1. Savan and The Tainted	{WLK001}
	   Mountain Temple
		(8 Steps)
VII. Chapter 1: A New Arisen
	1. Cassardis			{WLK002}
		(24 Steps)
	2. The Encampment		{WLK003}
		(17 Steps)
	3. To Gran Soren		{WLK004}
		(21 Steps)
	4. Exploring the Estan Plains	{WLK005}
		(14 Steps)
	5. Cassardis Revisted		{WLK006}
		(32 Steps)
	6. Exploring the Pawn Guild	{WLK007}
		(13 Steps)
	7. Questing Gran Soren		{WLK008}
		(32 Steps)
VIII. Chapter 2: The Wyrmhunt
	1. Aiding A Research Team	{WLK009}
		(25 Steps)
	2. Exploring the Vestad Hills	{WLK010}
		(28 Steps)
	3. Investigating A Cult		{WLK011}
		(25 Steps)
	4. Exploring the Deos Hills	{WLK012}
		(18 Steps)
	5. Deciphering a Text		{WLK013}
		(10 Steps)
	6. Exploring Northface Forest  	{WLK014}
		(20 Steps)
	7. Clearing the Ancient Quarry	{WLK015}
		(14 Steps)
	8. Exploring Devilfire Grove	{WLK016}
		(7 Steps)
	9. Routing a Monster Infestation{WLK017}
		(16 Steps)
	10. Exploring the Verda		{WLK018}
		(21 Steps)
IX. Chapter 3: Rise of the Fisher Knight
	1. Hearing the Duke's Directive	{WLK019}
		(18 Steps)
	2. More Missions in Gran Soren	{WLK020}
		(8 Steps) 
	3. Exploring the Frontier	{WLK021}
	   Caverns and Fighting Off
		(9 Steps)
	4. Saving Selene, and Other	{WLK022}
		(23 Steps)
	5. Questing the Castle		{WLK023}
		(10 Steps)
	6. Returning to the Catacombs	{WLK024}
		(10 Steps)
	7. Exploring the Wilted Forest	{WLK025}
		(13 Steps)
	8. Exploring Cursewood and	{WLK026}
	   Heavenspeak Fort
		(15 Steps)
	9. Exploring the Barta Crags	{WLK027}
		(14 Steps)
	10. Exploring Soulflayer Canyon	{WLK028}
		(18 Steps)
X. Chapter 4: The Duke's Directives
	1. Aiding the Corps on a	{WLK029}
	    Hunting Expedition
		(7 Steps)
	2. Exploring the Pastona Cavern	{WLK030}
		(11 Steps)
	3. Exploring Bluemoon Tower	{WLK031}
		(19 Steps)
	4. Gathering Evidence for an	{WLK032}
	   Important Trial
		(10 Steps)
	5. Recovering a Stolen Item	{WLK033}
		(10 Steps)
	6. Assisting Ser Mercedes	{WLK034}
		(8 Steps)
	7. The Cockatrice Conspiracy	{WLK035}
		(6 Steps)
	8. Exploring the Blighted Manse	{WLK036}
		(18 Steps)
	9. Merchant Matters		{WLK037}
		(10 Steps)
	10. Salvation's Last Stand	{WLK038}
		(14 Steps)
XI. Chapter 5: The World's Utmost Depths
	1. The Tainted Mountain Temple	{WLK039}
		(16 Steps)
	2. Showdown with the Dragon	{WLK040}
		(14 Steps)
	3. Wandering Through a Ruined   {WLK041}
		(12 Steps)
	4. Unfinished Business		{WLK042}
		(14 Steps)
	5. Exploring the Everfall	{WLK043}
		(30 Steps)
XII. Chapter 6: Bitterblack Isle
	1. Outside on the Isle		{WLK044}
		(8 Steps)
	2. Upper Stratum		{WLK045}
		(49 Steps)
	3. Central Stratum		{WLK046}
		(30 Steps)
	4. Lower Stratum		{WLK047}
		(38 Steps)
	5. The Second Run		{WLK048}
		(21 Steps)
XIII. Chapter 7: The Ever-Turning Wheel
	1. Ascension			{WLK049}
		(8 Steps)
	2. New Game+			{WLK050}

Total Walkthrough Length: 836 Steps

>>>>>>>>>>>>>>>VIDEO PLAYTHROUGH<<<<<<<<<<<<<<<<

1. Savan and the Tainted Mountain Temple{VID000}

2. Cassardis				{VID001}

3. Seabreeze Trail			{VID002}

4. Call of the Arisen			{VID003}

5. Escorting Madeline			{VID004}

6. Strength in Numbers			{VID005}

7. A Rude Awakening			{VID006}

8. Off With Its head			{VID007}

9. Deep Trouble				{VID008}

10. Low Level Bluemoon Tower Run	{VID009}

11. Low Level Heavenspeak Fort Run	{VID010}

12. Exploring the Barta Crags		{VID011}

13. Low Level Soulflayer Canyon Run	{VID012}

14. Lost and Found			{VID013}

15. An Uninvited Guest			{VID014}

16. A Troublesome Tome			{VID015}

17. Exploring the Vestad Hills		{VID016}

18. Exploring the Verda Woodlands	{VID017}

19. No Honor Among Thieves		{VID018}

20. Deeper Trouble			{VID019}

21. Lure of the Abyss			{VID020}

22. Chasing Shadows			{VID021}

23. Of Merchants and Monsters		{VID022}

24. Dying of Curiosity			{VID023}

25. Exploring Gran Soren		{VID024}

26. Land of Opportunity			{VID025}

27. The Cypher				{VID026}

28. A Fortress Besieged			{VID027}

29. Escort Duty				{VID028}

30. Seeking Salvation			{VID029}

31. The Watergod's Altar		{VID030}

32. Come to Court			{VID031}

33. Exploring the Frontier Caverns	{VID032}

34. Witch Hunt				{VID033}

35. Farwell, Valmiro			{VID034}

36. Mettle Against Metal		{VID035}

37. The Dragon's Tongue			{VID036}

38. Supply and Demands			{VID037}

39. An Innocent Man			{VID038}

40. Arousing Suspicion			{VID039}

41. The Conspirators			{VID040}

42. Rise of the Fallen			{VID041}

43. Griffin's Bane			{VID042}

44. Nameless Terror			{VID043}

45. Trial and Tribulations		{VID044}

46. The Wyrmking's Ring			{VID045}

47. Pride Before A Fall			{VID046}

48. Honor and Treachery			{VID047}

49. Bad Business			{VID048}

50. Talent in Bloom			{VID049}

51. A Parting Gift			{VID050}

52. Reward and Responsibility		{VID051}

53. Duchess in Distress			{VID052}

54. Deny Salvation			{VID053}

55. Exploring the Tainted Mountain	{VID054}

56. The Final Battle			{VID055}

57. Return to Gran Soren		{VID056}

58. A Warm Welcome			{VID057}

59. Chamber of Confusion		{VID058}

60. Chamber of Anxiety			{VID059}

61. Chamber of Absence			{VID060}

62. Chamber of Hesitation		{VID061}

63. Chamber of Apprehension		{VID062}

64. Chamber of Remorse			{VID063}

65. Chamber of Tragedy			{VID064}

66. Chamber of Lament			{VID065}

67. Chamber of Fate			{VID066}

68. Chamber of Distress			{VID067}

69. Chamber of Estrangement		{VID068}

70. Chamber of Woe			{VID069}

71. Chamber of Sorrow			{VID070}

72. Chamber of Resolution		{VID071}

73. Chamber of Inspiration		{VID072}

74. Chamber of Hope			{VID073}

75. Final Judgment			{VID074}


XIV. Enemies				{EMY001}
XV. Notice Board Quests			{NBQ001}
XVI. Placing Portcrystals		{PRT001}
XVII. Quests				{QST001}
XVIII. Treasure				{TRE001}
XIV. Update/Thanks			{UPD001}

|								       |
|			 Introduction {INT001}			       |
|								       |
Not so long ago, I was playing through Final Fantasy VI. I came to the
game late, I didn't have a SNES, I was a SEGA kid. Anyways, it's a great
game from the golden age of JRPGs, and needless to say, it's a pretty
complicated game. Since I didn't care to play through the game a dozen
times so I could learn all about it, I decided to get a FAQ for it. I
wanted to actually beat the game, without having to spend quite as much
time figuring everything out for myself-probably like many of you
reading this right now. Since I share the hobby of FAQ-writing, I
decided to send the author of the guide I was using a good old fashioned
thank you E-mail (us FAQ-writers live on such fare). The author, being a
responsible chap, looked up my claim that I wrote FAQs myself and noted
that I "was in the business of western RPGs". It's true. Most of you
reading this will know me from my Fallout 3 and Baldur's Gate FAQs. But
honestly, I'm a pretty diverse gamer, although I carry a special spot in
my heart for RPGs. Any game that will keep me playing for 60+ hours is
just a good investment of my limited money. It's sad, but it seems that
the JRPG has become an endangered species, and given the mediocrity
being spewed forth by Square-Enix lately, it doesn't seem like the
traditional sources of JRPG greatness are up to snuff anymore. In steps
Capcom with Dragon's Dogma. I heard great things about this game via
word of mouth (figuratively, text still counts as conversaton), and
decided to give it a try. Great combat and character customization, they
said, and they were right. It's got enough character customization
options to (almost) satisfy my girlfriend, who was absolutely livid when
Skyrim didn't have a RGB color slider for the hair. It's easily my
favorite RPG of 2012-and my favorite JRPG since Dragon Quest VIII,
although to be fair, it's more of a WRPG made in Japan. At least Capcom
has decided to step up and adopt the new RPG conventions, instead of
rehashing tired old melodrama and androgenous leads, or retreating into
hand-held remakes. If you are intrigued by Shadows of the Colossus-esque
boss battles, Devil May Cry-ish combat, and character customization that
puts Skyrim and Kingdoms of Amalur to shame, you'll like Dragon's
Dogma... so long as you're willing to ignore the story.

Dark Arisen Note						{INT002}
This guide was originally written for vanilla Dragon's Dogma, and was
upgraded later to include the Dark Arisen content. I will not, however,
assume that every player owned both versions of the game. This guide
will serve as a stand-alone guide, from the beginning of Dragon's
Dogma until the end of Bitterblack Isle, and distinct from the original
guide I wrote. There are differences between the two versions of the
game, which I will note here... for the benefit of folks who owned both
versions of the game.

  -->	If you played the original game and import a save from Dragon's
	Dogma to Dark Arisen (done automatically when you start up Dark
	Arisen while signed into your account) you'll be rewarded with
	100,000 Rift Currency, six new outfits based on NPCs from the
	original game, and an Eternal Ferrystone with unlimited uses.
	It's this last item that's really interesting-saves quite a bit
	of money and bother.

	Note: Starting Dark Arisen keeps your quest progression,
	items, levels, and gold from the original game. Better yet,
	you keep your old Dragon's Dogma save, as well.

  -->	The old 'Accoutrements' Equipment sub-category has been split
	into two sub-categories: 'Cloaks' and Jewelry. You can now wear
	two pieces of Jewelry as well as a Cloak.

  -->	A number of inventory management improvements have been made-
	almost enough to warrant its own section, but I'll make do
	here. The number of items owned are now displayed when shopping.
	You now have the option to 'Change Equipment' right from
	innkeepers, instead of having to tediously withdraw and
	equip items. Inventory actions are now faster-buying, selling,
	trading, stashing, retrieving, etc.

  -->	There are now many more Portcrystals hidden around Gransys.
	I use the term 'hidden' very generously. Seems Capcom heard
	people's complaints, and allowed more fast-travel access during
	the first playthrough, something which previously had to wait
	until the second playthrough. You can find a Portcrystal in
	many of the game's 'dungeons'.

  -->	Many DLC items were added, including new quests, character
	creation options, and gear. The gear can be purchased from the
	Black Cat in Gran Soren.

  -->	A new, static Portcrystal location can now be found outside of

  -->	The balance of a number of skills has been altered... or in
	other words, nerfed. Invisibility, Autonomy and Bloodlust
	in particular have been significantly reduced in potency.

Video Walkthrough						{INT003}
The video walkthrough was created some time after the text guide for
the game-with a different protagonist, heck, even on a different
console! The video walkthrough does not follow the guide step-by-step.
Whereas the text walkthrough often attempts to be efficient-picking up
quests and completing them when it's more convenient, often much later
and inter-mixed with other quests. The video walktrhough, however,
compartmentalizes each quest, and each video covers a step from start
to finish (albeit often with pointless travel omitted). That being the
case, it's obviously impossible to have the two mirror each other.
Sometimes the video walkthrough segments are posted in the walkthrough
when a quest/exploration is actually being performed. Other times, the
video is posted when a quest is assigned-even if the text guide doesn't
tackle said quest until later... again, usually as part of another
quest. On top of that, my previous videos (often created to highlight a
specific critter) were not integrated into the video walkthrough. Videos
that cover quests/exploration have a [VID###] tag, whereas tactics
videos do not. View the videos as enhancements to-not substitutes
for-the text walkthrough.

Holding Your Hand						{INT004}
Many of my guides tend towards hand-holding. In the walkthroughs, I tend
to discuss everything, no matter how minute, for the sake of
completionism. Not so for this game. In Dragon's Dogma, there's lots of
miscellaneous looting that can be done, which will result in typically
insignificant (not to mention random) rewards. Side quests where you
have to escort NPCs, kill 'X' amount of 'X' monster, or gather 'X'
amount of 'X' ingredient also abound. Often these have random triggers
(raising your affinity with said NPC, for example, or completing a
number of previous fetch quests), which translates to a bit of a
nightmare from a writing perspective. Instead of omiting them entirely,
they are included in their own section 'Side Quests' [SDQ001], removed
from the main walkthrough. They will not be covered in as great of
detail as the main quests, but since they're entirely optional anyways,
it shouldn't matter too much. The main walkthrough will be dedicated
to two things-completing every main quest in the game, and scoring the
best gear you can possibly get. Picking flowers I leave to you.

Using this FAQ							{INT005}
Below I will list some of my quirks, organizational methods, and various
other tidbits that will help you navigate this guide. For starters,
during the main FAQ I'll break up the various chapters and 
organizational components of the guide with a large heading:

|								       |
|		              Large Heading  			       |
|								       |

During the FAQ, I'll break up different areas with a thick line:

Thick line

Multiple parts of a mission in the same area will be broken up with a 
thin line. This breaks up the missions into a series of steps, and 
limits how much unbroken text you'll have to read at once. Nobody likes

Thin line

Of course, I reserve the right to break my own rules during the FAQ..
mostly due to being scatter-brained and working on the FAQ in shifts
over the course of time. Life and all. So cut me some slack. Besides,
this organizational scheme is mostly for consistency and ease-of-use.

Sequence of Events						
Unlike some of my other guides, this FAQ does hold your hand through the
game. As I go through areas I will list what I do sequentially. To help
streamline the guide and make your life easier, I've included a list of
steps at the beginning of each section, so you can see in what order I
am about to do things. Each different Sequence of Events is separated by
a large heading, while each step is divided by a thick line (if we
travel to a different area) or a thin line (if we don't.)

Challenge Pack: A Trial For Adventurers				{INT006}
In December 2012 Capcom released a free DLC which contained two new
challenge modes for the game. Free stuff is cool, so it'll be mentioned
in this guide. As a concession for wussies, Easy Mode was added, but
the more important features added by this Challenge Pack include Hard
Mode and Speed Run Mode. Why are they more important? Because you can
score a bit of extra gear for completing these modes. Even so, they will
nevertheless be ignored in the main walkthrough, which assumes a normal
run through the game by new players with new characters. Hard Mode
runs are discussed in the Hard Mode Section of the guide [HRD001], while
Speed Run Mode runs are discussed in the Speed Run Section of the guide

Item Grinding							{INT007}
Items in chests contain the gear you'll need to make your character
super-awesome like. Sure, you could always buy it from shopkeepers,
but there's plenty of gear you can find in chests long before anybody
will sell it... and for free, and there's some gear that no shopkeeper
will sell. There are two ways you can get this yummy chest loot. Be a
chump and clear, clear, and reclear a dungeon a hundred times, or be
an obnoxious loot grinder. I'm the latter. If you save your game BEFORE
you open a chest that has some bit of loot in it you want, you can open
the chest and-if you don't get what you want-reload until you find
something better. Some things to note-most of the really great loot has
a low chance of spawning (sometimes as low as 2%), which can make this
process tedious. Another thing that conspires against you is the fact
that you'll have to manually save, then go to the title screen, and
reload your game, and for some absurd reason this game takes FOREVER to
check your hard drive, load your character, then allow you to wait as it
loads the game. If you loot-grind, loot grind for gear that matters. If
it can ever be purchased, purchase it. This pretty much means you can
wait until the end of the game to loot grind. On that note, there are
areas with numerous chests that are easy to loot-grind in bulk... unless
you have stupid Pawns traveling with you picking up crap you don't want.
So long as you don't pick something up (looking is fine, touching is
bad) you can save/load if you do/don't like what you got. If you want
to loot several chests in one run, and you get crap in the first few
chests, but something you want to keep in the third chest, only pick up
what's in the third chest, then save/load when your run is done. Since
Pawns are cleptomaniacs, they will pick everything up... so, when loot
grinding chests late in the game, it's a good idea to ditch your Pawns.

Bitterblack Isle Gear						{INT008}
It might seem that save/loading wouldn't work on Bitterblack Isle,
since gear must be purified before its nature becomes known, but this
isn't entirely the case. Sure, getting 'Bitterblack Armor Lv.2' from a
chest is pretty ambiguous-it can be a number of different armor types,
but if, say, there are a series of chest that can either drop
Bitterblack Armor/Weapons Lv.3 or Rift Currency, you can still save/load
to ensure you get something that might potentially be useful. It's
also worth noting that Bitterblack Isle gear isn't set in stone when
you pick it up. Changing Vocations before purifying items can change
what items you'll get when the items are purified.

Monster Info							{INT009}
Whenever new monsters are encountered in the walkthrough, they will be
briefly discussed under the heading ***MONSTER INFO***. Here I'll
generally talk strategy-their attacks, soft spots, weaknesses, etc.
You can find more detailed information about monsters in the Monster
Section of the guide [MON001].

NPC Affinity							{INT010}
NPCs in Dragon's Dogma will gain (or lose) affinity for you depending on
your actions. Most of the NPCs are poorly fleshed out, and there's no
obvious indicator that an NPC has gained affection for you save at
certain benchmarks. For example, if you significantly improve an NPC's
affinity, they'll be surrounded by an aura, and their cheeks will be
flushed. Again, however, since there is no way to see exactly how much
affinity somebody has for you, the best that can be done is to check
your 'History' menu to see how many people have maximum affinity for

There is a romance sub-plot in this game, but it is, like most quests
in Dragon's Dogma, poorly fleshed out. You might be near the end of the
game before you realize that the game is forcing a romance upon you...
and it doesn't care what your gender is, what the gender of the NPC is,
or their respective ages. It's a huge, huge fail on the part of Capcom

Online Play							{INT011}
As people who read my other FAQs might know, I do not have a stable
internet connection at home. I do not play games online. Yes, I know the
pawn system was built for online play, and I know that I can't discuss
trading, fighting the online Ur-Dragon, and certain uber gear because of
this. I also won't be discussing any DLC for this game. Find your online
information elsewhere-it shouldn't affect your gaming if you use this
guide, since this game is-first and foremost-a single player RPG with a
few online elements you can interact with.

Quests								{INT012}
Quests are the substance of RPGs... but like so many things in life, not
all are created equal. Major quests (ones not scored off some Notice
Board or another) will be recorded under the ***QUESTS*** heading. This
will occur in the walkthrough when the quest is assigned... although
the quest will later be completed... well, whenever the hell I feel like
it. If you don't want to read the walkthrough's often scattered (but
detailed!) quest information, check out the Quest Section [QST001] for
more condensed information about each quest.

Rewards								{INT013}
Complete quests, get rewards. Rewards gained during play will be
recorded under the ***REWARDS*** section, listing the gold, experience,
Rift Currency, and items obtained from a particular action, as

Saves								{INT014}
Oh boy, it's a Capcom game, and if you've played Dead Rising, you know
that Capcom is frustratingly capable of making a fun game bungled with
an absurd saving system. Dragon's Dogma can be one of those games. You
essentially have two save slots, a conventional 'hard' save (you know,
you save the game manually, and expect everything to be peachy). You
also have two 'autosave' slots that save independently of one
another, and at different times. One is a true autosave-it'll save when
you enter/leave areas and complete quests (this overwrites your hard
save). You also have a checkpoint autosave (in the Save/Load submenu of
the Pause Menu, you'll see one of the options is 'Return to last
Checkpoint'-this refers to that save slot), which is saved specifically
when you rest at inns or when you visit Riftstones. If you die and find
yourself back at the start of a dungeon, it's because the game restored
your autosave slot. If you 'Restart from last Checkpoint' and find
yourself ten levels back at the last inn you rested at, it's because the
game loaded the last checkpoint save. Your manual save can only be
reloaded from the main menu.

Treasure							{INT015}
Treasure is good. We all like treasure. In fact, one of the reasons
people play RPGs is to score cool loot! What would an RPG be like
without it? Probably like Mass Effect 2, which to say, not an RPG.
Anyways, all loot isn't created equally, as we should all know, and
much of it is not worth my time to record, nor your time to read.
Anything that can be equipped or worn, however, will be recorded in
the guide under the ***ITEMS*** heading... along with the container
in which the treasure is found. If you don't want to read the
descriptive text in the walkthrough to find a particular bit of loot,
consult the Treasure Section of the guide [TRE001].

|								       |
|	     		  Character Creation {CHR001}		       |
|								       |
Being an action-RPG, character creation is, of course, an important part
of the game. This section should, perhaps, be called 'party creation',
as you not only need to worry about creating your protagonist-the
Arisen, but you'll need to create your Main Pawn. For the most part,
the same rules that apply to one apply to the other. Just keep in mind
that the goal of this section will not just be the creation of one
character on their own merits-but two characters, who will be joined by
two other characters. Your gameplay preferences will determine how you
should build your Arisen and Main Pawn.

Appearance							{CHR002}
Before you get to any of the numbers, vocations, or other immensely
important gameplay issues, you'll have to create your character's
appearance. This actually matters somewhat in Dragon's Dogma, unlike in
most RPGs.

Gender								{CHR003}
First, know that your gender will not change too much throughout the
game. Everybody refers to you as 'Arisen' or 'Ser', and what 'romances'
exist in this game are largely blind to gender. Pick whatever you prefer
aesthetically. There are a few slight benefits towards playing a female,
however. First, there's a quest that either requires you to be female...
or dress in drag to complete. Not a big deal either way. Second, there
are many female-only clothes and pieces of armor in the game, which
cannot be worn by male characters. Many of them are quite strong...
especially considering how early you can get some of them. There are
compartively few male-only pieces of equipment in the game. On the other
hand, your armor/clothing isn't a big deal, so don't feel compelled to
play a female based upon item considerations.

Size Matters (Kind Of...)					{CHR004}
Another, much more important aspect of your apperance is your height
and weight. According to the manual:

"How a Character's Body Type & Gender Affects Gamplay: The bigger the
body, the heavier the character. Although this increases the amount the
character can hold, it decreases the speed at which Stamina is restored.
In addition, although the character will have a wider attack range,
there is increased susceptibility to enemy attacks. The opposite holds
true for characters with smaller body types. There are also instances
where gender affects in-game elements as battles and storylines."

I'll be honest, I didn't check this out as much as I probably should
have. A few things that your height may affect includes your jumping
distance, how easy it is for your character to get soaked, and a few
areas can only be accessed by very small characters... leading to
inconsequential loot. As for running speed, Stamina drain/recovery,
all I bothered to note empirically was the difference between two
characters I had-one a female with a height/weight of 186/73, and the
other a male with a height/weight of 197.9/99. It took the heavier
(male) character 2:04:12 to recover his stamina meter fully, while the
lighter (female) character needed only 1:46:88. Stamina consumption,
however, seemed higher on the lighter character than the heavier... so,
I really just suggest picking for aesthetics. Either way, Stamina is
easy enough to recover with items.

Attributes							{CHR005}
One might assume that your Vocation would be the next most important
part of character creation... and it's true, it's a very important part,
indeed. However, a large part of why it's so important is that it
determines how your attributes increase, and there's no point in
worrying about that if you don't know what your attributes are, what
they're good for, and so on. I assume everybody understands the
general idea-attributes include such parameters as your Hit Points,
Stamina, Strength, Magick... you know, those old gameplay conventions.

Hit Points							{CHR006}
How much punishment you can take before you die. Your Pawns die, no big
deal, you go over and give them a hand, and life goes on. If you die,
however, it's game over, so these are somewhat important... at least,
for your Arisen.

  -->	Every time you suffer damage, 25% of the damage taken is
        semi-permanent damage, which can only be recovered by resting,
        using healing items, or entering a healing spring. The rest
        of the non-permanent damage (75% of damage taken) is displayed
        as grey on your Hit Point meter, while semi-permanent damage
        is black.

Still, there are a few reasons why I don't consider Hit Points to be
terribly important... I mean, it's always nice to have more, but it's
not a primary attribute concern. First, your Hit Points are only as
good as your Defense and Magick Defense. Having loads of Hit Points
means little if it's not mitigated by Defenses. The classes that are
high in Hit Points (Fighter and Warrior) also have good Defense, but
you will never have high Hit Points, Defense AND Magick Defense.
Second, since you can enter your inventory at any time and use healing
items (even while scaling a foe or in mid-swing) Hit Points are
somewhat less of an issue than they might have been, if the game was
less generous about inventory access... third, there are several ways
to mitigate damage. Not getting hit is good, dodging should always be
your first option, but blocking works too... in fact, if you plan to
use a shield, having high Stamina (to block multiple attacks) is better
than having high Hit Points... lastly, Invisibility outrights makes you
immune to most damage. You've got plenty of reasons to focus on other

Stamina								{CHR007}
You use Stamina to sprint, block, cast spells, climb, use skills, and
perform special attacks. Yeah, everything uses Stamina, and since using
skills, casting spells, and climbing are the best ways to kill most
foes, Stamina essentially funds your offense. It's a very, very
important attribute, only diminished in importance due to the fact that
you can use recovery items at will to heal it in the midst of combat.

  -->	Stamina regeneration does not improve as your Stamina does, so
        keep in mind that having more Stamina only affects what you can
        do before you're forced to take (increasingly longer) breaks to
        recover Stamina.

On the other hand, there are no ways to mitigate Stamina usage the same
way damage can be reduced or avoided. You will use Stamina in every
fight, or from just running from place to place-you won't always be
getting injured. All in all, I find it best to have a good fund of
Stamina... if you had to choose between Hit Points and Stamina. This is
even more true in Dark Arisen, since Invisibility depletes your Stamina
six times faster.

Strength							{CHR008}
Strength determines the damage you deal with physical attacks-be it
with bows, fists or swords. If you plan to make any sort of melee
character or archer, this attribute is essential.

A few things might seem to impair its usefulness-your weapons will
probably have as more of an influence on damage as your base Strength,
for example, and there are several skills that boost your Strength, but
the two greatest boosters-Autonomy and Bloodlust-actually improve your
ultimate attacking power based upon your base Strength (modified by
other skills and your weapons, of course). So, your Strength score is
exceedingly important to your overall offensive prowess, and you should
focus on it-or Magick-exclusively. After all, Hit Points and Stamina can
be restored by inventory items at will, and Defense and Magick Defense
only mitigates damage taken... Considering how easy it is to restore
Hit Points and Stamina, you should focus on offense. Pick one, and do
it well.

Magick								{CHR009}
The damage you deal with magical attacks-spells and weapons with
elemental properties, for example. If you wish to play a magic-user,
this attribute is essential.

Magick functions exactly like Strength-it's boosted by skills and
weapons. Both Strength and Magick-based builds are viable options, and
should be your only real goal when leveling up. Just keep in mind that
Magick is more difficult to level up, as playing a Sorcerer is...
tiresome, and if you make a Magick build, do so with the intention of
playing a Magick Knight, Mystic Archer, or Assassin-not a Mage or
Sorcerer. Pawns do the latter roles just as well.

Defense								{CHR10}
Reduces the physical damage you take from attacks. There are several
reasons this attribute is... not worthy of consideration. First, Hit
Points can be healed easily enough, and damage can be avoided. Second,
even with a rather low base Defense, with skills and gear you can reduce
the damage you take down to negligibility... save from stronger foes,
who hit hard enough that they likely won't ever deal negligible damage.
Plus... you know the saying 'the best defense is a good good offense'?
Well, it's true. Dead foes don't deal damage very well, and I prefer to
be a death-maker than a damage soaker.

Magick Defense							{CHR011}
Reduces the magical damage you take from attacks... same thing as
Defense, really, with the same suggestion. One thing to note, however,
is that magical attacks tend to be more powerful at their worst than
physical attacks.

Vocations							{CHR012}
Your Vocation-or class, job, profession, role... whatever gameplay
convention you've grown up calling it-is the most important part of
character creation. It determines what weapons you can wield, what armor
you can wear, which skills you can use, and how your attributes improve
every time you level up. It's the last part that matters most, really,
as everything else can be changed at a whim. I will start by talking
about how the vocations work... and we'll worry about the differences in
play-style later.

Vocation Types							{CHR013}
There are three types of Vocations; Basic, Advanced, and Hybrid. Basic
Vocations (Fighter, Strider, and Mage) are the only three initially
available, whereas Advanced and Hybrid Vocations become avaiable later,
after you've hit level 10, reached Gran Soren, and you have the
Discipline to spend on changing Vocation. Advanced Vocations are...
well, like the Basic ones, but typically stronger. The three Advanced
Vocations are Warrior, Ranger, and Sorcerer. Finally, the Hybrid
Vocations combine the perks of two Basic Vocations-the Fighter/Strider
Vocation is the Assassin, the Fighter/Mage Vocation is the Mystic
Knight, and the Strider/Mage Vocation is the Magick Archer. Only the
Arisen can assume a Hybrid Vocation, Pawns only have access to Basic and
Advanced Vocations.

Levels 2-10							{CHR014}
When you start the game you can only choose one of three 'Basic
Vocations'-Fighter, Strider, and Mage. Not only is this an arbitarily
limited selection (which will not persist very long), but the growth
rates of each of these classes is quite different in the early levels
than they will be later on... simply put, the first ten levels are
just getting you into the game. You just got to get them over with as
best you can before you can really start making any strategic leveling
plans. Your starting stats, and the first few growth levels of each of
the three Basic Vocations are listed below:

		|                 Starting Stats		|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Fighter		|  450	|  540	|  80	|  60	|  80	|  60	|
Strider		|  430	|  540	|  70	|  70	|  70	|  70	|
Mage		|  410	|  540	|  60	|  80	|  60	|  80	|

	      	|         Basic Vocations Levels 2-10		|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Fighter		|  30	|  20	|   4	|   2	|   3	|   2	|
Strider		|  25	|  25	|   3	|   3	|   3	|   2	|
Mage		|  22	|  20	|   2	|   4	|   3	|   3	|

The early growth for each class is more general than it will be later
on, but for the first few levels, there are no extraordinary gulfs in
power... at least, not compared to how specialized your growth will
become later on.

Levels 11-100							{CHR015}
Once you hit level 10 you can change vocations (provided you have the
Discipline and have reached Gran Soren). Also, growth becomes more
dynamic. Now is the time when you really must choose how you want to
play the rest of the game... two-thirds or so of your growth will occur
during this stretch of time. The growth rates for all classes from
levels 11 to 100 are as follows:

	        |         Basic Vocations Levels 11-100		|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Fighter		|  37	|  15	|   4	|   2	|   4	|   1	|
Strider		|  25	|  25	|   3	|   3	|   3	|   2	|
Mage		|  21	|  10	|   2	|   4	|   1	|   4	|

	        |       Advanced Vocations Levels 11-100	|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Warrior		|  40	|  10	|   5	|   2	|   3	|   1	|
Ranger		|  21	|  30	|   4	|   3	|   2	|   2	|
Sorcerer	|  16	|  15	|   2	|   5	|   1	|   5	|

	        |        Hybrid Vocations Levels 11-100		|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Mystic Knight	|  30	|  20	|   2	|   3	|   3	|   3	|
Assassin	|  22	|  27	|   6	|   2	|   2	|   1	|
Magick Archer	|  21	|  20	|   2	|   3	|   3	|   4	|

Levels 101-200							{CHR016}
After you've hit level 100, your growth rate slows down considerably.
By this time, you've certainly maxed whatever Vocaction(s) you've found
the most interesting, and have probably beaten the game. Only the most
power-gamey folks out there (my brothers and sisters in gaming) will
bother with these levels:

	        |        Basic Vocations Levels 101-200		|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Fighter		|  15	|   5	|   1	|   0	|   3	|   0	|
Strider		|   5	|  15	|   1	|   1	|   1	|   1	|
Mage		|  10	|  10	|   0	|   2	|   0	|   2	|

	        |       Advanced Vocations Levels 101-200	|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Warrior		|  15	|   5	|   2	|   0	|   2	|   0	|
Ranger		|   5	|  15 	|   2	|   0	|   1	|   1	|
Sorcerer	|  10	|  10	|   0	|   3	|   0	|   1	|

	        |        Hybrid Vocations Levels 101-200	|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Mystic Knight	|  15	|   5	|   1	|   1	|   1	|   1	|
Assassin	|   5	|  15	|   3	|   0	|   1	|   0	|
Magick Archer	|  10	|  10	|   0	|   1	|   0	|   3	|

Leveling Versus Play Style					{CHR017}
Now, I've discussed earlier what the attributes do, so you should be
able to scan over the attributes here and-if you trust my words-see
something obvious. The Assassin and Sorcerer have the best Strength
and Magick scores, respectively, and since they're the most important
attributes (one or the other), they're what you should shoot for. While
leveling, you should be playing an Assassin or a Sorcerer. Period...
which pretty much means for the entire game, until level 200, when
leveling obviously isn't an issue anymore.

Of course, we're talking leveling. You only need to be the vocation
you want to level as the moment you get enough experience to level up.
The rest of the time, your play style should determine what vocation
you are (and what you'll ultimately end up playing as once you hit
level 200.) To be safe, I'd advocate just sticking to your leveling
class for... most of the levels between 10 and 100. Still, since it 
matters how the classes play, lets take a look at each vocation in

Three things (besides attributes, which we've discussed enough to
cause even the most interested and patient gamers to have a nose
bleed by now) that matter the most when looking at the vocations are
their skills (both the skills they can learn, and the skills they can
use), their weapon selection (usually tied to what skills they can
use, has a huge affect on gameplay) and what they can wear... so when
discussing the vocations, that's what we'll worry about. Okay, and
I'll reiterate attributes, too. They're important, dammit!

Fighter								{CHR018}
Type: Basic Vocation
Primary Weapon: Sword
Secondary Weapon: Shield

Many gamers will probably walk out of Cassarids with a Rusty Sword in
hand... the Fighter is just an obvious choice for getting used to the
game. An innocent gamer may be tricked into thinking that... oh, I don't
know, the Fighter would have the best combat stats in the game... but
it's not so. The Fighter does have the 2nd best Hit Points in the game
(and by a fairly wide margin), and the best Defense... but their
Strength is tied for 3rd (and since there are only nine classes...)
They have one of the worst Stamina progressions in the game, and their
Magick Defense is abyssmal. All in all, they're the best physical tank
build in the game, but if you've been reading along, I don't put much
stock in tanking in this game.

The Fighter is your basic tank-block with the shield, do damage with
the sword. Typical fantasy fare. Although I don't find them much for
leveling, once appropriately leveled, the Fighter is a fairly decent
class to play as. One should note that more Stamina will allow you to
block more attacks, and also, some attacks (and all spells) cannot be
blocked. The Fighter doesn't really have much in the way of mobility
to counter this short-coming, nor will one have much Magick Defense if
they're built anywhere near proper. Still, they're a tough nut to crack
when it comes to physical defense, and the sword is a proper agent of
destruction in the hands of a Fighter, who arguably gets the best
physical damage sword attacks in the game. Heavenward Slash somewhat
mitigates their lack of ranged attack, and Burst Strike is great for
quick offensives. They do not, however, have anything in the way of
mobility-enhancement, no Double Vault and no Levitation, so navigation
will be more difficult as a Fighter. They've got three Augments worth
looking at-Sinew allows you to carry more crap, which can be useful if
you're an avowed pack-rat, while Vehemence increases your Strength...
although not as much as Clout. Still, for a Strength build, it's a
useful skill. The real catch, however, is Exhilaration, which massively
increases your Strength and Magick when your life is low (the Hit Point
bar is red.) Stacked with Autonomy and Bloodlust (Assassin skills) this
turns any character into a phenom.

All in all, it's a mediocre class to play as, and a poor leveling
choice, although having a Pawn to soak up damage might not be a bad

Strider								{CHR019}
Type: Basic Vocation
Primary Weapon: Daggers
Secondary Weapon: Bow

The most balanced class in the game, the Strider excels at... well,
Stamina growth is 3rd, overall, and equal to their Hit Points.
Really, though, a host of mediocres does not a great build make. To
make the point crystal clear, though, this class isn't even good for
balanced builds; a pure (level 200) Strider build will score 467
Strength and 467 Magick over 200 levels (934 offense overall).
An Assassin/Sorcerer hybrid (Strider until level 10, Assassin 11-100,
and Sorcerer 101-200) on the other hand would end up with 637 Strength
and 597 Magick (1234 offense). That's a difference of 300 points.
Enough said.

Bows are just wonderful in Dragon's Dogma. Really, they are. I can't
imagine going through this game without some kind of directed, aimed
attack. Fortunately, four classes have them, although the Strider is
possibly the weakest when it comes to their bow skills. They get
Fivefold Flurry and Pentad Shot, sure, but no long-range sniping
skill, which both Assassin and Ranger have. Their Dagger skills are
likewise basic-passable, but nothing special. Speaking of which,
Daggers are fast weapons that are as handy in a fight as a sword, but
they lack a definitive 'rush' attack like Burst Strike... or rather,
they lack a *good* one. Cutting Wind, besides sounding hilarious, just
doesn't... cut it... for me. Probably because it, unlike Burst Strike,
doesn't offer much in the way of stagger or knockdown, which is an
issue that plagues daggers regardless of skills used. For defense, all
they really have is the 'Forward Roll' ability, which has to be learned.
Only rarely does this actually come in handy, as it's quite slow. I
know, we gamers are used to characters who can roll around quickly and
endlessly... but alas, not in this game. A better defense-and a great
mobility/navigation skill-is Double Vault, an absolute essential as
far as I'm concerned. This skill makes some high/far ledges accessible,
and makes already accessible jumps that much easier. One also shouldn't
underestimate the humble daggers skill Reset/Instant Reset, which
essentially returns you to a neutral stand position, which is a great
way to prevent follow up attacks if you get staggered or knocked down.
Perhaps the best advantage to being a Strider is a hidden one-they are
the fastest climbers in the game by quite a margin, which arguably
makes them the best Vocation in the game for grappling and taking down
large foes... if you ignore an Assassin's Invisibility skill, and ignore
the fact that the Ranger and Magic Archer both have superior bow skills,
and hence don't benefit as much from grappling. As for their augments,
they're forgettable. Many of them deal with retaining composure and
climbing/moving faster/more economically.

Another poor leveler, and a good play class, the Strider is just
ultimately outshadowed by the superior Hybrid and Advanced Vocations
that do most of what they do-but better. If you're considering a
Strider, look to the Assassin, Magic Archer, or Ranger, instead.

Mage								{CHR020}
Type: Basic Vocation
Primary Weapon: Staff
Secondary Weapon: None

Well... ah... the Mage... Anything the Mage does, the Sorcerer does
better, when it comes to attributes. Except for Hit Points, Strength,
and Defense, but who cares about those-you're a Mage! They've got the
2nd best Magick and Magick Defense in the game, but are tied for last
when it comes to Stamina growth. Ultimately, if you want to do a
Magick build you're better off playing a Sorcerer, and no more needs to
be said.

Mages in Dragon's Dogma suffer quite a bit. Their spells have rather
lengthy casting times, only moderate range, and despite skills that
promise prevention, they're pretty easy to knock out of their spells.
Taking some along as Pawns is fine-recommendable, even, but playing one
is not. Anything that moves fast and attempts to get in close to a Mage
is bad news-Wolves, Direwolves, Goblins, Harpies, Snow Harpies...
they'll all plague you. Sitting back and casting spells is a luxury that
you can rarely indulge in, and since you're out-ranged by every
bow-weilding bandit in the game... it's a recipe for frustration. Sad,
then, that the Magick build requires you to play as a Mage (briefly)
then as a Sorcerer. For dodging/defense, the Mage has none. No shield,
no dodge, no Double Vault. Again, youre a Mage. Your higher Magick
Defense will allow you to weather more magic damage, however, which
is... soemthing. The staff is the source of your power-no staff, no
spells. No spells... well, what kind of Mage has no spells? The Mage is
less potent in offensive spells than the Sorcerer, and not all spells
are shared between the two (although many are). The basics-Ingle, Levin,
etc., are sufficiently powerful for most foes, and Comestion is just a
great offensive spell. The Mage, however, is a more versatile caster,
having access to both healing (Anodyne) and status-curing (Halidom)
spells that the Sorcerer just doesn't have. Simply put, you'll want a
Mage around to heal you and enchant your weapons, but you won't want to
play one. For their Augments, they have two decent abilities:
Attunement, which increases Magick, and Apotropaism, which decreases
magic damage. The Sorcerer has superior versions of both.

A poor leveler, and a poor play, the Mage should be left to Pawns...
and even then, preferably to Pawns who've leveled as Sorcerers, first.

Warrior								{CHR021}
Type: Advanced Vocation
Primary Weapon: Heavy Weapons
Secondary Weapon: None

The Warrior has the second-best Strength score in the game and the best
Hit Point growth. On the other hand, they've got the worst Stamina
progression, mediocre Defense and abyssmal Magick Defense growth. By
now, you know that the latter two are largely unimportant. The fact
that they have such good Strength growth, however, makes them appeal
as build classes for Strength-based Pawns. Whether you want a Warrior,
Fighter, or Ranger Pawn, leveling them as a Warrior (at until 100th
level) will get you a stronger Pawn in the end.

I'll be honest, I've seen people talking about playing the Warrior, but
I don't see the appeal. They've got one damning weakness in my eyes-
a pathetically slow attack speed that seems to be becoming a hallmark
of two-handed weapons in RPGs. The Warrior specializes in the use of
'Heavy Weapons', in this case, two-handed swords and war hammers. The
class is clearly around absorbing great amounts of abuse (aided by
Augments to retain composure) while charging devastating weapon
attacks... so, essentially they place like a Mage/Sorcerer, using
physical damage to obliterate foes with charged attacks during which
they're largely immobile... except spell-casters at least have some
range. Like the Mage, the Warrior too has no real defense. They cannot
dodge, Double Vault, or block, so really, they're just relying on their
Hit Points and Defense. They've got a variety of attacks, but few
sweeping area-of-effect attacks like you'd expect, and many attacks have
surprisingly limited range, making it a class that takes some finesse
to use correctly. For my money, the most reliable attack is their
jumping heavy attack... but Exodus Slash and Arc of Deliverence are
both handy, too... if you can hit anything. For all that trouble, their
best weapons have about a 20% damage advantage over the strongest
one-handed weapons, which really makes me wonder... why bother? When
an Assassin and Ranger can dodge better and deal more damage at a
range (or even up close, considering they strike faster), and a Fighter
or Mystic Knight both have shields, better weapons skills, and only a
small decrease in damage... why actually play as a Warrior? What
really annoys me is that, although they only have one weapon, they
cannot assign skills to both bumpers like the Mage and Sorcerer can.
Having only three active skills at a time sucks, and it's a disadvantage
no other vocation has. They do, at least, have a handful of Augments
that are worthwhile. Clout massively increases Strength, and makes
maxing this Vocation a must for any Strength build, while Bastion is
great for early-game defense.

A good leveler (for Pawns) with some great Augments, I can see the
appeal... but this Vocation really isn't to my taste.

Ranger								{CHR022}
Type: Advanced Vocation
Primary Weapon: Daggers
Secondary Weapon: Longbow

The Ranger's watchword, like the Strider's, is balance. They have
slower Hit Point and Defense growth, but more than balance it out with
the best Stamina growth in the game, and a superior Strength. All in
all... a somewhat better choice for a build, but still not great. After
level 100 their stats are somewhat more noticable, as their Strength
growth-although not as good as an Assassin's-is still decent, which
makes them a worth-while consideration for Pawn leveling.

As far as mobility and daggers go-they differ little from their
Strider roots. They climb slower, and have lackluster dagger skills,
but they get Double Vault and dodge for defense/mobility. The issue,
then, is the Longbow. Simply put, it's the best ranged weapon in the
game-out damaging the normal bow and coming with a host of superior
skills. Tenfold Flurry instead of Fivefold Flurry, for example, and
a long-ranged sniping skill in Comet Shot. The best part of the
Longbow, however, is that it's basically the ranged equivilent of a
Longsword. It comes with tremendous stagger and knockdown power, and
some foes are just incapable of responding to it. The Longbow does
have some downsides, though-drawing and firing speeds are both slower
than with normal bows, and you move much slower with an arrow nocked.
If you can handle that, the Ranger is a great class to play as,
indeed. Their Augments, however, are somewhat lack-luster, mostly
dealing with mobility and improving their archery... but not in
terribly useful ways.

A mediocre build, but a great playing class, the Ranger is one of the
best Pawn Vocations... but an Assassin-leveled Arisen-Ranger is more
fearsome, still.

Sorcerer							{CHR023}
Type: Advanced Vocation
Primary Weapon: Archistaff
Secondary Weapon: None

Since the only two attributes worth a damn are Strength and Magick,
and since this class has the best Magick growth in the game... yeah,
the Sorcerer is one of the few Vocations worth actually leveling as.
Their Hit Points are the lowest in the game, and their Stamina isn't
much better... but healing items are plentiful, and their Magick
Defense mitigates damage somewhat. If you plan to play as a Mystic
Knight or Magick Archer, the Sorcerer is a good-if awfully tedious-
build, and in the case of the former, heavy armor and a shield will go
a long way towards addressing their vulnerability to physical damage.

Just like a Mage, with all the same problems. The Sorcerer, in fact,
exacerbates them by having more awesome-and time consuming-spells... And
calling down meteors, causing earthquakes and tornados, or perhaps just
a friendly ice spike are all awesome, indeed. Perhaps the best two new
Sorcerer spells (certainly the two I used the most often) are Miasma, a
high-damage, persistent cloud of poison, and Gicel, which summons an
ice spike from the ground. Good luck trying to get these spells off,
however. That's what you need-luck, or a ledge to climb on-to manage as
a Sorcerer. Pawns ultimately fare better, as foes seem to care about
them less. I'm also partial to the 'High Voidspell' ability, as it's the
only means of curing petrification save Secret Softener, Cocatrice
Liquor or outright immunity. Aside from their spells, however, the
Sorcerer has Augments that any spell-caster simply cannot do without.
Awareness, at the get-go, lowers magic damage recieved, Gravitas makes
it more difficult for you to get interrupted while casting spells,
Articulacy allows you to cast spells faster-a godsend for any spell-
casting class-Acuity great augments your Magick, making it a necessity
for any Magick build and last and probably least, Suasion increases the
money you make when you sell stuff-very handy when mass-selling Sour
Beast Steaks, Wakestones, Putrid Dragon Scales, and other easy-to-farm

The best Magick-growth in the game ensures this Vocation the top spot
for Magick builds, however, it's horrible to actually play as. Life is
tough for dedicated Magick builds out there, but it's easy enough to
level a Pawn like this.

Mystic Knight							{CHR024}
Type: Hybrid Vocation
Primary Weapon: Sword & Mace, Staff
Secondary Weapon: Magick Shield

When you think Mystic Knight, you might get dreams in your head of
some badass mage-warrior... but from their stats, you'd be disappointed.
The Mystic Knight has decent Hit Point and Stamina growth, but they
waste their attribute gains on defense. In fact, they're tied with the
Magick Archer for the worst combined Strength/Magick progression in the
game, and with a hybrid phsyical/magic character like the Mystic
Knight... that's not really what we're looking for. There are three
options for leveling the Mystic Knight-a Strength build, which I
personally find foolish considering how many of their skills are
Magick-based... really, if you wanted to go Strength, why not play a
Fighter? On the other hand, the Magick and hybrid builds have more
merit. The class uses both Strength and Magick for many of its skills,
although some favor one more than the other (or entirely.) But since
you can find enchanted weapons, or enchant your own, and since their
bread-and-butter skills seem to favor Magick, you should consider
Magick somewhat superior to Strength. A straight Magick build is simple,
if tedious-play a Sorcerer when you level. The hybrid build usually
involves some combination of Assassin and Sorcerer (although the
Ranger's seven points of Strength/Magick per level is equal to the
Sorcerer's.) Ultimately, however, your offensive prowess will come at
the cost of Hit Points, Defense, and Magick Defense... acceptable
losses, in my book.

On paper, it seems like the Mystic Knight would place like the Fighter,
with some spells. True, they can block, wear heavy armor, and weild
swords, and true, they get Burst Strike and many other sword skills...
but for really taking down big game (or lots of little game), Magick
Cannon/Great Cannon steals the show. Create two of these, then smack
them to release 'spellshot' at foes. You can't aim it too well, but an 
offensive-minded Mystic Knight can pulverize groups of foes with this
attack... especially if they enchant their weapon with an element
beforehand, which passes said element onto the cannon. Other than the
cannon and Fighteresque skills, the Mystic Knight thrives on
counter-attacks, which I find tedious, even if they can be effective.
Standing around waiting for foes to attack doesn't suit me, and I
prefer to take the offensive myself. They can also forgo the traditional
sword/mace and use a Staff, instead, where they can use the standard
elemental attacks (including Comestion), but this just seems like a
horrible waste to me. Their Magick Shield enchantments are stronger than
the traditional staff ones, and none of their other skills really
compare to cannon. As for their Augments... lots of counter-and-blocking
ones, a few Pawn-boosters, and Fortitude, which really should belong to
the Fighter, as it decreases physical damage recieved. All in all,
however, this class is kind of clunky, and personally, I don't see the
appeal. Perhaps I just prefer quicker, more hectic, less formulaic
combat, but the Mystic Knight really only shines when they're using
Magic Cannon. This requires them to cast up one or two of them,
potentially cast an enchantment, and to keep things off of them while
doing it, perhaps placing a Ruinous Sigil... it's a lot of casting, 
setting the field, and... I just find it tedious. Compared to the
Ranger, Assassin, or Magick Archer, it's really just a much clunkier,
delayed way to do what any of them can do by holding down the bumper and
spamming archery skills.

Overall, a poor leveler, but potentially a good class to play... you
really need to plan out your Mystic Knight, though, if you want them
to be any good... which unfortunately involves playing most of the
game as another class. Such is life... It involves a slower, more
deliberate approach to combat than most other classes, but unlike
straight spell-casters, it's much less vulnerable while setting up its

Assassin							{CHR025}
Type: Hybrid Vocation
Primary Weapon: Sword, Daggers
Secondary Weapon: Shield, Bow

Oh Assassin... how I love you, let me count the ways... You've got the
best Strength progression in the game. Done. Yeah, I only need one
good reason. Their eight combined Strength/Magick also gives them the
best overall offensive progression. On the other hand, their Hit Points
are only mediocre, and their defenses... the worst in the game. Still,
it's all about the offense, and nobody does it better.

The Assassin's cup runneth over, it seems. Daggers are versatile
already, despite their low stagger power. They get the standard Hundred
Kisses (good for grappling and smacking around stunned or prone foes),
Instant Reset, and on top of it, two new abilities no other class has.
Gale Harness, a charged skill that hastens your attack and movement
speed, and Invisbility. Invisiblity was a game-breaker in vanilla
Dragon's Dogma, and was rightfully nerfed for Dark Arisen. Even now
that it costs six times as much Stamina and has a duration, it's still
a useful skill. It sucks up Stamina, so it should only be used to dodge
those attacks that you just can't afford to take. Some attacks can still
hit you, especially grapples, and enemies can still target you... but
you'll laugh as their attacks pass harmlessly through you. You really
can't hit what you can't see, in Dragon's Dogma. Well, the computer
can't, anyways. You can do so just fine. On top of this, the Assassin
has both swords and shields, but compared to their dagger and bow
skills, they're nothing special. Speaking of bows-they get the
traditional Fivefold Flurry, as well as Lyncean Sight, a handy sniper
ability... and then there's the Augments. Seriously, somebody at Capcom
favored the Assassin, as they have two abilities that are absolutely
mandatory for all builds-Bloodlust and Autonomy. Bloodlust boosts your
Strength and Magick-but only at night. Fair enough, fight big foes at
night for big rewards. Autonomy does the same, but only when you travel
alone. Again, fair enough. Chuck your Pawns to the Brine, load up with
Clout/Acuity, Bloodlust, and Autonomy, and you'll see your
Strength/Magick jump into the thousands. Like Invisibility, these
skills have been weakened considerably in Dark Arisen, but they're still
useful... just moreso in late-game play, after you've obtained some of
the better gear Bitterblack Isle has to offer. Take a high-Strength
Assassin with powerful weapons, use Invisibility with Clout, Bloodlust,
and Autonomy active, and you're a nearly invincible agent of absolute

The best class to level Strength as, it also has the best defensive
ability (Invisibility), a good buff (Gale Harness) and Augments that
everybody wants. The Assassin is just win.

Magick Archer							{CHR026}
Type: Hybrid Vocation
Primary Weapon: Daggers, Staff
Secondary Weapon: Magick Bow

Like the Mystic Knight, the Magick Archer sucks at offense, but
excels at defense-boasting the best defensive growth in the game (seven
points per level). Their Hit Point growth is poor, and their Stamina
growth is only mediocre. Another Vocation that is better played than
leveled. It shares in common with the Mystic Knight the need for both
Strength and Magick, although to be fair, in this case many of the
Magick Archer's attacks are purely Magick in nature (including all
attacks with their Magick Bow.) A hybrid build will only improve their
daggers, making me much more partial to a pure Magick build... of
course, since both builds support both Vocations, you can switch
between Magick Archer and Mystic Knight as you see fit... much like
how a Strength build makes for a great Fighter, Ranger, or Assasin

The Magick Archer makes the fourth dagger-using Vocation in the game,
and they get the typical skills-Hundred Kisses, Cutting Wind, Instant
Reset... all good, but their unique dagger skills... well, they've
actually got some interesting ones, but none so powerful that they
exclude mentioning of others, like the Mystic Knight's Magic Cannon.
I find Sunflare to be a welcome addition to the arsenal, being an
area-of-effect attack dealing moderate damage, while Grand Scension
does pretty lethal damage, potentially at a range, to all foes in a
line... if you can get it charged quick enough, anyways. Immolation
can also be surprisingly powerful, and since you can turn it on and
off as needed, your 'tactical ambushes' as a Magick Archer really can
be as simple as charging Immolation, running up to a foe, and jumping
on its face. The damage isn't too severe, either... but it is rather
unnecessary when the Magick Archer has other fine attacks that don't
require damage or proximity. As for their staff skills... I don't find
them to be anything special, really. The standard elements, Comestion,
and Brontide all make up a typical-and unexceptional-set of spells.

With that out of the way, then, let's focus on their Magick Bow, which
is easily their most interesting weapon. It's like a bow... but magic!
Okay, maybe not that interesting... it shoots out bolts of pure magical
energy instead of the infinite supply of shafts the Strider, Ranger,
and Assassin have. The Magick Bow is, however, not a normal bow that
just deals magick damage... no that would have been simple. When you
aim the Magick Bow, you'll have a large reticle-instead of 
free-shooting, foes inside that reticle will be targeted by another,
smaller circle. When fired at a targeted foe, your attacks will be
unerring... more or less. You CAN free-aim with a Magick Archer, but
the range of their arrows isn't as great as the traditional archer's
bows... targeted or not. Many of their bow skills are charged-up
attacks that will ONLY hit foes if they are specifically targeted, which
may not be to everyone's tastes. So, now that the downsides-slower
skill use rate, and limited range-have been covered, let's talk about
these skills. I really only have a few favorite Magick Bow skills (just
enough to fill up all my skill slots, as it turns out)-Sixfold Shot
should need little introduction-but keep in mind that although the
number is higher, the fire rate is much lower... also, the jackass
missiles often like to screw around a while before actually hitting
their target, which I find annoying. Then there is Hunter Bolt, which
allows you to target numerous foes (or many parts of one foe) and
unleash a hail of arrows. Each bolt is relatively weak, and whether
each one hits the targeted part is a matter of luck, really. Still, a
good Hunter Bolt can do enormous damage to one large foe, or... well,
paltry damage to many weaklings. Finally, Ricochet Shot can, in ideal
circumstances-do absolutely wretched damage to foes... although there
are plenty of areas open enough to negate this skill's usefulness
entirely, it does shine often enough to keep it ready.

Ultimately with the Magick Archer, you trade off the freedom to perform
longer-ranged free-aimed shots for (usually) reliable mid-ranged shots.
Their shots are more ponderous than a Strider/Assassin, but not so slow
as a Ranger's... but their skills, being Magick in nature, tend to have
a charge-up period, so their offense at its most intense is quite a bit
slower, more deliberate. Also note the with the Magick Archer, you're a
slave to your targeting reticle-if it doesn't decide to lock-on to a
foe, your shot will be largely ineffective.

A poor class for leveling, the Magick Archer is one of the best ways to
utilize the Magick build, having powerful, Magick-based Magick Bow
attacks as well as versatile Dagger skills. It should be noted that,
in Dark Arisen, this class really excels for a variety of reasons.
First, Magick Bows were relatively weak in vanilla Dragon's Dogma. This
has been fixed for Dark Arisen-the Lv.2 and Lv.3 Bitterblack Magick
Bows are, if anything, over-powered. Also, Bitterblack Isle is filled
with enclosed spaces and enemies that are weak to ice and lightning
(the native elements of the Sixfold Shot and Ricochet Shot,
respectively). The latter skill absolutely devastates in the narrow
corridors of Bitterblack Isle. If you want to play a class that,
while relatively weak at the beginning (due to leveling as a Sorcerer
and having weak main-game weapons) becomes a phenom, Magick Archer might
be for you.

Suggested Builds						{CHR027}
"Finally!" cries the nerd with glee, rubbing his (or her) hands
together in glee "What I was looking for!" The nerd begins to casually
look over the 'Suggested Builds' section, ignoring all the advice
given elsewhere in the guide. Such is life...

In this section I'll cover three 'suggested' builds. These aren't the
only 'viable' builds, I mean, I've heard of people talking about their
gosu Warrior build and... you know what? I'm not going to be neutral-the
Gamefaqs boards are full of idiots and liars. Yes, you can succeed with
a variety of 'builds' in the game, but these are the best, because
offense is the best, for reasons I've explained above. What Vocation you
like best is subjective, but regardless of that choice, they'll do
better with one of the builds below. Therefore, depending on your
playstyle, you're likely to find one of the following approaches to be
the build you want to emulate-the Strength-based build, the Magick-based
build, and the Hybrid build.

The builds below are split into steps-basic changes in their growth
rates as determined by their level and Vocation. These steps are
cumulative, and track attribute gains at the apogee of each step. Base
shows the base-or starting-attributes of the initial Vocation (Fighter,
Strider, or Mage) that you choose. Levels 2-10 shows their advancment
to for said levels in their base Vocation-the numbers shown in this
row will be the character's stats as of level ten. Levels 11-100 shows
the growth during the next 90 levels (ideally you'll get to Gran Soren
and change your Vocation depending on what you want your build to be
by level ten). The stats in this row will will be the character's
stats as of level 100, which will constitute around 75% of the
character's overall growth. Finally, the Level 101-200 shows their
stats as of level 200, the ideal finished version of the build.

Justifying Offense						{CHR028}
The defining premise of the builds below is that offense trumps all,
so I figure I might as well justify that claim-again-because people
don't pay attention.

Strength/Magick > Hit Points. Strength > Stamina. Strength > Defense.
All attributes can be boosted with items, but Defense is only important
as it fortifies your Hit Points. Hit Points are good, but unless you
get one-hit-killed by something (increasingly unlikely as you level up),
you can always gobble some consumables. Same for Stamina, save Stamina,
while being useful, regenerates on its own, hence needs even less
baby-sitting than Hit Points. Offense, however, has no upper limit,
and is ceaselessly beneficial. In fact, the higher your base offensive
stats, the more they'll gain from Augments like Acuity, Clout,
Bloodlust, Autonomy, and Exhiliration. Offense can be further boosted
by Demon's Periapts, Conquerer's Periapts, and Taglius' Miracles. The
upper limit of usefulness for Hit Points is based upon the damage foes
can do and your Defense/Magick Defense's ability to mitigate said
damage. The upper limit of usefulness for your Stamina is... well, it
funs your offense and, in the case of shield-bearing classes, your
defense. Both can be restored at will with curatives. The higher your
offense, the faster foes die. The faster foes die, the less you need to
worry about your Hit Points (and by extension, defenses) and Stamina.
Offense trumps all. The only questions that remain are what Vocations
you want to play the game as, and tied to that, what type of offensive
scheme you want to pursue...

Hybrid Build							{CHR029}
This build I'm not so sure about... it was created and tested by my
girlfriend, who seemed to think it would make a more potent Magick
Archer. This build is less annoying than the Magick-build simply
because you can play your formative levels as an Assassin, and by the
time you switch to Sorcerer, you're pretty strong already... and of
course, you'd probably want to keep playing Assassin, only switching
to Sorcerer right before you level. It is tied with the Strength-build
for the highest combined offense in the game, and is ideal for Mystic
Knight players. By using all the offense-boosting skills in the game,
you can easily end up with jaw-dropping combined offensive powers...
alas for the Magick Archer, their bows only deal Magick damage. Many
skills, however, use both, and of course there are plenty of enchanted
melee weapons that use both Strength and Magick-most notably Heaven's
Key (daggers). To get this class up to snuff you'll need to also
advance in Vocations as a Warrior, Fighter and Mage... not including
Assassin and Sorcerer, which you should do automatically just by
leveling them.

		|         Assassin/Sorcerer Build	  |
		|   Vocation	| HP | ST |STR|MGK|DEF|MDF|
Base:		|    Fighter   	| 450| 540| 80| 60| 80| 60|
Levels 2-10: 	|    Fighter	| 720| 720|116| 78|107| 78|
Levels 11-100:	|   Assassin	|2700|3150|656|258|287|168|
Levels 101-200:	|   Sorcerer	|3700|4150|656|558|287|268|

The Assassin's leveling stats from levels 11-100 give it the best
combined offense (6 Strength/2 Magick, 8 overall) in the game, making
it an obvious choice for a Hybrid-build. Vocations that come close
include Warrior (5/2), Ranger (4/3) and Sorcerer (2/5), but last I
checked, eight offense per level beats seven, so Assassin it is.
Although the Ranger is somewhat tempting as a substitute-90 fewer
Hit Points, 270 more Stamina, 90 fewer Strength, 90 more Magick Defense,
I ultimately chose offense over Stamina, for reasons I care not to
echo again. As for levels 101-200, Sorcerer was obvious, as it's the
only other class that gives three offense, and since the hybrid's
Strength score was 398 points higher by level 100... well, it wouldn't
be a Hybrid-build unless the gap was closed, right? In case you're
wondering, I did test (on a spreadsheet, not in-game, even I don't have
that much free time) alternative Assassin/Sorcerer Hybrid-builds.
Sorcerer from level 11-100, Assassin from level 101-200, and another
build that did an even split-45/45 from levels 11-100 and 50/50 from
levels 101-200. Both had less offense, more Magick Defense (and combined
defense), less Hit Points, and less Stamina. Clearly not the way to go.
The best Hybrid-build, then, is this. Its 3700 Hit Points/4150 Stamina
are actually pretty good. A combined offense of 1214 is tied for the top
spot, but 555 overall defense is lousy... the Hybrid-build largely apes
the Strength-build, but promises mediocre returns with Strength and
Magick. These will only shine when they're combined by enchanted weapons
and/or skills.

Magick-Based Build						{CHR030}
The Magick-build is weaker than the other two builds in single-stat
offense as well as in combined offense. Worst of all, it forces you to
play 190 agonizing levels as a Sorcerer. The payoff? Probably the
strongest version of the Magick Archer in the game. On the plus side,
this build only really needs to max the Mage, Sorcerer, Magick Archer
and Assassin Vocations... which... well, that's still a lot of
Vocations. Oh well... Still, for pure Magick power, this is the way to
go. A potent Magick Archer can kill anything in the game... well, except
Metal Golems, but they're quite rare.

		|              Sorcerer Build	  	  |
		|   Vocation	| HP | ST |STR|MGK|DEF|MDF|
Base:		|     Mage   	| 410| 540| 60| 80| 60| 80|
Levels 2-10: 	|     Mage	| 608| 720| 78|116| 87|107|
Levels 11-100:	|   Sorcerer	|2048|2070|258|566|177|557|
Levels 101-200:	|   Sorcerer	|3048|3070|258|866|177|657|

The Magick-build ends up 90 points of Magick behind the Strength-build's
Strength, and their total offense of 1124 is likewise 90 points fewer
than both other build's total offensive scores of 1214. Their 3048 Hit
Points aren't too far behind the Strength build, but the Strength-build
has 50% more Stamina. Ouch. On the otheir hand, their Magick Defense is
657-102 points higher than the total defense of the other two builds.
Overall the Magick-build enjoys a total defensive score of 834, plainly
superior to the 555 total defense of the other two builds... still,
offense is king. Combine that with the fact that 200 levels of
Sorcerer grinding is just horrible, and this is the weakest-and most
difficult-of the three builds to make. If you're a fan of the Magick
Archer, however, you'll make the sacrifice.

Strength-Based Build						{CHR031}
The Strength build has many merits. First, as compared to the Sorcerer
(around which the Magick-based build is... well, based) the Assassin is
much easier to play. This versatile build can switch to Strider,
Fighter, warrior, or Ranger, where it'll perform better than the base
Vocation would have sans Assassin leveling. Why? Because Assassin gets
all the Strength, and nothing else matters... okay, that's not entirely
fair, but despite being the weakest class in defense, the Assassin has
fair Hit Points and good Stamina, so no worries. The Assassin also has
the best Augments (Bloodlust, Autonomy) in the game and best defensive
skill (Invisibility), so it's really an easy Vocation for less
adventurous gamers out there (but ones still adventurous enough to
sacrifice at the altar of power-gameyness). If you choose to play
another Vocation between levels, the Strength-build's Stamina will also
provide lots of blocking power for the Fighter, and as well as an
enormous reserve for offense. The only weakness of the Strength-build?
They cannot easily harm physically-immune beings, which are thankfully
limited to Phantoms, Phantasms, Specters, Banshees, and Living Armor.
To fully power the Strength build, you will have to max the Warrior's
Vocation rank to get Clout... and spending time as a Fighter to get
Vehemence and Exhiliration can't hurt. Once you hit 200th level, the
stagger power of Longbows really recommends switching to the Ranger
vocation-since Invisibility has been nerfed, there's really no
overwhelming reason to stick with Assassin.

		|             Assassin Build		  |
		|   Vocation	| HP | ST |STR|MGK|DEF|MDF|
Base:		|    Fighter   	| 450| 540| 80| 60| 80| 60|
Levels 2-10: 	|    Fighter	| 720| 720|116| 78|107| 78|
Levels 11-100:	|   Assassin	|2700|3150|656|258|287|168|
Levels 101-200:	|   Assassin	|3200|4650|956|258|387|168|

The Assassin-based Strength build has moderate Hit Points and phenomonal
Stamina. Its 956 Strength value gives it the single greatest one-stat
offense in the game, and with 258 Magick it has 1214 total offense-tied
with the Hybrid-build. On the other hand, its 555 total defensive score
is... well, it's abyssmal. Still, for a Strider/Ranger/Assassin player,
the defense isn't too much of an issue-whether climbing or shooting, you
tend not to be taking damage (especially if you're using Invisibilty!)

		|              Warrior Build		  |
		|   Vocation	| HP | ST |STR|MGK|DEF|MDF|
Base:		|    Fighter   	| 450| 540| 80| 60| 80| 60|
Levels 2-10: 	|    Fighter	| 720| 720|116| 78|107| 78|
Levels 11-100:	|    Warrior	|4320|1620|566|258|377|168|
Levels 101-200:	|    Warrior	|5820|2120|766|258|577|168|

Here's an alternative, Warrior-based build. The differences are
obvious-this build has an outrageous number of Hit Points, but suffers
by having much less Stamina. It's Strength is 190 points lower than the
Assassin build, and its combined offensive power is 1024. On the other
hand, it has 190 more Defense for a combined defensive score of 745.
All in all, I find the Warrior tedious to play as, and am more than
willing to trade the Hit Points for the Stamina, and offense for 

		|          Warrior/Ranger Build		  |
		|   Vocation	| HP | ST |STR|MGK|DEF|MDF|
Base:		|    Fighter   	| 450| 540| 80| 60| 80| 60|
Levels 2-10: 	|    Fighter	| 720| 720|116| 78|107| 78|
Levels 11-100:	|    Warrior	|4320|1620|566|258|377|168|
Levels 101-200:	|    Ranger	|4820|3120|766|258|477|268|

A more interesting Strength-build is the Warrior/Ranger. It ends up
with the same Strength as the pure Warrior build, but trades some
Hit Points for Stamina, making it more balanced. It also has more
Magick Defense and less Defense, but the same overall defensive total
of 745. This is the build I suggest for Strength-build Pawns, in fact,
although it's arguable whether a Pawn would benefit more from Hit Points
or Stamina... in theory, it would let a Pawn perform more skills, but
good luck trying to get a Pawn to sustain an offensive that would
actually threaten their Stamina... on the other hand, since you can
bring them back to life with a button press, I'm not sure I care what
their Hit Points are, either.

Building a Phenom: Step-by-Step					{CHR032}
You should now know what attributes to shoot for, and have an idea what
the Vocations do-you just need to pick what build you want to go for
when you start up the game. The second you actually start the game
you're forced to make a decision that influences your starting stats,
so... no backsies. Because information tends to be pretty spread out,
and it's a bit to digest at once, this section will condense that
information into some steps that explain in brief what to do in order
to develop a potent Arisen.

1) After becoming an Arisen, choose your starting Vocation, which
affects at the very least your first ten levels of development, as well
as your starting stats. Hybrid builds and Strength builds should go
Fighter, Magick builds should go Mage.

2) Make your way to Gran Soren by following the rather linear quests.
Delaying means earning extra experience, which means extra levels,
which means wasted attributes. Your goal should be to reach Gran Soren
as close to level 10 as possible, change your Vocation into your
leveling Vocation, and go from there. At Gran Soren the Hybrid and
Strength builds should change to the Assassin Vocation, while Magick
builds should change to the Sorcerer Vocation. Do not spend Discipline
before you reach Gran Soren, to ensure you'll have enough to change
into these new Vocations.

3) Keep Pawns around and complete quests until you're about level 25-30.
By which time you can seriously consider attempting to plunder
Heavenspeak Fort and Soulflayer Canyon, which contain some of the best
gear in the early-to-mid game. You will be weak, monsters will be
strong, you must take it slow, and when necessary, run past concentrated
groups of enemies to reach Soulflayer Canyon. If you can reach it, you
shouldn't have much trouble looting it, despite the enemies within.
Some gear from this place can easily deal over twice as much damage as
any of the initial weapons you have. The higher your Strength and
Magick are, the easier life will be.

4) By this time (around 30th level) you should have maxed your new
Vocation (Assassin or Sorcerer). Now consider changing Vocations to
gain Discipline and hence Vocation Rank in them, switching back only to
level up. Hybrid and Strength-build Assassins will want to change to
Warrior (for Clout) and, amusingly enough, Magick-build Sorcerers will
want to change to Assassin (for Bloodlust and Autonomy.)

5) Once you have either Clout or Acuity (Strength-build and
Magick-build, respectively), Bloodlust and Autonomy, ditch your Pawns
and equip those Augments. Your Strength/Magick scores should soar with
those Augments equipped even with levels in the mid-30s, so long as you
have Soulflayer Canyon loot. This will make you able to explore solo,
which nets much more experience. Your Main Pawn will catch up very
quickly when you bring them back-which you might want to considering
doing when you do story-related quests, so they can gain knowledge.

6) Play the game, complete missions, and in general, kill stuff and
earn experience. Your Strength/Magick score should sky-rocket just
from adding levels, which should be easy to do given your already
decent attributes, and if you're playing sans Pawns. This should
easily see you through the story, whereupon you'll make further gains
by getting superior gear and facing mighty late-game foes.

7) When you decide to tackle Bitterblack Isle, you'd be well-served by
bringing back your Pawns, since the more potent creatures there won't
really be very impressed with your 2000~ Strength/Magick score... at
least, you should have this if you're around level 100, have good
Everfall gear, and decent Augments. Once you score powerful Bitterblack
Isle gear, you should be able to ditch your Pawns again.

|								       |
|	     		       Pawns {PWN001}			       |
|								       |
I remember talking about Dragon's Dogma to one of my friends-a task
which inevitably involved talking about Pawns. I described them as
violent, talkative, vandalistic, overly excitable children... and I
think the description holds. Pawns are your companions throughout the
game, and generally should be used to compensate for your own

Main Pawns and Support Pawns					{PWN002}
There are two types of Pawns-your Main Pawn, which you get to customize
(physically and vocationally), who learns as you fight and travel with
him, who gains experience, and who can be equipped as you see fit. Then
there are support Pawns, who are either randomly generated by the game,
or created by other players online. Support Pawns can be equipped, but
items you put on Support Pawns are automatically 'gifted' to the Pawn's
owner, while items removed from them are simply lost to that Pawn for
the duration of your adventures. They do not gain experience, but they
can learn about places, quests, and monsters, like a Main Pawn. You
must have your Main Pawn to recruit Support Pawns, and if you lose your
Main Pawn, touching a Rifstone will automatically bring them back to

Pawn Limitations						{PWN003}
Pawns share the same loot, levels, progression, and skills as the
Arisen, with one major limitation-they cannot take on Hybrid Vocations.
No Assassin, no Mystic Knight, no Magick Archer. The main effect of
this is that they make weaker Strength-build characters than the
Arisen, and of course cannot score Augments like Autonomy (what would
be the point of that, anyways?) or Bloodlust. Simply put, they're bound
to be a good bit weaker than a well-built Arisen. I've talked about
builds exhaustively earlier in the guide, so I won't repeat it here.

Recruiting Pawns						{PWN004}
Pawns can be recruited simply by walking up to them in the game and
talking to them in the world (as long as your Main Pawn is with you.)
Sometimes, however, this isn't quite good enough. Say you want a Pawn
of a specific level and Vocation? Or perhaps you don't want a crappy
randomly generated Pawn, you'd rather see what your fellow gamer has
made? Either way, visiting a Riftstone can suit your needs. In the
rift you can search offline or online for Pawns of specifics levels,
Vocations, genders, or with certain skill-sets. As a ruile, player-made
Pawns tend to be better equipped and better built than computer-
generated ones.

If a Pawn is significantly stronger than you, it'll cost your
Rift Currency to hire them... anywhere from a few points of it, to
millions. Simply put, taking along more powerful Pawns is strongly
discouraged. For my money, it's unnecessary, too. You'll level up
fairly quickly while playing the game, making new Pawns obsolete after
a few missions. Simply put, I don't advocate spending Rift Currency on
any Pawn, ever.

An Educated Pawn						{PWN005}
A well-traveled Pawn is a wise Pawn. Sure, it'll still shout in wonder
every time you pass a particularly large tree on Manamia Trail, and
it'll talk about 'verdant children' living amongst tree roots... but
generally as Pawns explore more, complete more quests, and kill more
foes, they'll learn about those things more. At first, a novice Pawn
might question incredulously whether a Succubi is a Harpy or not, or
comment on the other-wordly nature of a Hellhound as compared to normal
Wolves. As the Pawn becomes more knowledgable, however, they'll start
commenting on alternative ways to complete quests, and give good
strategy advice for fighting foes. I'll never forget about learning how
to remove an armored Cyclops' helmet-a Pawn I hired, who knew more than
I, showed me. Your Main Pawn can be taught monster strategy by using 
tactical manuals. Everything else, however, comes from experience.
Their knowledge in any subject is rated between zero and three stars.

Pawn Inclinations						{PWN006}
Check the 'Profile' section of your 'Status' screen and you'll see that
Pawns all have 'Inclinations'. This is, essentially, their AI. A Pawn
is only as good as their performance, and no matter how well-equipped
and well-built a Pawn is, it won't do you any good if it's more
interested in looting treasure than fighting monsters. When you create
your Main Pawn, you'll be asked a series of questions that determine
your Pawn's initial inclinations. These can be later modified somewhat
by using the Knowledge chair, or better still, buying various Elixirs
from Johnathan-the Pawn who sells goodies in the Encampment in
exchange for Rift Currency. Still, it's better to get it right the
first time around. Personally, I favor the Mitigator/Challenger as I'd
rather have my Pawns focused on some kind of offense or another-they can
be prompted to heal by giving commands, or you can just use items, and
loot can be picked up after the fight. Also, I'm not fond of the
Scather... simply because Pawns, at their best, are rarely smart enough
to effectively tackle large foes-that's your job. Below is a list of
all the inclinations and, in brief, what actions they facilitate:

Aquisitor: Seeks out and collects hidden items, even during battle.
(Lets you die while he snipes your loot.)

Challenger: Goes after foes wielding ranged weapons or magicks.
(Attacks archers and spell-casters.)

Guardian: Keeps the Arisen from danger above all else.
(Sticks nearby and does little useful)

Medicant: Fights with heed to Health and Stamina.
(Is a pussy who avoids danger and uses skills sparingly.)

Mitigator: Wipes out the least dangerous of any group.
(Wipes out annoying trash mobs.)

Nexus: Makes their fellow pawn's safety the highest priority.
(Wastes time healing Pawns instead of fighting.)

Pioneer: Travels far and wide to seek out new locations.
(Walks further away from the Arisen.)

Scather: Pursues the strongest foes.
(Attacks bigger foes, while ignoring the weaklings.)

Utilitarian: Focuses on strategies to give his allies advantages.
(Tries to hold/incapacitate foes so others can attack easier.)

|								       |
|	     		     Gameplay {GMP001}			       |
|								       |
Alright, as Chris Turk said in Scrubs-learn by doing. Start out a new
game, and once you're in control... well, get ready to learn about how
things work. You are in control of Savan, a pretty cool (if a bit plain)
fighter. If you're like I was, two things are going through your head-
"WTF, where is my character creation?!", and "What the hell am I doing?"
First, wait a bit, you need to get through this 'tutorial' before you
get to the main game. Second... well, keep reading.

Game Screen							{GMP002}
You have a manual, right? You should be able to look most of this up,
but just in case, I'll cover the basics.

Mini-Map: On the lower left-hand side of the screen. Before long it'll
          be covered with white markers, orange quest circles, and all
          kinds of other garbage. Fairly useless, from my experience.
          If you need to navigate, you'll probably just need to check
          out the real map (see below).

Hit Point Display: Next to the Mini-Map is a bright green bar, with
                   elegants numbers over it... because really, who wants
 		   to just look at a visual representation and guess
                   how many Hit Points they have? On your Hit Point
                   Display, the bright green bar displays your current
                   Hit Points. As you take damage, the bar will shrink.
                   Portions that can be recovered with magic will be
                   grey (about 75% of damage taken each hit) and
                   portions that cannot be healed without rest, items,
                   etc. will be black (about 25% of damage taken each

Stamina Display: Below the Hit Point Display is an orange bar that
                 indicates your current Stamina. No helpful guides
                 numbers here, sadly. If your Stamina is full, the bar
                 will be dark orange. If you are using/recovering
                 Stamina, it will turn bright oranage.

Button Guide Display: Like Assassin's Creed, on the lower right-hand
                      side of the screen will be a display of the
                      currently active controls, so long as the 'Button
                      Guide Display' option is on. I tend to keep it
                      on, as it removes guesswork when you're trying to
                      search for loot and whatnot.

Pause Menu							{GMP003}
Hit "B" [XBOX] or "circle" [PS3] to bring up the Pause Menu, where you
will find the following options:

Save/Quit: Not Diablo style save-and-exit, you can save (almost)
	   anywhere, so long as you're not in combat. Save/Loading is
	   pretty important for this game, and the autosave function is
	   a bit retarded, so be sure to read the 'Saves' part of the
	   introduction to this guide [INT011].

History: This menu shows you various stats, from combat information, to
	 old pawns, dialogue, and so forth. Right now we only have the
	 'Pawn Message Log' and the 'Tutorial Log'. The other parts-
	 'Pawns Used' and 'Adventure Log', will be added once the
	 tutorial is done. It's not an essential bit of gameplay

Map: Shows your map, silly. Or rather, one of three maps. Right now we
     have access to the 'Neighborhood' map, which shows what your mini-
     map shows.. just more of it. When we're done with the tutorial we
     will also get the 'Area' map, and the 'Gransys' map. Note the
     location name; The Tainted Mountain Temple. We'll never be here

Status: Finally, an interesting menu. This shows your protagonist's and
        Pawns' stats in detail. Right now you have two characters-the
	Arisen, Savan, and his Pawn, Salde. Both are 20th level Fighters
	with a Vocation Rank of 5/9. For more information on all these
	crazy numbers, see the 'Character Creation' section (CHR001).

Options: Don't be silly, you know what this is-more noise, less noise,
         controls, etc. A few notes-first, make sure the option
	 'Mini-Map Rotation' is set to off. When it's on, the mini-map
	 will rotate as your camera does. I will use the mini-map to
	 give directions, so having a fixed mini-map will be helpful.
	 Also, set the 'Cinematic Camera' option to off. What, no
	 cinematic camera? No, it's annoying. It'll zoom in on your
	 Pawns every time they grab an enemy, use Shield Summons, or
	 generally when they use skills. It's annoying, it breaks up
	 combat, it's a pain in the ass. Have it on for a while in the
	 beginning to "ooh" and "aah" at all the stuff that's going on,
	 but when you're serious about kicking ass, you'll turn it off.

Photo Sharing: If you're a dork, you can share stuff. Dork.

Quests: The good old quest log. Lets you review and track quests. The
 	quests are vaguely described, and besides setting an active
	quest every once in a while, this menu is useless.

Equipment: A rather important menu that is, unfortunately, unavailable
	   to us. It allows you to equip and look at gear, so at the
	   beginning of the game, you'll probably just be wondering
	   what loot everybody has... Well, Savan has Shadow Greaves
	   and Shadow Gauntlets, a Divine Surcoat... ah, they just have
	   a whole bunch of gear you won't see again for a long, long

Chronicle: Press "X" [XBOX] or "Square" [PS3] to bring up the Chronicle,
	   a journal of sorts that records main-quest progress, in case
	   you forget. It can be worth reading even if you are paying
	   attention, as these few paragraphs often contains more
	   story than the actual game, itself...

Party Screen							{GMP004}
Hit "back" [XBOX] or "select" [PS3] to bring up the Party Screen. The
manual calls this the 'Sub Menu', but I prefer to just ignore what it
really is called and call it the Party Menu. Why? well, it shows your
party stats, inventory, and quest info card, but no subs. Therefore I
am right, and Capcom is wrong. Anyways, use this menus to trade loot
between party members, and heal in the middle of combat. Hit the bumper
buttons to switch chacters, up and down to switch categories (some of
which are locked now), and "A" [XBOX] or "cross" [PS3] to select items.
'Use' lets you use that item on a character, 'Give' lets you select
another character to give it to, 'Combine' can allow you to make new
items out of other items, and 'Discard' destroys the item.

Controls							{GMP005}
Now we discuss what happens when you press things on your control. If
you do it right, you'll make a little bit of death or looting happen.
Right now, we'll focus on Savan's options, since it's the beginning of
the game and all. When you gain access to new classes and weapons, you
can mess around more leisurely at your own pace and see what different
options come available, but for now... limited hand-holding.

"left analog"

Moves you around.

"right analog"

Moves the camera around.

Press "left analog" while moving

Moves significantly faster, but costs Stamina (ST). Sprint before
jumping to leap faster. You don't have to keep the left analog stick
pressed, just press it while moving to toggle sprinting on, and stop
moving to end sprinting.

Orient Camera
Press "right analog"

Center the camera behind the Arisen.

Pawn Commands

This is the only pathetic scrap of Pawn AI control you get in the game..
if only Dragon's Dogma had an ability slider like Mass Effect.. Anyways,
press "Up" to make your pawns go in the direction you're facing, press
"Down" to make them come back. In theory, at least. Your Pawns are
usually too stupid to actually do anything. Press "Left" or "Right" to
solicit aid from them. If you're injured, grappled, or suffering from
a status effect, they'll usually do a fair job to get you healed or
freed. If you're fine, using the help command will cause a Pawn to use
a buff on you-enchanting your weapon, for example.

Light Attack
"X" [XBOX] or "square" [PS3]

Light attacks are just great-they're what you should spend most of your
time doing. Or rather, all of your time. With Savan, you can perform a
simple three-hit combo by spamming the button, or you can do a five-hit
combo if you swing once, pause, then spam. This is courtesy of his
'Dire Onslaught' Core Skill.

Heavy Attack
"Y" [XBOX] or "triangle" [PS3]

Heavy attacks suck. They take more time, and do negligibly more damage.
Perhaps they cause more stagger, but you have better attacks for that.
Like 'Blink Strike'.

"A" [XBOX] or "cross" [PS3]

Jump to reach ledges, breach gaps, and all that good stuff. Running
jumps cover more ground, and later, when you get access to new classes
and skills, you can even levitate or double jump. Jumping is also good
for climbing enemies, which will come in handy sooner than you think..
Fighters are pretty pathetic jumpers though, so don't worry about it
too much yet.

"left trigger"

I don't care if it's technically L2 on the PS3, you all know what I
mean.. although I really hope the next controller design 'borrows' the
trigger shape from the Xbox.. and I hope the next XBOX 'borrows' the
D-pad placement of the PS3 controllers.. anyways, this draws your
weapon. Attacking does the same thing, no big deal. Sprinting auto-
sheathes your weapon.

"right trigger"

Grapple enemies-either picking them up (man-sized or lighter) or
climbing them (significantly larger than man-sized). Grab attacks are
very important if you're a thiefy-type, not so much if you're not,
and useless if you're a spell-caster. Climb grappled foes with the
left analogue stick (and prepare yourself for one of the worst camera
jobs this generation..) let go with "B" [XBOX] or "circle" [PS3]. Attack
and use abilities as normal.

Primary Skills Toggle
"right bumper"

Press (and hold) to toggle your primary enabled skills, which will
replace the normal "X", "Y", "B" commands [XBOX], or "square",
"triangle", "circle" commands [PS3]. This is how you perform the
equipped skills related to your primary weapon. Savan has 'Blink
Strike', 'Skyward Slash', and 'Hindsight Slash', respectively.

Secondary Skills Toggle
"left bumper"

Press (and hold) to toggle your secondary enabled skills, which will
replace the normal "X", "Y", "B" commands [XBOX], or "square",
"triangle", "circle" commands [PS3]. This is how you perform the
equipped skills related to your secondary weapon. Savan has 'Shield
Strike', 'Cymbal Attack', and 'Shield Summons', respectively.

Elements							{GMP006}
Fire, Ice, Wind, Water... Heart? Whatever. Everybody knows what
elements are-carry overs from a funny age of mysticism that granted
special celestial correlations to differences in atomic motion and
structure. What do all these lovely elements do in Dragon's Dogma?
Not too much, actually. Some enemies are weaker against certain elements
than others, but it's rare when this actually is important enough to
consider tactically.

Another uncommon element, one of the strongest foes in the game makes
use of this to rather devastating effect. If you plan to fight this
Ur-foe, stack up on this resistance. If not, ignore it. Offensively,
I can think of very little reason to use it.

The most common element in the game, and one of the most useful elements
for you to use. Fire has a chance to set foes on... fire. See, this
stuff writes itself. This is especially useful against foes with
feathers, as they cannot fly too well if all their fluff is burnt off.
Harpies, Snow Harpies, and Griffins are all foes susceptible in this
way. Also, Hydra and Archydra's heads can be cauterized with fire-making
them stay dead longer, and possibly forcing the Hydra to go dormant
(and become vulnerable to attack) if all heads are removed. Other
creatures weak versus fire are common, but weak enough to ignore. On the
other hand, many foes will use fire against you. I mean, the name of the
game should give you clue to one of them, right? Having a good fire
resistance will always come in handy. Fire damage is less useful in
Dark Arisen, since many foes are resistant to it.

Another very rare element, I can only think of two creatures in the
game that'll use holy magic on you. Granted, they're both very powerful,
and can do some wicked damage with this element, it's just not common
enough to worry about. Offensively it bears more merit. It's useful
against all forms of undead, corporeal and incorporeal alike. Sirines
are one of the few creatures that are resistant to this element.

The opposite of fire-very slow molecular motion. Science is fun! It's
an uncommon element with limited usefulness. You can count on fire to
work against many creatures, but ice? A good clue as to whether it's
worthwhile is... well, cold-blooded critters probably don't like it,
right? And if it breathes fire, it probably won't like it. Also, ice
attacks have a chance to freeze foes, and smashing things into bloody
chunks is always fun. As a defensive consideration, I'd ignore it.
Snow Harpies are one of the very few things that'll use it, aside from
the odd Mage.

One of the coolest elements-I just love how lightning looks, and
Dragon's Dogma does special favors to it (and doesn't cause my game to
freeze, unlike in Skyrim.) Granted, it's not terribly useful
damage-wise, but it does have a chance to stun foes (which makes
Cyclopses child's play) and can arc to strike multiple foes, if they're
too close. I like it, even though it's not terribly useful in the
main game. In Bitterblack Isle, however, there are many foes weak to
lightning, making it very potent in late-game play. Enemy use? Hostile
magic-users might zap you with lightning once in a while-especially in
Bitterblack Isle, where Skeleton Sorcerers, Goblin Shaman, even a few
potent boss monsters lurk, all who will use lightning fairly frequently.

Debilitations							{GMP007}
Below I'll list and discuss all the debilitations in the game. Most
of them are fairly self-explanatory and will go away on their own.

I must admit, I like the effect for this... even if I hate the
affliction. You'll most likely see this affliction when Goblinoids
chuck vials of crap at you. When blinded, the screen is mostly obscured
by roiling black mist. Wise gamers can still function (albeit at much
lower combat effectivness) by using the mini-map to maneuver, and the
darkness isn't all-encompassing.

Caught Fire
This... rather inelegantly named debilitation nonetheless is what it
says-you've been immolated and your health will continuously drain for
a set duration. Fire attacks of all sorts set this debilitation.

Lowers all your attributes temporarily. The Succubus can inflict this
debilitation with her song.

Defenses Lowered
Lowers your Defense.

The most common and least worrisome debilitation, drenched characters
are... well, they're simply wet. It'll slow you down a bit, and if you
have a lantern equipped, it'll douse it (simply unequip it and re-equip
it to restore functionality, or just wait.) On the other hand, if
you're immolated, rolling in some water will put out the flames. You
cannot become immune to Drenching.

Magick Lowered
Lowers your Magick.

Magick Defenses Lowered
Lowers your Magick Defense.

Perhaps the most obnoxious debilitation in the game, it's uncommon
throughout most of the early part of the game, but towards the end of
the game you'll start encountering foes fond of using petrification
attacks, including Gargoyles, Evil Eyes, and Cockatrices. Since it's
ultimately fatal, it's worth gathering resistance to it. It can be
cured with High Voidspell, Secret Softener, and Cockatrice Liqour, but
there's plenty of gear that grants resistance. In fact, it's one of
the few things that influences my attire... besides simple aesthetics.

A common affliction caused by many creatures-Snakes, Giant Spider,
Saurians, to name a few. Poison deals twenty points of damage every
few seconds, for a variable duration.

Despite what Pawns scream, possession resistance does NOT prevent
possession by Phantoms, Phantasms, and Specters. What is it, then?
Well, a very few creatures (members of the dragon family) can-when they
grab hold of a Pawn-attempt to dominate it mentally. This resistance
prevents it. Since I don't tend to travel with Pawns, and since you can
free them by smacking the offending reptile's naughty hand, I don't
find possession resistance worth worrying about. If only it actually
prevented possession from incoporeal beings...

Prevents one from casting spells (but doesn't prevent non-magickal
skills). Not good for Mages and Sorcerers.

Skill Stifling
Prevents the use of any skills, magickal or physical. The Drake's shout
can inflict this debilitation.

Strength Lowered
Lowers your Strength.

One of the more common debilitations in the game, Harpies and Snow
Harpies love circling overhead while singing, putting those underneath
to sleep. Chimeras and Gorechimeras also are fond of using sleep.
Granted, sleep is usually more annoying than harmful, it's still
annoying and worth resisting.

Makes you more vulnerable to fire attacks. Goblinoids are fond of
throwing oil at you, which inflicts this status.

Torpor, n. 1) A state of being dormant or inactive; temporary loss of
all or part of the power of sensation or motion; sluggishness; stupor.
2) Dullness; apathy. ...it means you've been slowed. You'll move and
attack much slower than normal. It's fairly uncommon, but Giant Spiders
can inflict it by spitting web at you.

|								       |
|			    Hints and Tips		       {HNT001}|
|			     					       |
Mind your encumbrance-the more crap you carry around, the slower you'll
move. A full pack makes for poor looting and tedious adventuring.
Characters who weigh more use Stamina slower, but regain it slower, as
Keep an eye on your experience-it might be more fun to play as a Magick
Archer in the short-run, but getting Sorcerer levels will make you
better in the long run.
Strength and Magick are the most important attributes-level up as
Vocations that gain the most in those two attributes.
It can get pretty dark at night-be sure to bring a lantern and a few
flasks of oil, especially if you're going to be exploring... oh, I
don't know... an ancient, undead-infested catacomb?
If you go in water, you'll get wet. I know, novel idea. If you're all
wet, your lantern won't work. Dry it off by un-equipping and
re-equpping it.
Pawns reduce the amount of experience (but not Discipline) you earn from
killing foes. The more Pawns you have around, the less experience you'll
Experience values and Discipline values do not scale proportionally.
Killing a few big foes might level you up, but killing lots of weaker
foes will earn you Vocation ranks faster.
Need some money? Kill some Oxen and let their meat sour. Sour meat sells
for much more than normal meat.
Standing near a Riftstone will heal your Pawns for free. If your Main
Pawn dies, touching a Riftstone will bring them back, good as new.
Give characters gifts to raise their affinity-certain character are
fond of certain items, so check item descriptions. Characters with a
high affinity might ask you to perform escort quests, or become your
romantic interest later in the game.
Hands off the duke! Most characters only get a little angry if you
carry them about, but if you touch the duke, you'll be spending some
time in the dungeon.
Monsters respawn much quicker than the loot they-guard, especially since
there are rotating encounters for day and night. Simply put, if you have
to run back to town, don't expect the way back to be clear. Weaker
monsters take less time to respawn than stronger ones.
Every monster has a weak spot... it's usually-but not always-the head.
Once you're high enough level (30~) consider playing an Assassin to
learn skills like Autonomy and Bloodlust. Once done, ditch your Pawns
and see what your attack value does...
Don't have enough of some rare material? Visit Mountebank at the Black
Cat and he'll duplicate it for you-for a small fee, of course...
Carry Wakestones around with you-if you die, you can use one immediately
to come back to life. It's not like anybody else will be looking at your
statistics anyways.
Ferrystones makes traveling around Gransys much easier. Always bring
a few along, and you'll find trips back to town much easier to make.
If your Main Pawn somehow finds itself far below your Arisen's level
(say, you accidently throw them off a cliff to get some peace and
quiet) they'll gain experience at a massively increased rate until they
catch up-I've had a Main Pawn go from level 40 to 100 in about an hour
Need free healing while out on the field? Take a dip in a Healing
You can heal your Pawns by standing near a Riftstone. Sadly, this will
not work for the Arisen, but that's what healing items are for.
Be careful what items you give your Pawns-they're shameless when it
comes to consuming items in their inventory. Certainly you can find a
better use for various Materials than restoring a bit of your Pawn's
Health and/or Stamina? Point is-if your Pawns get injured, they'll
immediately start consuming restoratives in their inventory-don't give
them any to prevent this.
The Vocations of your Arisen and Main Pawn determine what items you'll
get when purifying Bitterblack weapons and armor. If you want, say,
Strider gear, change the Vocations of both your Arisen and Main Pawn
to a Strider-type Vocation before you purify anything. Hybrid Vocations
count as both major Vocation types that make up the Hybrid Vocation-for
example, the Assassin counts as both a Fighter and a Strider, the
Magick Archer counts as both a Mage and a Strider, and the Mystic Knight
counts as both a Fighter and a Mage.

|		    Prologue: He Who Shall Be King		       |
|								       |
|	         Savan and The Tainted Mountain Temple	       	       |
|								       |

		"In another place, in another life, another
		 child of man blazes your path..."

The Tainted Mountain Temple
Sequence of Events:						{WLK001}
		1) Savan and Salde
		2) Dragon Taunts and Goblins
		3) Party Time!
		4) Hurtin' Hobgoblin
		5) Holding Room
		6) Introducing; Snow Harpies
		7) Cleaning the Antechamber
		8) The Chimera
1) Alright, hopefully you have read the 'Gameplay' section of the guide,
above, if you are new. If not... well, a lot of hand-holding was there,
and it won't be repeated. You are Savan, an Arisen from the past enroute
to face the Dragon. Your main Pawn Salde will bother you with some
lantern-lightning. Hit "back" [Xbox] or "select" [PS3], scroll down to
'Tools', and use your Lantern if you wish. Head south-east and pick up
some Greenwarish near some corpses. You don't get to keep the loot in
this tutorial, so I won't bother going too far out of my way to point it
all out.

|VIDEO|Savan and the Tainted Mountain Temple		      |{VID000}|
|LINK |https://www.youtube.com/watch?v=lNOCIpNSi-0		       |
2) Continue south-east along the linear path until you reach... the
Dragon! No, seriously, there it is, perched on a rock, safely out of
reach. Stay in the tunnel and it'll talk to you, and spit fire, like
Dragons typically do, before flying off. Continue past the Dragon and
your Pawn will probably start screaming about Goblins. Savan can kill
a Goblin in a few hits, so don't worry too much, just use your Light
Attack, or if you're feeling adventurous, use 'Blink Strike'. Also, do
mind the ledge, death by falling is easily going to be the single
most common cause of death in this game.

Note: If you suffer Hit Point damage, you'll notice that part of your
Hit Point bar will be depleted (appearing black on your bar), while most
of the damage you've suffered will appear white. The white indicates
the amount of health you can recover with healing spells, while the
fully depleted black indicates damage that can only be recovered with
healing items, rest, or the rare healing spring.
3) Head down a narrow tunnel to the south and jump off a ledge into a
watery cavern. Within you'll find your first Rift Stone-you can only do
so much with it now, but the game will make sure you notice it. They're
rather important. Walk up to it and press "B" [XBOX] or "circle" [PS3]
to examine it. When you do you'll automatically summon two more Pawns-
Support Pawns. Enter Quince, the Strider, and Morganna, the Mage. Your
little party is shaping up nicely, no? Remember your Pawn Controls-that
almight useless D-Pad.
4) Exit the Rift Stone chamber and continue down a tunnel to the south-
east. You'll eventually enter a chamber occupied by some Goblins and
Hobgoblins. Never fear, these critters are push-overs. Experiment with
skills, attempt to throw exploding barrels at them (don't worry, they
can't hurt you, only knock you down), or just let your Pawns do all the
work. If you're feeling adventurous, you can jump over a wall to the
west and claim a Gold Pouch (1000 gold) and some Smother Sap... and
there's probably other loot lying around, but it's hard to get excited
about any of it yet, since you don't get to keep it. You're in the past,

Holding Room
5) Venture south, head up some stairs to the east, then head into a
doorway to the south. You'll get to see an ominous cutscene of some
large beast stalking around.. with lion feet and goat legs. What, oh
what, could it be? Continue down the tunnel to the west and enter the
western-most room to the south-you know, the one without bars blocking
the way? Kill some Goblins and talk to 'Ser Ashrore, who tells you that
the Duke's forces have all but been annhilated by the Dragon. But at
least he gives you a Panacea. Yay.. head back into the tunnels, go west,
then south, until you're back outside.

Temple Antechamber
6) Introduce new enemies: Snow Harpies! Harpies come in three varities;
Harpies, Snow Harpies, and Succubi. They can perform dive attacks, but
their main means of frustration is their song. Harpies will sing while
flying overhead, and attempt to put your characters to sleep. If
successful, they're fond of picking up sleeping characters, and dragging
them off cliffs. Granted, their AI isn't good enough to do this often,
and when it occurs, it's accidental, but it can still be annoying. Use
Savan's 'Skyward Slash' to deal with them, or better yet, ignore them,
as Fighters are poorly equipped to deal with flying critters. That's
what your Strider and Mage are for. Snow Harpies can also use a frost
breath attack. Lure them down with 'Shield Summons', and be sure that
whenever one is knocked out of the air, you don't let it get back up.
7) Head south and do a running jump over the break in the bridge. On
the southern half of the bridge you'll find some exploding barrels,
which you can throw at the Goblins below. First you'll fight a wave of
Hobgoblins, then some Snow Harpies will show up. Exterminate them, and
some guards will come out of a gate to the south-east. You can nab a
chest just west of the bridge, on the ground floor, if you wish, but
again, it's hard to care right now, since we don't get to keep
anything we find here.

Grand Hall
8) Go through the gate the soldiers came from, heading through some
tunnels south, then east. Eventually you'll come to a room where you'll
find another who-cares chest. Loot it and continue north to reach the
'Grand Hall', wherein you'll find the game's first sub-boss-a Chimera,
which makes short work of an unfortunate soldier. Let's call him Ser

Chimeras are triple threats-their Lion front, Goat head, and Snake tail
can all act autonomously. The Lion roars (which knocks characters down)
and attacks in melee. The Goat will cast spells (typically debuffs),
while the Snake can spit clouds of poison, bite (even grapple), and
cast offensive spells.

First: Slay the Snake
For all that, however, they can be taken down pretty easily if they
don't have any support. My typical strategy is as follows-run up to the
Chimera and jump onto its hind-quarters. Climb up near the snake and
start hacking away. Very rarely the snake might bite you, or the lion
will roar and stun you, and of course the Chimera is typically fighting,
running around, and, occassionally bucking, which drains your Stamina
something fierce. Still, most times you'll be able to climb up and hack
off the snake in quick order.

Second: When the Chimera is Down, the Goat thou shalt Pound
Once the snake is cut off, the Chimera will fall over on its side. It's
a perfect time to smite that stupid goat on its back. Simply walk to
its back and start attacking it. If the chimera recovers, simply jump
on its back and attack the goat the same way you attacked the snake. The
lion will be much more likely to roar when you're so close to it's
head, but if you get knocked down, recover some Stamina and try again.

Third: Not a Laughing Lion
Once its two support heads are dead, the remaining lion will NOT be
happy. It will go berserk for a while, leaping around (often aimlessly,
but a several-ton Chimera landing on you still isn't healthy). Attacking
it in straight melee is not a good idea, as it will constantly attack
you (it will win a slugfest right now). Climbing is tricky, as it will
try to shake you off often, and roar. Still, all things considered, the
last option is the best. Just remember the golden rule of grappling-when
your Stamina is low, get off. Running out of Stamina in the middle of
the fight leaves you a sitting duck. Keep punishing the lion and it will
go down, you don't necessarily have to achieve hits on the lion to deal
damage, but you will do a lot more if you actually hit its feline
portions. Still, settling for damage on other parts is safe.
			***	***	***
Poor Jenkins.. with the Chimera falls you'll get some pointless quest
update. The Dragon will talk more crap, and you'll get to see a
cutscene featuring an ominous portal, the hungry Dragon, and some
unfortunate Harpies. Oh yeah, and you'll score the Achievement/Trophy
'It Begins'. After it's over.. it's character creation time!

|                      Chapter 1: A New Arisen			       |
|								       |
|	         	      Cassardis       	 		       |
|								       |
Sequence of Events:						{WLK002}
		1) Some Defeats are More Triumphant than Victories...
		2) Basic Vocations
		3) Hale and Heartless
		4) Off to Slay the Dragon!
		5) Food, Water, Oil
		6) Gravity and Grave Gathering
   		7) Water is Wet, Who Knew?
		8) There's Treasure Everywhere!
		9) Looting the South Beach
		10) Flower Fetch Quest
   		11) Home Sweet Inn
		12) Pablo's Inn
		13) A Note on Notice Boards
		14) Sleeping After Sun-Down
		15) Aestella's Store
		16) Heraldo's Grocery
		17) Inez's Alehouse
		18) Iola's House
		19) Elvar's Guilt
		20) Breaking the News
		21) The Village Chapel
		22) Securing Stolen Scriptures
		23) My First Pawn
		24) Last Looting Before Leaving Cassardis

"The delightful and ever-novel pleasure of a useless occupation."

Now, it's character creation time. I have a whole section on character
creation, that talks about stats, skills, leveling, classes.. all that
useless crap nobody cares about (CHR001). Here, I will be more brief-I
figure if you didn't go read it above, you just didn't care to, but I
will make some notes just in case-spaghetti monster forbid-you are just
lazy and don't want to read all my ramblings.

Gender, Name, Build, Voice-these don't matter. The game is just getting
you started. Males are somewhat taller and heavier than females. This,
however, DOES matter. Small characters can fit into tight spaces..
although this is rather inconsequential and doesn't effect gameplay
much. Taller, heavier characters move slower, but can carry more. I've
heard that smaller characters climb faster/better, and taller characters
can reacher higher ledges more easily, and can keep their lanterns dry
in higher water, but I really haven't bothered to validate this.

1) Watch the opening cutscene. Yay, the sun is setting, everything is
peaceful, some stupid chick waves at you, your character gasps stupidly,
as all characters in Japanese games/anime do. Shortly, however, the
Dragon shows up and starts trashing the place. The guards show their
mettle and run away (I hope they get eaten by a Chimera!) and you-
probably light-headed from gasping so damn much-decide to pick up a
sword and attack the Dragon. You kill it, credits roll, game ends. Good
way to spend $60, right...?

...Of course not, you, a stupid, untrained fisherman, attacks a Dragon
bigger than any building in town. It smacks you, you cause an accidental
boo-boo, and the Dragon retaliates by eating your heart. That's going to
have some repercusions, maybe.

Harbringer of Destruction

|VIDEO|Cassardis					      |{VID001}|
|LINK |https://www.youtube.com/watch?v=ZLH2tsBj3c4		       |

Chief Adaro's House
2) Oddly enough, however, death isn't one of them. It seems you and the
tin man are both fine without a heart, except unlike that bogus story,
you don't secretly already have one, as the disfiguring scar on your
chest will attest. The Dragon challenges you, and really, now it's just
being a bully. I think if you eat somebody's heart, it's pretty clear
you just won the fight. Anyhow, you'll be prompted to pick your starting
class by choosing one of three weapons that just happen to be lying
about. As soon as you touch the rusted pieces of crap, the knowledge of
rust-adventurers long since rusted depart their rust unto you, and you
are locked in your chosen class for... well, a while.
3) Of course, how does a new player know what class to pick? You don't,
but if you're like me, you're probably leaning Fighter, since you just
spent a tutorial fighting as one. Plus, they tend to get all the cool
weapons and armor, right? Well... for now, with your limited options,
yes. First, let me explain how things work. In Dragon's Dogma, when you
level up, your Hit Points, Stamina, Strength, Magick, Defense, and
Magick Defense all raise by various rates according to your class at the
time-much like Final Fantasy Tactics. Your initial class also determines
your starting stats. Everybody fights the Dragon the first time as a
Fighter (default) but now your stats are subject to change, depending
on whether you start out as a Fighter, Strider, or Mage:

		|                 Starting Stats		|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Fighter		|  450	|  540	|  80	|  60	|  80	|  60	|
Strider		|  430	|  540	|  70	|  70	|  70	|  70	|
Mage		|  410	|  540	|  60	|  80	|  60	|  80	|

Whatever class you pick now, you're stuck with for a while... so
choose carefully, as this initial choice not only affects your
starting stats, but your stat growth until you're level ten, at least.
Right now you can only pick from Fighter, Strider, or Mage.  Up until
10th level, these three 'Basic Vocations' are the only three choices you
have. Afterwards, you can change to the 'Advanced Vocations' or 
'Hybrid vocations'.

	      	|         Basic Vocations Levels 2-10		|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Fighter		|  30	|  20	|   4	|   2	|   3	|   2	|
Strider		|  25	|  25	|   3	|   3	|   3	|   2	|
Mage		|  22	|  20	|   2	|   4	|   3	|   3	|

Note that the growth rates of the three basic Vocations (above) only
apply until 10th level, after which they become much more varied...
except for the Strider, freaks that they are. These are still
introductory levels, at this point your Vocation's weapon will
affect gameplay far more than your attributes will, since variation
is kept relatively low. For a Strength-build or Hybrid-build, I suggest
starting out as a Fighter, since its total offense (Strength/Magick)
is six, and it gets the highest number of starting Hit Points.
Magick-builds should beging as Mages and just suck up the Hit Point

	        |         Basic Vocations Levels 11-100		|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Fighter		|  37	|  15	|   4	|   2	|   4	|   1	|
Strider		|  25	|  25	|   3	|   3	|   3	|   2	|
Mage		|  21	|  10	|   2	|   4	|   1	|   4	|

	        |       Advanced Vocations Levels 11-100	|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Warrior		|  40	|  10	|   5	|   2	|   3	|   1	|
Ranger		|  21	|  30	|   4	|   3	|   2	|   2	|
Sorcerer	|  16	|  15	|   2	|   5	|   1	|   5	|

	        |        Hybrid Vocations Levels 11-100		|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Mystic Knight	|  30	|  20	|   2	|   3	|   3	|   3	|
Assassin	|  22	|  27	|   6	|   2	|   2	|   1	|
Magick Archer	|  21	|  20	|   2	|   3	|   3	|   4	|

*Level 200 is the maximum level

Pick whatever you wish, just keep the numbers in mind. If you're an
ultra-nerd like me, you may even want to consider making a spreadsheet
to track your character's progression... at least, if you plan to mix
and match vocations (Hybrid-build folks, I'm talking to you).

New Arisen
4) Interact with the weapons and pick your Vocation. Don't be fooled by
the gear you see your character in-that's just dress-up make-believe.
You get a Plebian Shirt and some Cloth Greaves. If you want to go back
to looking like you fought a Dragon and lost, you can always throw the
'Set of Fisherman's Tatters' back on. You can also talk to the injured
people here, for no real purpose, and loot a Blank Scroll and some
Mithridate from along the northern wall. When you're done, exit the
room via the doorway to the west. You'll overhear the gal from the
opening cutscene-Quina-talking to the village chief-Adaro. You can talk
to Quina after Adaro leaves, but she has nothing to say, and nothing
really comes of this cutscene. This is the theme for most quests in
this game-a lot of nothing that goes nowhere. Who cares, anyways?
There's a Dragon to follow blindly! You can loot the room to the west
for minor loot, but I'm starting my theme of not recording useless
crap early-as in now.

(For Arising)
EXP		50
Rift Currency	3
Gold		2000
Item		Scrag of Beast x5
		Greenwarish x5
5) Leave Odaro's house and enter the village of Cassardis, where people
are picking up the pieces after the attack. East of the doorway you'll
find two pots-one containing oil, the other water. These pots are common
throughout Gransys, all one needs is an Empty Flask and you can fill it
up with water or oil. Both can be thrown at foes-oil makes them more
susceptible to fire, water drenches them. Of course, a better use for
oil is keeping your Lantern happy. These pots are unlimited, you only
need worry about having flasks at hand. Also, you may have picked up
some Berries earlier, so now is a good time to talk about food items.
Many consumables have a shelf life. Carry them around too long, and
they'll go stale, start to mold or sour, and finally, they'll rot.
Rotten food is useless, but Scrag of Beast, Beast Steak, and Ambrosial
Meat all gets better when it becomes sour. There are two ways to prevent
items from souring-first, store it in your stash at an inn. Second, put
it in an Airtight Flask. Since this destroys the flask, however, you
might as well just stash it. Anyways, that's enough talking about basic
items, time for exploration.
6) Head down the nearby stairs and before the first landing turn east
and jump over the railing. You'll land on a little bit of land with a
small tree. Slide down the cliff face (note, SLIDE, not FALL, for
future reference. It doesn't matter here, but it might later) to the
south-east to reach another ledge. Head north-east until you find a
cave opening, within you'll find three chests. You'll find a bit of
junk-Conquerer's Periapt, Light Cure, Coin Pouch (1000 gold)... I know
I said I wouldn't mention junk, but this cave just shows I'm aware-like,
and besides, we might need the money. Smash the crates and you might
get some more goodies.
7) Slide down another cliff-face to reach the landing below and enter
another cave, within which is a tombstone. Press "B" [XBOX] or "circle"
[PS3] to gather loot near the grave. Once done, slide down the click
again to a rocky ledge, then down again to the beach. Now, a note about
water. Water, seriously? Yes, water. You can't swim in this game, but
instead of making you flail around pathetically like Altair in
Assassin's Creed, if you stray too far from shore you'll be attacked
by red parasites called 'the Brine'. It sounds and looks like a bad
horror flick, and it's a really, really stupid way to keep you from
swimming. So, for future reference-falling in deep water is bad. Try to
avoid it. Also, if you enter water you may get drenched, a very common
'debilitation' in this game. Drenched means... well, you're all wet.
You'll move a bit slower, and if you had a lit lantern, it'll go out.
Never fear, though, it can be removed and re-equipped as necessary.
A good part about being drenched? Well, it'll put out fires. Other than
that, it's really just a bit of goodly physics, showing that-unlike
in Skyrim-water is wet.
8) Now that we're on a beach, we've talked about water, talked about
falling... hrmm... what else should I mention before we go merrily
questing away? Ah. Look south towards the water, and you should see
fish merrily hopping away. Now we'll discuss gathering ingredients.
Anybody who's ever played any open-world RPG worth its salt should be
familiar with this. There's stuff out there in the world, just waiting
for you to harvest/steal/gather/catch/mine it. I won't cover every
dresser, pile of hay, or bit of ore you can collect in the game-it's
not necessary... but I'd sleep better at night if I point out a few
instances at the beginning, so you know what to look for, and hence,
can go collecting useless crap to your heart's content. Go into the
water at hit "B" [XBOX] or "circle" [PS3] to gather the fish... which
will probably net you a... Small Fish. Easy, huh? All gathering works
like this, and most of the crap you'll find lying around is... well,
crap. Consumables are nice ways to restore health, sometimes you'll
score various things that can be used to upgrade weapons (more on
this when we need to talk about it)... but much of it can either be
purchased, gathered in such quantities that they quickly become
unnecessary, or upgrade weapons/combine into other items that really
aren't worth mentioning. That's right, all the good stuff you want to
wear and weild? You need to kill big things to upgrade them. Still,
it won't hurt to gather miscellaneous junk on your journey... it'll
just be up to you to do for yourself.
9) Continue south under a bridge and explore the coast as you see fit.
You can find an Empty Flask near the shore, and an Airtight Flask
further down. You can also talk to a guard named Rojay, who will tell
you about the Brine (see, I wasn't making it up.) Keep heading south-
east and you'll discover Starfall Bay, and there's all kinds of minor
loot you can find, fish you can catch, birds you can bother, even some
chests full of junk to loot. It's all so inconsequential I can't help
myself. Explore as you wish, but when you're sick of the beach, head
up a path south-west of the bridge we went under earlier.

Note: When in 'civilized' places, you can sprint without expending
Stamina. Makes exploring towns easier.
10) The path leads west, back into Cassardis village. When you come to
a fork, turn north and enter the half-ruined building to find a lady
with a curious affliction-a glowing green question mark is following
her around! She should get that checked out, my grandfather died from
that. No joke. Anyways, talk to her, and it seems she's fine, she just
has a quest for you. Talk to Benita and she'll ask you to get her some
Sunbright and Moonglow flowers, which apparently have medicinal
properties, like all oppositional day-night flowers do. The question
mark over her head turns red, indicating an impending (yet confused)
stroke. We'd better finish this quest fast!

Floral Delivery

Fisherman's House/Your House
11) ...or not. North of this ruined house you'll find a 'Fisherman's
House'. It has little of interest inside, but if you climb around on
the roof you can score two chests, on along the northern edge of the
building complex and one on the southern. Across the street from this
building is... your house. Seriously. Inside you can score some
Interventive, Greenwarish, and a pair of Carrots. Man, you sucked.
Stupidly enough, you can't sleep in your own bed. To sleep you must go
next door to the Inn and pay. Again, I must insist on my sincerity.
Capcom might have been wise enough to realise water was wet, but man,
do they suck at economy, convenience, and common sense.

Pablos' Inn
12) Speaking of the inn, across the street from where you met Benita
you'll find Pablos' Inn. Talk to Pablos and he'll comment on your quest
to find... flowers. Yeah, epic stuff here. You can rest for 50 gold
(you don't need to, unless you busted your face jumping off cliffs),
and you can also 'Manage stored items'. The latter is worth doing,
since you can store your foodstuffs so it won't rot. Search the kitchen
to find a Gransys Herb, a Beast-Steak, a Pumpkin, a Foreign Knife, and
a Large Fish. North of the table you can also search under a cabinet
for some money-either a Small Coin Pouch (100 gold), a Coin Pouch 
(1000 gold) or if you're lucky, a Large Coin Pouch (3500 gold).

Note: If you keep the Beast-Steak and Pumpkin in your inventory until
they sour/mold, they'll be worth more if you wish to sell them later.
This will shortly be a great way to make plenty of money... in fact,
the best way to make money for most of this playthrough.
13) South of Pablos you'll see a shining 'Notice Board'. Examine it,
and you can pick up some contracts. These side-quests tend to ask you
to kill so many of a certain monster, get somebody some item, or
escort some NPC somewhere. Right now you should be able to pick 'Goblin
Raid', 'Rat Catcher', and 'He Should Be So Lucky'... these quests will
not expire, but you will only be able to get new, more advanced quests
by completing old quests, and by advancing the story. For now, however,
I suggest you ignore them. If you're power-gamey, like me, you'll want
to reach Gran Soren at level 10-any leveling afterwards is a waste, as
the Assassin and Sorcerer (throw in Warrior for Pawns) are the best
Vocations to level as, and you cannot change Vocations until you reach
Gran Soren. These quests will just get you unnecessary experience we
don't need right now. Don't worry... it'll be okay... we'll come back
for them shortly, I promise.

Note: From here on out, I will not be mentioning Notice Board quests for
a variety of reasons (although I will point out when we reach new
Notice Boards). First, there's almost never any real need to run
out and complete them conventionally. Most of the time, they are
completed by killing 'X' monsters, collecting 'X' items, or escort 'X'
NPC... in the first two cases, these are something you will do while
tackling other, more important quests, with more definitive objectives.
The escort quests require you to have a high affinity with a certain
character... while many of these characters are more or less set in
stone (characters you do quests for, do business with, help out, etc.
will gain affinity) others depend solely upon gift-giving. Don't care
for a character? Don't give them gifts? You won't get their escort
quest. Also, if you don't finish item/monster hunt notice board quests,
new, more advanced ones may not show up later in the game. Since this is
all too variable, and really only good for further increasing affinity,
scoring crappy items, or earning money I'm keeping it out of the main
walkthrough. To see all these Notice Board quests, see the... ummm...
well... Notice Board Quests section of the guide [NBQ001].
14) Leave the Inn for now. Time to pick up some quests and go
shopping... at least, if you still have daylight left. If not, rest at
the Inn until morning. 50 gold isn't too much money, even at this point
in the game. Like most modern RPGs, folks in Dragon's Dogma have
routines, and many will head home for the night, like all respectable
people do. Since our ultimate destination is the 'Village Chapel',
and it immitates respectable things by shutting down at night... well,
just make sure it's day before continuing.

15) Head south from the Inn and enter the first building to the east.
This is Aestella's, unpredictably owned by... Aestella. Before you buy
anything, search under the cabinets behind the counter to score some
gold. There's also some food items upstairs, and junk in a chest on
the roof. Talk to Aestella to get her to sell you stuff. You really
don't NEED any armor right now, as it's low-end gear that won't provide
any significant benefit to you, but who wants to stay in rags? You
should at least buy the weapons she has, as befits your class, as the
rusted ones you already have are just awful. I buy an Iron Sword, a
Round Shield, a Traveler's Shirt, a Leather Jacket, Wooden Bands,
Traveler's Tights, and Budget Greaves. What can I say? Stripes are
cool. My rule of thumb about armor and clothing in Dragon's Dogma?
First, buy for resistances, second, buy for looks, third, buy for
defense. Really, I think that little of defense. You might want to
consider picking up a Pickaxe, though. It costs 250G and allows you to
mine ore from various deposits scattered around Gransys. You should
probably always keep one in your inventory.

Heraldo's Grocery/Fisherman's House
16) Across the street from Aestella's you'll find Heraldo's Grocery,
where you can score some produce. South of it you'll find a pair of
Fisherman's Houses, wherein more junk loot can be found. You can also
find loot along the street. That'll teach people to leave their food
exposed to anybody with sticky fingers!

Inez's Alehouse
17) Between the two Fisherman's Houses you'll find a street heading
south-west. When the street forks, turn north-west to find Inez's
Alehouse. This place isn't too interesting, but head upstairs and climb
a ladder to the attic and you'll find a chest that may contain the
scroll 'Suarian Strategy Vol. I'. These strategy scrolls can be used to
teach Pawns more about enemies, allowing them to fight them more
effectively... of course, they also learn by doing, so it's not a huge
score. It is, however, worthwhile to read the descriptions of these
items before using them, as they often give useful insights as to how
to fight foes, making them useful to Pawns and players alike.

18) Across the street from the second Fisherman's House is Iola's
House, where Iola has set up shop. She babbles about the Dragon, how
it was destined to show up. She sells less interesting stuff than
Aestella. If you want to pick up some Cassardi clothing instead of
anything Aestella sold, feel free to do so. It's inferior, but a few
points of Defense isn't going to make a difference anyways. Search
near the table near the doorway, near the loom, and the cabinets behind
the counter to score some loot. You can find two more Fisherman's
Houses south-east of Iola's, but they have little of interest inside.

Note: Iola is a useless bitch. She stays in her store for shorter
periods of time than any other merchant in the game. In my experience,
if you need to purchase anything from her, she's either walking slowly
to her store, or standing outside gossiping. Either way, she won't
sell you anything unless she's standing behind the counter in her
19) Continue south-east along the road. You should find Elvar walking
around-note his glowing green question mark. If you talk to him, he'll
ask you to tell Merin that his brother Cortese died defending some
villagers (including Elvar) from the Dragon. Elvar is apparently so
ashamed that he just sat there like a coward and watched Cortese die,
that he should continue to be a coward and not tell Merin. Makes sense
to me.

Note: If Elvar isn't walking around, he should be in the temple,
praying. Failing that, he'll be in the unmarked house south-east
of the 'Fisherman's House' east of Inez's Alehouse.

Grim Tidings
20) Keep heading uphill, pass under an arch, and leave the village
behind, however briefly. To the north-east you'll find a cliff. If you
look around, you should see a ledge you can slide down to with a chest
on it. It contains rubbish, but there are some plants on the ledge with
it. Get it if you want and backtrack. Near the house where Benita is
caring for the sick you can find Merin. Talk to him and you'll inform
him of his brother's demise.

Village Chapel
21) Pass through the village again following the road south-east. Keep
following it and you'll end up at the Village Chapel. You should find
Elvar on the way, or within the chapel... at least during the day. Talk
to him to finish his quest. Simple enough. Now talk to one of the
priests-Clemente-to pick up another quest. Apparently, somebody made
off with his scriptures, and he needs them back, seeing as how the
demand for prayers just went up. Of course, he could just make any
nonsense up, it would have the same effect... but lets indulge the
'holy' man, there's bound to be some reward for us. Before you go,
consider looting the pile of books and scrolls in the small room in the
south-eastern corner of the chapel, as it can yeild more tactics
scrolls... or junk. Loot all such miscellaneous piles of literature on
your own accord, as you find them, or just let your Pawns learn by
doing. Either way, I've pointed it out and hence, have done my part.

Lost Faith

(For bearing Elvar's burden)
EXP		100
Rift currency	2
Gold 		300
22) Head outside and talk to Lewes-an awfully guilty-looking kid
outside. He'll immediately confess to stealing the book. Apparently he
wanted a peek, but when the Dragon attacked, he fled (like sensible
people do) and lost it. Never fear! Jump over the wall north of the
chapel to find a ledge. North still you should see a crumbling pathway
just below the ledge that connects to one of the buildings. Get on the
roof and search near the ledge separating a higher roof from a lower
one and you'll find the Scriptures. Pick it up and return the Scriptures
to Clemente for your reward.

(For saving the Scriptures)
EXP		200
Rift Currency	2
Gold		300
23) Return to Pablos' Inn and finally take the road west to the town
gate. As you approach the gates a rift will appear and, wonder of
wonders, a Pawn emerges. Afterwards Adaro will speak to you and inform
you that the man you just saw was part of the Pawn Legion-Mymidons.
Essentially, Pawns work as mercenaries, serving the Arisen-that's you.
Adaro will mention an encampment west of the village that's drawing
fighting folk to it-Pawns will certainly gravitate towards such a place.
Your first Pawn has joined your Party. You can check out Rook via the
status menu. Just note for now that he's better equipped than you,
higher level, and can cast Ingle (single target fire spell), Fire Boon,
(enchants weapons with fire) and Anodyne (healing). He's pretty much
got everything you need for a low-level Mage, and should be sufficient
for a bit.

Upon a Pawn
24) Now leave Cassardis behind. There's loot I didn't mention, sure, but
again, since everything respawns, I feel like taking a big picture
approach to this guide-I won't bother mentioning every chest, crate,
bush, fallen branch, flower, or fishing hole that can be looted. One
thing we should grab before we go, however... From the gate that
leads out of Cassardis, head south to find a building (just west of
Benita's House) with a roof just low enough to jump and climb onto.
Do so, then climb up to a higher roof to the south. South still you'll
see a square chest lying near a tree. Loot it for our first real
treasure of the game. So, to clarify, I will not point out 'junk'
loot during the walkthrough, but if it can be worn or equipped, I will
record it. Now leave Cassardis, whereupon you'll score the
Achievement/Trophy 'Onward'.

o--Square Chest--o
[Leather Bandings]
[Talismanic Beads]
[Wooden Bands]

|								       |
|			    The Encampment			       |
|								       |
Sequence of Events:						{WLK003}
		1) Rescuing Reynard
		2) Beasties of Seabreeze Trail
		3) Introduction to Ore
		4) Scoring Square Chests
		5) To the Encampment
		6) Guided By A Pawn
		7) Elvar's Encampment Inn
		8) Test of Strength
		9) Encampment Bounty Board
		10) Slaying the Cyclops
		11) A Companion From Beyond the Rift
		12) A Full Party
		13) Training With Ser Berne
		14) Robed Freaks and Cowardly Guards
		15) Escorting Madeline
		16) Reynard's Wares
		17) Mercedes and the Hydra

Seabreeze Trail
1) Rook will babble about the Encampment, then run ahead, and the game
will pester you about autosaves. When you're back in control turn north
to spot a circle of stones in the ground-a static Portcrystal (fast
travel) circle. We'll talk about these more when it becomes important,
but for now, just note it and continue along the road to the north-west.
Not too far ahead you'll see a merchant being attacked by Goblins. The
game will waste time telling you how to attack-like you could have
survived the tutorial if you didn't know that-before leaving you to your
bloody business. kill the Goblins and talk to the merchant-Reynard. For
saving him, he'll give you a Leather Cape... which brings me to
something else I love about this game-capes! Sure, this one is a bit on
the cruddy side, but we saw the beautiful capes in the tutorial... how
many RPGs let you wear capes? Really? Not enough. I love capes, and not
since Temple of Elemental Evil has anybody bothered to put capes in an
RPG I've played. Ahh... anyways, Reynard will run back to Cassardis.

(For saving Reynard)
Item	Leather Cape

Goblins are one of the weakest and most common pests you'll encounter
throughout the game. Typically they pose little threat, even to a
low-level Arisen, but they do often come in numbers, and once in a while
serve as fodder for stronger foes. Most are simply melee foes, attacking
with crude clubs. Some, however, will throw crap at you-anything from
rocks to vials of oil to burning torches, which of course can set you
on fire. Other Goblins prefer more absurdly defensive tactics-having
strapped some shields to their front and back, with which they can
render themselves immune to all attacks. Their one real goal (besides
wasting your time) is to lure you near and perform an awkward 'charge'
attack, which isn't too impressive. Although they have a stupidly
good capability to withstand attacks, heavy weapons can knock them off
balance. Stronger still are the helmeted Goblins, which serve as leaders
for the rest. Some Goblins also come with horns, with which they'll
summon allies to the fray. Despite their versatility, however, Goblins
are little more than practice dummies.

|VIDEO|Seabreeze Trail					      |{VID002}|
|LINK |https://www.youtube.com/watch?v=M0dIpMikROE		       |
2) Now, to give Seabreeze Trail a brief run-down. There are Goblins
and Wolves about, and you may encounter the odd Hobgoblin. None of the
critters here are worth fearing, and it's a good time to get a handle
on combat... I mean, you only have one ability, and there's no
sophisticated dodging, so by 'get a handle on combat' I mean, 'learn
how to spam light attacks'. There's plenty of treasure to be had-most
of it consumables with no long-term game impact. By all means, however,
play, roam explore. I prefer to get to the Encampment quickly, however,
without unnecessary questing along the way. I intend to change my
Vocation as soon as possible, and grinding isn't really a good idea
with that goal in mind. 
3) There are a few detours worth taking, however. Head back east towards
Cassardis, and turn north between a ruined wagon and small stone wall.
Continue down a ramp to reach a beach and keep going until you hit the
water, then turn east along the water line until you spot a small cave.
Inside is an ore vein-notice the crystal deposits hangning off the grey
stone... this indicates it can be mined, provided you have a Pickaxe...
which you probably don't have yet. Just something to keep in mind for
4) Now turn around and head along the water line to the west. Cross the
'Unusual Beach', pass some beached ships (which may or may not be
crawling with Goblins) and continue until the water line terminates at
a cliff. Ther large rocks here can be scaled-and should be. First,
however, grab a Seeker's Token near some crates on the beach, then
scramble up the rocks, on top of which is a square chest containing more
worthwhile treasure. Sweet, sweet, lootage... And there's more for the
pillaging. Along the cliff face to the north is a stone walkway you
can traverse until you find more scaleable rocks, atop of which is
another square chest. Up one more level of rocks is another Seeker's
Token. What's a Seeker's Token? Collectables strewn about the world.
Long story short, you can turn twenty of them in via a NOtice Board
quest for 200,000 gold-so, each one is in effect worth 10,000 gold. Not
bad money.

o--Square Chest--o
[Hide Armor]
[Shoulder Cape]
o--Square Chest--o
[Ebon Neck Wrap]
[Iron Shield]
5) Before we continue on to the Encampment, scour the area for the
plants you need. Moonglow grows near the water, but only at night. You
should be able to spot it easily due to the... well, obvious glowing
blue moths flitting around it. Sunbright has pink flowers, and grows
near large trees. It's less obvious, but it's also more abundant. Once
you've gathered five Sunbright and one Moonglow, return to Benita for
your reward. Once done, everything presently important before the
Encampment has been completed. Follow the road from Cassardis west to
reach the Encampment.

Note: I should probably briefly explain the day/night cycle this quest
serves to expose. First, like in many RPGs, some characters have lives,
and will only be around during the day or night. Expect shops to be
closed at night. Second, the game likes to have Pawns warn you of the
dangers of night, and yes, it is dark out at night. They also suggest
that monster are more vicious, and... well, it's really debatable. Some
enemy configurations do change, but not as many as you'd think, and
while they're usually stronger, it's still no picnic during the day,
either. Expect to see more undead at night. Ogres are primarily
nocturnal, and Griffins are usually only hunting during the day. Third,
a tiny amount of loot exists only during the day or night... most of
which we harvested as part of this quest. Seriously. So... the day/night
cycle exists, be aware of it, but aside from NPC/monster availability,
it's not a huge deal.

(For bringing Benita flowers)
EXP		500
Rift Currency	3
Gold		1000

(For reaching the Encampment)
EXP		300
Rift Currency	3
Gold		800

The Encampment
6) Once you enter the Encampment, a disembodied voice will bother you.
Losing your heart sure is complicated. Stupid Dragon. Rook will
obediently run off to the north, and you should follow him. Once in a
while your Pawns will be useful like, and actually lead you somewhere.
Most of the time, however, they jump around like morons, smash crates,
throw or consume inventory objects with no regard to economy, and
comment on the geography. Head up some stairs and you'll be shown a
short cutscene, directing your attention to a tent, and an odd stone
within. Continue north-west to find said tent.

Call of the Arisen

|VIDEO|Call of the Arisen				      |{VID003}|
|LINK |https://www.youtube.com/watch?v=vPQ4E7Xy1R0		       |

Command Headquarters
7) Inside are some shelves with potions worth looting and a man named
Ecbal-who functions as an innkeeper. Resting here will cost you 300
gold... and considering how close Cassardis is, why would you waste the
money? He also has a new function that stupid Pablos doesn't have-the
'Learn or Set Skills' option. Here is where you can spend Discipline-
earned when you defeat foes and complete quests-on skills. The selection
of skills you can purchase depends on your class and your Vocation
Rank (which is also dependant on how much Discipline you've earned
while playing as said class.) This is all future reference, however.
Do not spend any Discipline here, as you'll want to use your Discipline
to change Vocation when you reach Gran Soren.
8) Now that we're done being distracted by potions and innkeepers,
head into the wooden bulding to the north to find that odd-looking
stone the camera forced us to spy on. Examine it by pressing 'B' [XBOX]
or 'circle' [PS3], and the disembodied voice you heard earlier will
continue to speak to you. The pawn legion awaits-a bastion of faithful
followers that live only to serve the Arisen. To gain their aid,
however, you will have to prove yourself. I suppose Rook is just the
chump door prize for beginning Arisens.
9) So... how to prove ourselves to a bunch of disembodied soldiers
lurking in another dimension only accessible by rune-covered rocks?
Leave the tent and head south, back down the stairs you came up. You'll
see some soldiers running to the east in a bit of a panic. Perhaps we
should go check it out? Follow a path north-east to find another gate
to the Encampment. Before you bother head outside though, explore north
of this gate to find the Encampment's Notice Board. Different Notice
Board, different quests. Be sure to check all the Notice Boards in the
game at regular intervals (usually after the main quest has been
advanced, or after you've completed several Notice Board quests).
Anyways, do what you wish with the Notice Board and head outside.
10) 'Lo and behold, a Cyclops is attacking the Encampment! Also note
the odd glowing red rune on its forehead. That probably means something.
No time to worry about it, though, a fight must ensue, and this is
probably your first real fight in the game. This Cyclops is greatly
reduced in power compared to other Cyclopses you'll be fighting later-
and it's a good thing, too. We're in no state to be tackling humongous
elephantine behemoths! This one is also accompanied by Goblins, which
are still dangerous at this stage in the game. Ignore the Cyclops for
now, and try to steer clear of its flailing limbs. It'll be easier to
dispatch if its Goblin allies aren't smacking you around. Once the
Goblins are dead, play it safe. Stay behind the Cyclops and chop,
shoot, or cast at its feet. Again, nowhere near as strong as a normal
Cyclops, so we need not worry about hitting it in soft spots, climbing
it, or anything else. Once it dies, watch a cutscene where an ominous
robed figure walks away. Ooooh... Loot the Cyclops to score... typical
dead Cyclops materials-Rugged Tusks, Rugged Bones, Misshapen Eyes, or
Beast Steaks. Once done, return to the Encampment.
11) Head back to the Riftstone we saw earlier and examine it again.
By taking down an almost-dead Cyclops with the aid of a half dozen
soldiers, we somehow proved our worth to the stone. Yay! Good thing
that Cyclops showed up, too, else how would we have proven ourselves?
Video games are convenient like that. Now we get to choose a companion
for the rest of our journeys-our Main Pawn. What's different about your
Main Pawn? Well, you get to make them, choose their appearance, name,
vocation, and gear. They level with you, and you must have your Main
Pawn around to recruit other Pawns. They're kind of important.

So, what kind of Main Pawn should you make? They don't really break any
gameplay rules that our Arisen follows, so they should be developed the
same way. Focus primarily on either Strength or Magick. Just note that
they cannot utilize Hybrid Vocations, so they can never become an
Assassin, Mystic Knight, or Magick Archer... with the primary
implication being that they must resort to the Warrior class for
Strength builds. I have not, personally, come to a satisfactory
conclusion whether it's best to build a complimentary Main Pawn or
not yet, and it doesn't really seem to matter. I do think that Pawns
in general perform rather poorly in combat, so making a tank to draw
fire from your Arisen, while obvious, isn't a very inspired or useful
strategy. Any Pawn you recruit from the rift can fill this role just
as well as any Main Pawn you create. My two favorite Main Pawn builds?
Read on.

A Strength-build Ranger (now that the game has been patched, they will
actually use their awesome Longbow skills) will bear fruit in time.
If you take away the Pawn's daggers, they won't feel tempted to stab
at everything, and will do what you want them to do-sit back, and shoot
everything down with their Longbow. You can, of course, just recruit
a Ranger Pawn, so why build one? Well, you can make a Ranger/Warrior
Hybrid for increased Strength (they don't really need THAT much
Stamina, anyways), which is something that you cannot obtain from
computer-generated Rift Pawns. Have your Main Pawn suffer as a Warrior
from levels 11-100, then switch to Ranger until 200 for the best of
both worlds. One thing to keep in mind, however; this is a bit of a
compromise build. The Ranger Pawn build succeeds mostly based on the
power of the Longbow, and its associated skills. An Arisen will vastly
out-power a Strength-build Pawn equivilent, just because they have
access to the Assassin Vocation. Still, for support archery, it's hard
to argue with those stats.

		|	      Projected Final Stats*		|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Warrior/Ranger	| 4820	| 3120	|  766	|  258	|  477	|  268  |

*Assumes Fighter is chosen as the starting Vocation.

There is one big draw towards making your own Sorcerer/Mage. You can
entirely custom what skills and spells your Pawn is using. Considering
that casters are only as useful as their spells, this is a great
advantage of trusting other people or Pawns to have what you need. Try
looking for a good Pawn with High Levin, High Comestion, High Hallidom,
and High Anodyne. It's nearly impossible. For this build, get them to
Gran Soren as quick as possible, then change them to Sorcerer.
Regardless of whether you prefer the Mage spells or Sorcerer spells
(many are shared) the Sorcerer undoubtably has better leveling stats.
I'll take an extra point of Magick and Magick Defense per level instead
of five Hit Points any day. You'll want to max the vocations in both,
because both classes have many augments useful for casters in general.

		|	      Projected Final Stats*		|
		|  HP	|  ST   |  STR	|  MGK	|  DEF	|  MDF	|
Sorcerer	| 3048	| 3070	|  258	|  866	|  177	|  657  |

*Assumes Mage is the chosen starting Vocation.

Personally, I tend to choose the Sorcerer build (regardless of whether
I choose to cast my Main Pawn as a Mage or Sorcerer later.) The reason
is mostly convenience-my Assassin build is stupidly strong. I just
don't need a Ranger supporting me, since I'll do everything a Ranger
can do, but better. Hell, if I wanted to utterly outclass a Ranger
Pawn build, I'd have my Arisen switch to Ranger, but enjoy augments
like Autonomy, Bloodlust, and the extra Strength only the Assassin can

Anyways, recruit whatever sort of Pawn you wish. You'll get an
experience reward for being awesome, as well as the Achievement/Trophy
'New Recruit'. You can equip your Main Pawn any way you wish
(Vocations limiting what they can currently wear, of course), purchase
and equip skills, and all that fun stuff. You cannot recruit other Pawns
unless you have your Main Pawn with you. If your Main Pawn should die
(say, they stupidly jump off a cliff to their own demise?) touching a
Riftstone will bring them back, good as new. As for the silly four
questions you're asked after determining your Pawn's appearance and
starting Vocation... pick answers that raise their 'Scather' and
'Challenger' ratings, as these will make them more likely to attack
foes. Otherwise, you could well end up with a Pawn who prefers to pace
back and forth uselessly in combat, or pick up crap you don't need.
Chances are, you'll still end up with a pretty useless Pawn, but this
should make them somewhat less useless. You can also change your Pawn's
inclinations and manner of speech by sitting them down at a 'Knowledge
Chair', usually found near any place you can rest.

(For earning the fealty of the Pawn Legion)
EXP		500
Rift Currency	3
Gold		1200
12) As you leave the tent, a buttswank named Ser Berne will talk to you
and offer you some group training. You'll be teleported to training
grounds north of the Notice Board in the Encampment. Talk to Ser Berne
again and he'll tell you about the three tasks you need to do-and
suggest that you improve your party if you're having trouble... so
let's discuss the Pawns milling about the Encampment now.

You should have your Main Pawn and Rook, leaving one more Pawn left to
recruit. Since this task is easier with a full party, turn Ser Berne
down for now and head back to the Riftstone tent and touch the 
Riftstone, whereafter you'll find yourself... in the rift! (You'll be
distracted by a cutscene where that robed figure from outside is shown
walking out of the Encampment towards Cassardis... but don't let that
trouble you just yet...) Within the rift you can recruit Pawns of all
sorts, online or offline. What fourth Pawn you pick to flesh out your
party is... mostly unimportant. Having a Mage to cast Anodyne/Hallidom
early on is useful, as is having the power of a Sorcerer later. For now,
I suggest having at least one Mage (Rook is fine) one Fighter, and
perhaps a Strider to shoot at foes, provided you or your Main Pawn
already don't fit any of those roles. Touch the Riftstone again,
search by whatever criteria you feel necessary, and summon up and
recruit a Pawn-a task that will net you yet another Achievement/Trophy
'Foreign Recruit'. Try to avoid expending Rift Currency right now. It's
not easy to get and... there's just no reason to ever spend any on a

Note: You can also recruit any of the Pawns walking around the
Encampment. Recruiting any Pawn you see walking around Gransys will
earn you the achievement/trophy 'Local Recruit'.

Strength In Numbers

|VIDEO|Strength in Numbers				      |{VID005}|
|LINK |https://www.youtube.com/watch?v=7yyTMQmRnRs		       |
13) Now that we've got a full party, return to Ser Berne and start his
little exercise. First task? Carry a bunch of boxes. This isn't too much
effort with a full party. Your Pawns should do most of the work for you.
I mean, really, the game shows you all the boxes and where to put them,
there's not really much to say. Your second task is to kill scarecrows,
or in this case, wooden targets on posts. They're scattered about, but
still, with a full party, you need merely run about and hit them all.
The third and final test is... well, pretty much the same thing, but
some scarecrows are blue, and resistant to physical damage, and others
are red. All you need to do here is focus on whatever you're best at
taking down, and trust your Pawns to handle the rest. Once they've all
fallen, Ser Berne will congratulate you, and more importantly, reward
you. Score another for the good guys. Head back into the Encampment

Note: Ser Berne is one of the rare NPCs in the game whose affinity is
worth raising. If you boost his affinity enough later, you may get an
escort quest from him, the reward for which is a rare Longsword which
cannot be obtained any other way. To give gifts to NPCs, talk to them
and hit "B" [XBOX] or "circle" [PS3]. As a soldier, he favors Foreign
Knives. Even though you can get your hands on these, don't bother
raising his affinty any time soon, as we're not going to be ready to
carry out his escort quest any time soon. Don't worry, I'll remind
you later when it's within our means.

(For succesfully training with Ser Berne)
EXP		1000
Rift Currency	5
Gold		1500
14) Surprise, surprise, we're done in the Encampment for now. Remember
that robed guy walking back to Cassardis earlier? Yeah, we should
probably go home and check on that. Sure enough, when you make it back
to Cassardis, the robed freak will talk at you, say come cryptic crap,
belittle your chances against the Dragon, and generally be an ugly
litle runt. Fun. We didn't come all the way home just for that, did we?
Of course not. Talk to a guard named Poll near the well and he'll admit
to being a coward (hiding in a well sure seems alot smarter than
attacking a massive Dragon.) Offer to investigate the well to start the
quest 'Deep Trouble'. He'll even be nice enough to give you a lantern.

Note: After completing 'Call of the Arisen' you'll be able to access
Bitterblack Isle-the main content area added by the Dark Arisen
expansion. You'll recieve a few notifications about this after
completing said quest and upon returning to Cassardis. Note that 'can'
and 'should' are two different things. You should ignore Bitterblack
Isle for quite a while, as the foes within are an order of magnitude
stronger than anything you'll encounter in the main game.

Deep Trouble
15) Now head to Pablos' Inn, where you should see a cute blonde girl
named Madeline. Talk to her twice and she'll introduce herself as the
'finest peddler in Gransys'. Sure. Play along with her leading
conversation, and she'll invite herself to travel with you to the
Encampment. Agree to take her and leave Cassadris to embark on your
first escort quest. The way back to the Encampment is pretty tame by
day time. Even by night, now that we have a full compliment of Pawns
this should be child's play. Madeline doesn't make things easy on us
by constantly stopping to find gold under every bush, rock, and branch
along the way. Just be patient and escort her there. Once you're close,
she'll run on ahead, and you'll automatically follow her in. Talk to
Madeline once again and shamelessly ask you for 1000 gold, threatening
tears if you refuse. Be a sport and cough up the coin, and she'll
invite you to Gran Soren, where she hopes to set up shop. While you're
here and talking to her, you might as well check out her shop. If you
continue to support her and complete her quests, she'll upgrade her
inventory substantially as the game goes on-becoming the primier
seller of light arms and armor... and chick clothes. It's good stuff.
Right now, however, her stock isn't great. If you use Daggers and want
to upgrade to Throatcutters... well, it can't hurt. Also Baleful Nails
are decent Accoutrements that raise your Strength and Magick. You
probably won't find a better Accoutrement to wear for... well, quite a
long time, really.

Guard Duty

(For escorting Madeline safely to the Encampment)
EXP		700
Rift Currency	3

|VIDEO|Escorting Madeline				      |{VID004}|
|LINK |https://www.youtube.com/watch?v=e2YoXrXd9v8		       |
16) Now that we're done shopping... let's go shopping! Talk to Reynard,
the merchant you saved enroute to the Encampment. His stock is more
well-rounded than Madeline's is. I personally enjoy the aesthetics
of Metal Greaves and a Leather Chestplate. Before you go buying
anything, realise that there's a quest Reynard will give you-but only
after you buy enough junk from him. The amount of money you spend
doesn't matter, only the number of individual transactions. Buy one
thing from him, exit dialogue, repeat until you have everything you
want. Chances are, you're going to just have to buy random junk from
him repeatedly to trigger the quest... but we need not start this now,
when our funds are so limited. Just yet another thing to keep in mind
for later. While we're talking about Reynard's quest, however... head to
the Rift Stone tent and from there head west. The narrow projection of
the Encampment to the west is filled with tents, which house the
soldiers gathered here. Explore along the southern cliff face until you
find a rounded chest, which contains the 'First Journal Entry'. These
will come in handy later.
17) Whew. Finally done messing around? Wait... it's my guide... Yes.
Head back to the Rift Stone tent, where you should find a tom-boyish
lady warrior in a white cloak. Talk to her to find out that she's
Mercedes-the leader of the men of the Enlistment Corps. She'll question
you about Pawns, then suggest you rest up. Why not? It beats paying
300 gold for it. You'll wake up in the morning to a commotion. When you
go investigate you'll encounter... a freakin' Hydra! Now that's a 
monster! Surely we're no match for such a thing yet? Yeah, we're really
not. Good thing this is an uber-weak version of a Hydra, like the
Cyclops we fought earlier. The goal of this fight is to grab the Hydra
and climb... around halfway up one of its necks. Grab by hitting the
"Right Trigger" button, and attack as normal. If you're not high enough
up, you'll do less damage. Chop it enough and you'll sever a head. This
fight is much easier for a Strider than the other classes, although a
Fighter does alright. If you're playing a Mage, you're better off
standing back and casting spell. Their grapple attacks are... laughable.
Once it's head is severed it'll run off. You'll notice another one of
those red runes on the Hydra's severed head (just like the one on the
Cyclops') before a crowd of soldiers rush up and gawk at your grisly
accomplishment. Your deed scores you the Achievement/Tropy 'Getting a
Head', as well as earning you an invitation from Mercedes to accompany
her-and the 'trophy' we just collected-to Gran Soren. Such a grisly
gift might just garner gratitude from the Duke. Accept and she'll tell
you to meet her at the Mountain Waycastle. Fair enough. We've messed
around in this backwater long enough. Time to head to the capital.

A Rude Awakening
Off With Its Head

(For driving off the attacking Hyrda)
EXP		2000
Rift Currency	5
Gold		2500

|VIDEO|A Rude Awakening					      |{VID006}|
|LINK |https://www.youtube.com/watch?v=zCSpl3dxtxQ		       |

|								       |
|			    To Gran Soren			       |
|								       |
Sequence of Events:						{WLK004}
		1) Quina's Missing?
		2) Bandits on the Ledge
		3) Wolf Pack Attack
		4) To the Mountain Waycastle
		5) Escorting the Ox
		6) Goblins in the Mountains
		7) Singing the Song of Slumber...
		8) Harpies on the Hill
		9) Bowling For Pawns
		10) Looting the Mountain Cottage
		11) To the Gate
		12) Breaking Through to the Estan Plains
		13) The Scenic Last Leg
		14) Safety in Gran Soren
		15) Changing Vocation
		16) To the Craftman's Quarter
		17) Pawn Guild and Portcrystals
		18) Gran Soren Merchants
		19) Money For Meat
		20) Notice Boards New, Times Two
		21) Steffen's Sorcerous Shortcut

Manamia Trail
1) Leave the Encampment via the eastern gate. As soon as you're outside
you'll be bothered by your fellow Cassardite, Elvar. He'll ask if you've
seen Quina, who apparently wandered off in search of 'aught for your
wounds'. Yeah, unless she finds us a new heart, she's not helping much.
Talk to him again, and he'll tell you that the chief is worried about
Quina, and mentions some forest she might be messing around in. This is
a quest we must pursue rather quickly... but it can wait until we're
done making our way to Gran Soren.

|VIDEO|Off With Its Head				      |{VID007}|
|LINK |https://www.youtube.com/watch?v=6DOmdfwfW9o		       |
2) Continue north along the road away from the Encampment. It's a new
area, and there are new beasties about, which I will talk about as
necessary. Continue along the road until the path splits-one shabby
road heads west into the mountains while the other continues north...
also into the mountains. Keep going north and be wary. On the ledge to
the west are some Bandits. Their strength varies quite a bit, but
they're likely the most dangerous foes we've yet faced. I suggest
running past them-we are, after all, trying to get to Gran Soren by
10th level, remember?

It almost seems silly to post this section about Bandits, since they
vary wildly in power and can assume almost any Vocation in the game.
The Bandits here are... moderately powerful. Much more powerful than
Goblins, but that's not saying much. Bandit Striders and Rangers will
use Shortbows and Longbows, respectively, Bandit Fighters use a Sword
and Shield, Bandit Warriors use either Longswords or Warhammers, while
Bandit Mages and Sorcerers... well, they cast spells. Down here they're
relatively tame, but if you followed the fork to the west earlier,
you'd have confronted a much more powerful type of Bandit. They grow
strongest in the far northern reaches of Gransys, where they are some
of the strongest foes you'll encounter on your journey to reach the
3) The path will swerve to the north-east, then to the north-west,
all the while staying relatively close to the coastal cliffs to the
south. East of the path, past the Bandits, you'll encounter packs of
Wolves. You may have encountered one or two of these canines along the
Seabreeze Trail, but in packs, they're an entirely different threat.
Again, I suggest avoiding them, but we only have so much Stamina, and
there are more Bandits ahead, so if you must fight anything, it might
as well be Wolves.

Wolves. Is there a more cliche video game enemy? Bats? Spiders maybe?
Yeah, probably, but Wolves are pretty damn common, too. In Dragon's
Dogma, however, these are stupid little meat-puppets charging blindly
into your attacks. In Dragon's Dogma Wolves will dodge attack, hopping
quickly to the side or backwards, or sometimes lunging forward to
attack. They also will perform leaping attacks, which may knock you
down, after which they'll swarm and attempt to maul you to pieces.
Wolves can be bad news to a low-level character, especially in numbers.
Due to their tendency to keep moving, they make elusive targets.
Chasing them around is a good way to get detached from your Pawns,
which can be troublesome. Get used to fighting them now-there are
meaner varieties later on. Knocking a Wolf down at close-to-mid-range
with Blink Strike and them finishing them off is a good strategy. Just
be sure to watch your Mages. Wolves are quick and numerous, and your
Pawns can be awfully dense, easily capable of dispatching a lone
low-level Mage Pawn.
4) It's pretty easy to reach the Mountain Waycastle from here-the path
switchbacks uneconomically... but that's mountain travel for you. Stick
to the path and you'll be fine. You'll encounter more Bandits on some
rocks to the west, which you should probably just avoid again. I'm being
pretty brief here, but again, we're trying to make it to Gran soren in
a timely, low-level manner. There's a Cyclops along the coast to the
north near a river that I'm consciously avoiding... but we have no
business fighting it now anyways. Remember, this is a REAL Cyclops, not
the half-dead one we smote outside the Encampment. On the plus side,
there aren't any productive chests here we're missing, so press on until
you reach the Mountain Waycastle

Mountain Waycastle
5) Near the gate of the Mountain Waycastle (little more than a gated
bridge, really, let's hope the rest of Gransys isn't so humble, eh?)
you'll find Mercedes, her soldiers, and your Hydra head, which is
being transported by one poor, certainly over-worked Ox. Talk to
Mercedes and you'll be committed-it's time to escort this wagon to
Gran Soren. A few things to note-first, the Ox must survive the trip,
and as Mercedes hinted, the smell of a juicy, rotting, Hydra head will
draw monsters. Also, you must stay relatively close to the escort, or
they'll stop moving... which is just fine anyways, since most beasties
won't spawn unless the wagon is nearby. Still, it may be advantagous
to run on ahead a few times... but that's what you have this guide for,
6) Your first trial comes immediately on the western side of the bridge,
where you'll be assaulted by some Goblins. The only path to Gran Soren
is, so far, plagued by Bandits, Goblins, and wolves, and the water is
crawling with the Brine. How does this place survive? Whatever. If the
Ox gets injured, you can 'trick' your Mage (if you have one) into
healing it by pressing "right" or "left" on your controller to get your
Mage to heal you. Walk in front of the Ox, and when the healing spell
is cast the Ox should walk through it, too. Of course, this is only
possible if you are injured, too, but I'm sure you'll manage.
7) Continue north past the vanquished Goblins and Ser Cyrus will inform
you that 'flying beasts' infest these mountain passes. On the branches
of the trees ahead lurk a few examples of these critters-Harpies. You
know the drill-new foes, new Monster Info entry.

Harpies are flying she-birds with a variety of attacks. Simplest of
these is their swooping charge, which can knock a character off their
feet. Harpies in this game are also wise enough to grab characters and
fly off, during which time you-if you suffer this fate-must wiggle the
"Right Analog" stick back and forth to escape. The longer you take, the
further they'll fly. This is especially dangerous if you encounter them
on cliffs or ledges, as they can end up dropping characters to their
demise. Last of their main attacks is, of course, their ability to
sing, which they'll do while circling overhead. Get caught under their
song long enough and a character could fall asleep, which is annoying.
Harpies present a new challenge to us-they fly, so we must be able to
reach them. Striders are uniquely capable of shooting them down, while
Mages also can blast them with magic, only diminished in usefulness
because of the limited range of spells. Fighters, however, must resort
to jumping attacks. The 'Skyward Slash' skill also works well... if
you managed to get it by now. If you're following this guide, however,
you shouldn't have obtained enough Discipline to do so... so you'll
just have to make do with what you've got. Fortunately, however,
Harpies are pretty frail. One good hit should ground them, where they
are easily dispatched.	
8) Once the Harpies are dispatched, continue north. Along the way you
might encounter a barrel with red markings on it-this is nothing less
than a gunpowder barrel. Never fear, however-your Arisen and Pawns are
magically immune to damage from such things. Your Ox, however, is not.
Be safe and destroy all such barrels you find, either by tossing them
somewhere, or hitting them (or tossing your Pawns onto them!) Just be
sure your Ox is nowhere nearby. Continue north until you reach a more
open area with some flag poles overlooking a cliff... on top of which,
of course, more Harpies are perched. Destroy them, remove the gunpowder
barrels nearby, and continue through the pass downhill to the west.
Smite some Wolves along the way (which are much more dangerous to the
Ox than Harpies.)
9) It would be a good idea now to run ahead of the Ox-and-escort a bit.
Eventually the path will turn north again, and you'll be beset by
Harpies. When the caravan approaches close enough, Ser Cyrus will
prophetically warn you of falling rocks-he's got some premonition!
Where the path splits, note a large boulder perched precariously in a
cubby to the north-west. Uphill to the north-east is a cottage, and
downhill to the south-east is the path we must take to reach Gran
Soren. The boulder to the north-west is the most dire threat we're
facing right now. If you're a Strider you can shoot down the boulder
and cause it to roll harmlessly away. If not... well... Fight Harpies
until the escort catches up, and when it turns down the south-eastern
path, take up position behind it. When the boulder dislodges (and it
will), be sure your Pawns are between you and the boulder, and you are
behind the Ox. The goal? Intercept the rock with the body of one of your
Pawns. It'll probably deal enough damage to mortally wound any Pawn it
hits, but it'll shatter when it does, and you can always just go up to
your wounded Pawn and aid them by pressing "B" [XBOX] or "circle" [PS3].
No lasting harm done. See how I also fit a Pawn-rescuing tutorial in
there? Man, I'm getting good at this FAQ-writing business.

Mountain Cottage
10) Mop up whatever flying bastards are left and leave your escort
behind in the south-eastern pass. Return to the junction and explore
the cubby where the boulder was perched to find a stone upon which
rests a rounded chest. Loot it, then head uphill to the Mountain
Cottage. You'd think a marked area on the map would... I don't know,
be somewhat important? It's really not. From the front of the Mountain
Cottage head north-west to find a cubby, within which resides another
rounded chest, which contains more useful loot than the last chest.
There's also a square chest inside the cottage, along with two dinks
who have nothing interesting to say. While you're here, you can find
some smaller boulders along the cliffs east of the Mountain Cottage,
which can be destroyed with a good smack. Getting rid of them now will
prevent them from falling on us later.

o--Rounded Chest--o
[Faerie Hood]
[Iron Leg Guards]
[Shoulder Cape]
11) Now that we're done exploring here, return to Mercedes and the
escort. Everything should get moving again, now that you're near, and
the path will loop around until it's more open and runns to the
north-west. Falling rocks will continue to be a nuisance, but at least
there are not more life-threatening mega-boulders. You will, however,
have to fight your way through more Wolves, and some Harpies that
lurk on and around a tree on a ledge. Near this tree are two Warrior
Remains that can be searched with a low chance of yeilding some useful

o--Warrior Remains--o
[Favored Flower]
12) Continue on until you reach a lowered portcullis, in front of which
are barricades, gunpowder kegs, and Goblins. Don't be afraid to head on
ahead of the escort (provided you've cleared the vicinity of Wolves) and
smite the Goblins. When you get near the gate, you'll get a cutscene
showing you the obvious lever you'll need to pull. Don't get too
gung-ho, however, as the Goblins in front of the gate will be joined by
more behind when the escort approaches too close. Flip the lever, as
the Goblins to the rear will continuously spawn until the escort makes
it through. Be on your game, as more Goblins await on the far side of
the gate. Protect the Ox and slay the Goblins as you travel through the

Estan Plains
13) Immediately on the eastern side of the gate you'll find a stack of
three gunpowder barrels... which can be very dangerous to your Ox if you
or your pawns are foolish enough to destroy them when at a bad time.
Follow the Ox-and-escort as you go. More Goblins await, but they're not
as numerous as the group we just killed, and they're not flanking.
Shortly you'll find yourself heading steeply downhill. The ruins of
old walls and aquaducts mark the former glory of Gran Soren, which
looms still-majestic in the distance, across the wide-open Gran Soren
lea known as the Estan Plains.
14) Your task is now pretty simple-continue following the Ox-and-escort
on your way to Gran Soren, the path to which should be obvious. Along
the way you'll have to fend off some Bandits, but these ones are
nothing special. If it's night time, you may encounter Undead on and
along the road leading to Gran Soren... they're a bit tougher, but
also slow enough that they shouldn't endanger the Ox. You should be
in the clear now-just make your way to Gran Soren. when you get near
enough, Mercedes will talk to you-claim a little too much credit for
the Hydra, and you'll all find your way in Gran Soren. Once inside,
Mercedes will babble at you again during a cutscene, and a dark-skinned
man will eye you during your entrance... talking to you shortly
thereafter. This man-named Mason-will suggest you seek out the Pawns.
Blah, blah, blah. After everybody is done babbling, you'll get your
reward and another Achievement/Trophy 'The Courier'.

Undead in a Capcom game? Perish the thought! Unlike the new-look
quick zombies in recent Resident Evil games, these are your more
traditional Undead-slow, shambling, stupid zombies in rotting clothes.
They're fairly sturdy... unless one of your Mages enchants your weapons
with fire (or unless you are a Mage, yourself.) At this stage in the
game, fire spells are the way to go... but there's no reason you can't
contribute with conventional weapons. Undead are also weak against
holy magic, which you probably don't have access to yet. Their attacks?
Barely worth mentioning. They'll flail around clumsily, or shamble
forward and attempt to grapple you-shake them off the same way you
shook off Harpies and Wolves.

(For bringing the Hydra head safely to Gran Soren)
EXP		6000
Rift Currency	10
Gold		6500

Gran Soren
15) Now, we're in Gran Soren. Lots to do, lots to see, I know. But you
should restrain yourself-we still have quests back in Cassardis to do,
some of which will expire if we continue on too far in Gran Soren.
I intend for this initial visit to Gran Soren to be somewhat brief,
despite the fact that, yes, there is stuff to do, people to see, and
loot to grab. What we can-and should-do, however, is visit the 'Gran
Soren Union Inn', which is just north-east of the fountain nearby. Talk
to the innkeeper-name Asalam-whom we'll be getting to know quite well
from this point the game on... you know, since he controls the only inn
in Gran Soren, which is now and forevermore the hub of our journies.
Asalam will talk about the Pawn Legion, and suggest you find the Pawn
Guild west of here. When his innkeeper services pop up, note yet another
new option-'Change Vocation'. It is what it sounds like. Pick this option
and you can change your Vocation into anything you want, at any time...
provided you have the Discipline for it. The costs are as follows:

		|     Vocation Change Costs	|
		|   Fighter	|Discipline Cost|
		|   Strider	|     1,000	|
		|     Mage	|     1,000	|
		|    Warrior	|     1,000	|
		|    Ranger	|     1,000	|
		|   Sorcerer	|     1,000	|
		| Mystic Knight	|     1,500	|
		|   Assassin	|     1,500	|
		| Magick Archer	|     1,500	|

If you were frugal with your Discipline, you should have plenty to
switch classes. I switch my Arisen to either an Assassin or a 
Sorcerer, depending upon my build, and my Main Pawn to either a
Warrior or Sorcerer, dpending on theirs. This will net you a pair of
Achievements/Trophies 'Human Resources' and 'Inhuman Resources',
respectively. With any luck you're level 10, or as close as possible.
Don't worry about the Vocation change costs-they're a one-time expense.
Once you unlock a class, you can switch back to it for free on a whim.
There is one thing you should keep in mind, however... these new classes
will require new weapons, which can be quite expensive to buy... so,
first let's look at the merchants around here, then we'll discuss a way
to grind for gold.

Note: A matter of some concern should be fortifying your characters-
The Sorcerer and Warrior both have great Vocation Rank 1 Augments,
Awareness and Bastion, respectively, which greatly reduce the damage
you take from magic and physical attacks... again, respectively. As
soon as you can afford the 1,000 Discipline, plus the 1,200 for the
actual skills (2,200 to change Vocation and get one skill, 4,400 for
both) I suggest getting and equipping them. You need not keep them on
for the whole game, but for now, it'll significantly reduce the damage
you take from the low level creatures we'll be fighting for a while,
which in turn will make the early game much easier.

A Matter of Myrmidons
16) Now, because some quest options open up for completing this quest,
we'll get it done now. When you're done changing your Vocation at the
inn, leave and head north between Caxton's Armory and Camellia's
Apothecary. Continue north until you reach an open gate, under which
stands Ser Camillus, who solely exists to waste your time. Go through
the gate and turn south-west and enter the first building to the south.

Pawn Guild
17) You; Pawn Guild, Pawn Guild; you. Now that you're introduced, talk
to Barnaby-the guy with the blue quest symbol over his head-and he'll
babble about the Everfall briefly before he huzzah's that the Arisen is
come. Not a very lively guy, eh? In any event, you'll get a quest
reward just for talking to him. Score for you. Before you bother him
again, search the Notice Board here-the Pawn Guild Notice Board tends
to have somewhat more lucrative monster hunt quests on it, so it's good
stuff. Also note there's a Riftstone in here which is handy, and outside
is a Portcrystal... actually several of them, which is what makes this
a STATIC Portcrystal location. Note the location by the... five rather
obvious, dull crystals jutting out of the ground. The point of this?
If you use a Ferrystone (you'll find one lying on the ground inside the
Portcrystal ring, and good news-it respawns!) it'll instantly teleport
you, your gear, your Pawns, and any other companions back to Gran Soren,
or to other locations. We spotted another of these static rings of
Portcrystals outside of Cassardis, if you remember. For now we're
limited to traveling between the two, but we'll be able to set more
destinations as we find more Portcrystals.

(For reaching the Pawn Guild)
EXP		3000
Rift Currency	5
Gold		3500
18) Now, notice Barnaby still has a quest box above his head. We do NOT
wish to do this quest just yet, as it conflicts with the quest 'Lost and
Found' which we still need to complete... so, head back to the 'Fountain
Square' outside of the 'Gran Soren Union Inn', where we'll deal with
some updates. Madeline and Reynard both have now made their way to Gran
Soren (Reynard is a bit more unpredictable-he'll venture all around
Gransys, so he may or may not be here presently, but Madeline is here to
stay.) North-west of the Gran Soren Union Inn you'll find two shops
which we passed by earlier enroute to the Pawn Guild-Caxton's Armory, and
Camellia's Apothecary. The latter sells curatives and tools, which we
don't really need now. The former is the most interesting, as he sells
a great deal of new arms and armor for our new classes. Switched to a
Sorcerer and need a new Archistaff? Here's where you get it... but
you'll pay dearly for it. At this stage in the guide, I'm mostly
through talking quite so much about what merchants sell and what you
should buy... and I have my reasons. This does seem like something a
good FAQ-writer should touch on... but really, most armor in Dragon's
Dogma is purely cosmetic (and certainly all armor you can buy is), and
most weapons are common sense-if it makes your attack go up, buy it.
If not, not. Also, having reached Gran Soren, we have, in theory, almost
all of Gransys at our disposal... We're capable of simply going out
and finding items in chests. Granted, many of the areas with the best
loot are well beyond our means presently, but they won't be for long.
At the end of the day, it may just be better to save your money and use
only what you find... especially when a single weapon can set you back
20,000 gold. And in case you have no grasp on how things work-the prices
for better weapons are only going to get higher. Why pay so much money
when the best gear lies waiting for you in a chest somewhere?
19) Because buying it is simpler than looting it, duh! Still, I stand
by my argument above. A few things are easier to buy, most are easier
to find. I promised I'd disclose a way to make money, in any event,
so here we go. Leave Gran Soren by heading south-west from the merchant
stall and out the gate. Cross the bridge leading from Gran Soren to
the south-west, then explore the plains to the east to find some Oxen
milling about. There are about a half dozen of them in total, and Oxen
regularly drop one or two pieces of beast meat-either a Scrag of
Beast, a Beast Steak, or Ambrosial Meat, or a combination thereof. Most
of the time they'll drop Beast Steaks, so we'll focus on that as the
standard of our grind. Normally, a Beast Steak sells for 300 gold...
which isn't bad, considering that you'll get one on average from each
Oxen. If they turn into Sour Beast Steaks, however, they'll be worth
1,500 gold. Every time you exit this area and return-say, you enter Gran
Soren and come back-the Oxen will respawn. Surely the gears in your head
should be turning. Figuratively, anyways. Hopefully nobody actually has
gears in their head. Kill the Oxen, enter Gran Soren, exit Gran Soren,
kill more. Repeat until you fill your inventory with Beast Steaks (and
the other crap they drop.) Rest until some of the meat turns sour, sell
them off. This is the best way to score money at this point in the
game. It's also a decent way to raise your Discipline a bit. Do this
for as long as you please, you certainly can't be hurt by having a
few hundred thousand gold in your purse, and padding a few Vocation
ranks and levels will help, too. It is, however, tediously boring. If
you can't be bothered to grind for at least a little bit of cash to
buy new weapons, never fear-we'll find a Magick Bow, Magick Buckler,
Archistaff, and Longsword shortly... but wandering around without a
weapon isn't a good idea.

Note: If you can be bothered to switch to a Sorcerer, at Vocation
Rank 2 you can learn the Augment 'Suasion', which increases the value
of items you sell to merchants by about 15%. This will speed up any
such Oxen grinding you care to perform.
20) Anyways, when you're done Ox-farming (if you bothered), buy whatever
you might need/want for your new Vocations. Make sure you've changed
your Vocation to whatever you wish to level as. There are a few things
to do in Gran Soren before we head back to Cassardis to finish up some
quests... First, there's a brand new Notice Board in the Gran Soren
Union Inn for you to check. This time, it's a good idea to grab the
quests from the board... unless they say 'Escort Request' under the
'Objectives' heading. Right now you should have access to 'The Peddler's
Petition'. Everybody likes aliteration, but avoid this-and any-escort
quests you find unless you're feeling really frisky. First, you
probably don't know the world very well if you're new to the game. Any
idea where the Greatwall Encampment is? Know what lurks along the way?
No? Well... in short, it's too much for a 10th-level character. Escort
quests become easier during the second playthrough (yes, there is New
Game+ in Dragon's Dogma-if you whine about spoilers... go soak your
head. In acid. Please.) as you'll be stronger and... well, you'll have
a way to get around the world easier. But this is Gran Soren we're
talking about... Exit the inn and cross the square to the south-west to
reach Arsmith's Alehouse, where you'll find yet another Notice Board.
This particular Notice Board bestows fetch quests, some of which can be
quite lucrative. Again, check the Notice Board Quests [NBQ001] section
of the guide if you're having trouble finding whatever item a particular
quest demands... that Snakeskin Purse can be a real pain in the ass.

Note: You will not be able to accept quests from the Arsmith's Alehouse
Notice Board until you complete 'A Matter of Myrmidons'.

Despite what I said above, if you're brave and you level up a bit
(preferably after buying some better loot) a daring or experienced gamer
might be able to plunder some more challenging dungeons early and score
some loot that would otherwise be unavailable for a while. I'll just
leave these videos of me doing so here... but keep in mind that my
Arisen had a level in the 20's when doing these runs.

|VIDEO|Low Level Bluemoon Tower Run			      |{VID009}|
|LINK |https://www.youtube.com/watch?v=3wMgJt5b-vY		       |

|VIDEO|Low Level Heavenspeak Fort Run			      |{VID010}|
|LINK |https://www.youtube.com/watch?v=FraM3b5LfAU		       |

|VIDEO|Low Level Soulflayer Canyon Run			      |{VID012}|
|LINK |https://www.youtube.com/watch?v=nn4lg-YKV1g		       |
21) Gran Soren isn't all Notice Boards, however. There are some genuine
new quests we can get right now... which we can advance along the way
back to Cassardis, no less. Wandering around on the road leading
north-east from the fountain square you'll find a black-and-yellow
clad man named Steffen. Instead of inanely defending Steam DRM, like
my buddy Stefan does, this Steffen wants you to find a tome-Salomet's
Grimoire. This book supposedly grants the reader 'command of grand
arcane magicks'... and everybody knows aspiring Mages are always looking
for ways to cheat the process, just like med students and law students.
Just like a future politician, he prefers to talk about payment once
you've found the tome. Not much to go on, eh? Talk to Camellia-the
proprietor of Camellia's Apothecary in the fountain square to learn
that she doesn't care for tomes one bit-but she will remark that most
such objects are useless forgeries, anyways. This apparently useless
comment foreshadows a possible solution to the quest... but more on
that later...

With that, we're done in Gran Soren. To advance the main story, you need
to return to Barnaby in the Pawn Guild and start the quest 'Lure of the
Abyss'... but we're not advancing the main story right now, are we? No
we are not. It's time to leave Gran Soren and head back to Cassardis...
and along the way, we'll explore the Estan Plains. Unless you've got
serious short term memory, or spent way too much time farming Oxen, you
should know the way back to Cassardis just fine. I'll leave the amount
of leveling, grinding, getting side-tracked, and other such diversions up
to you, but do try to end up back at Cassardis before messing around
with the Pawn Guild... for Quina's sake, and because you're following my
FAQ, and I'm calling the shots.

A Troublesome Tome

|VIDEO|A Troublesome Tome				      |{VID015}|
|LINK |https://www.youtube.com/watch?v=QIq1sCGTqmQ		       |

|								       |
|		     Exploring the Estan Plains			       |
|								       |
Sequence of Events:						{WLK005}
		1) Cape Pactforge and Gran Soren's Back Door
		2) The Southern Hills
		3) Moonshower Cliffs
		4) Goblins in the Heights
		5) Bandits in the Ruins
		6) Saurians in the River
		7) Bigger Bandits and Salvation Sorcerers
		8) South Saurian Coast
		9) Breakin' All the Right Rules
		10) Griffin Feeding Grounds
		11) The Northern Cliffs to Cursewood
		12) Wolves and (Hob)Goblins
		13) Undead and the Abandoned Mining Operation
		14) Entrance to the Ancient Quarry

Now, this section is somewhat optional, since there's really not
much incentive to explore the Estan Plains. But, who buys a game and
ignore large parts of it, interesting or not? Even more importantly,
who writes a guide ignoring a major geographical area? You will,
however, find yourself wandering through this area many times as part
of one quest or another, so if you don't care to explore, by all means,
skip to [WLK006] and get down to business.

1) We'll start from Gran Soren's southern gate, since it's the only
main entrance to Gran Soren we have open to us right now. South east of
the gate are some grassy hills occupied by about a half-dozen Oxen, of
which we should be familiar given the farming opportunity I pointed out
above. The nearby coastal area here is marked as 'Cape Pactforge' an
uncommon escort destination. If you follow the southern wall of Gran
Soren to the east, you can find a rocky ledge that wraps around to the
eastern side of Gran Soren, which leads to a gate you can enter-a
back-door to the sewers of Gran Soren.
2) South-west of Cape Pactforge lie more grassy hills, which ultimately
terminate at some cliffs. To get to higher ground, just follow the road
south-west, and turn south when you've reach enough elevation. Up here
you'll find a campsite (Hobgoblins might lurk around here at nights),
some mineral deposits along the cliffs. Return to the road and continue
to the south-west until you reach the path leading to the gate that
separates Moonsbit Pass from the Estan Plains. On the eastern side of
the gate (the Estan Plains side) are two paths to the south. Ignore the
western-most one for now, as it's just a shortcut back through Moonsbit
Pass, which we might make use of later... but not now. Instead, go down
the eastern-most pass to reach the 'Moonshower Cliffs'.

Moonshower Cliffs
3) This area, while technically not part of the Estan Plains, might as
well be. Night or day, you can encounter Hobgoblins here, so I'll
discuss them, below. Other than that, expect to fight Giant Spiders and
Goblins here. Chests lurk around the various rock formations lying
around, as do more organic treasures; Grandgrapes and Apples. Hobgoblin
presence grows more dense to the south-east, where, near the cliffs,
you'll find the 'Stones of Courage'. Here is a decent place to fight
the Hobgoblins, despite their numbers, because stunned foes can be
grabbed and thrown off the cliffs. Fun. Also here is where you'll find
one of the rare bits of loot in this area, in some warrior remains near
the Stones of Courage. South-west of the Stones of Courage you'll find
a narrow ledge running south-west that will eventually lead back to the
eastern end of Moonsbit Pass, connected directly to the northernmost
reaches of Manamia Trail. While it might seem like a tempting shortcut,
it is, however, a one-way trip, requiring you to drop down ledges, then
run past a Cyclops to actually reach the road after which the Manamia
Trail is named. Due west of the Stones of Courage you'll find an
elevated area which looms over the aforementioned trail that leads to
Manamia Trail. Atop this elevated area you'll find some apple trees
guarded by Spiders. At the far south-western end of this area, west of
some gravestones, you'll find some ledges off the edge of the cliffs to
the south, on one of which lies a square chest, containing some goodies.

Much stronger and more resilient than their lesser cousins, Hobgoblins
are a legitimate threat to low-level characters, although by the time
your level reaches the 30s, they'll be more or less experience cows for
you. Like Goblins, they've got pretty diverse tactics. Some prefer to
stand back and fling objects at you, just like Goblins, potentially
setting you one fire or blinding you, depending on what they threw.
They also have horn-blowers, their slingers are prone to rolling to
escape melee combat (or using leaping shoulder-tackles) and their
Fighters have real swords and sturdy shields... but thankfully they do
not have the stupid uber-defensive Goblins with shields for armor.

o--Warrior Remains--o
[Iron Shield]
o--Warrior Remains--o
o--Square Chest--o
[Ebon Neck Wrap]
[Iron Shield]
4) Return to the road connecting the Estan Plains to Moonsbit Pass,
and explore the western-most section of it by following the cliffs
north. Here you'll find plenty of Goblins, a small tribe, in fact, which
occupies the highest ledge north of the road, and south of the river,
which marks a convenient geographical barrier by which to separate
this section. If you search around up near the Goblin tribe and in the
less monster-infested lower ledges to the east you can find a few
Grandgrapes and chests.
5) Continue heading downhill-east along the river-long enough and you'll
find some crumbled walls that must have marked Gran Soren's apogee in
some earlier age. Of course, now these ruins are infested by Bandits
during the day, and Undead during the night. The Undead are nothing
special, but the Bandits are quite a bit stronger than the ones we
encountered on Manamia Trail, so be watchful. East of the wall you'll
find a campsite brazenly occupied by Bandits. By now, anybody with any
insight at all should be wondering... just how weak and corrupt is
Gran Soren that Bandits can camp, not just in sight of its walls, but
amongst them? You can amuse yourself by scaling all over the walls in
search of the odd treasure chest that only protects junk from the
elements, but when you're ready to see more of the Estan Plains, turn
your attention to the stream running through the Bandit camp.
6) First loot some Warrior Remains on the north shore of the stream,
near the wall, under a tree, for a remote chance of scoring a bit of
loot. Then follow the stream south-west quite a distance-it never gets
terribly deep. After you've explored about three-quarters of the length
of the river you'll get to meet its denizens-a Saurian hides behind a
rock to the north. New foe, new monster entry. There's going to be a
lot of them in this section, it seems. Saurians are probably the
strongest foes we've fought thus far-they can do pretty wretched damage
with their spears (especially with their jumping attack) and spit
poisonous goo. The best way to fight them at this stage in the game? Let
your Pawns handle the melee if possible, and stick to shorter spells
that won't tie you down (Ingle works well), and if at all possible, try
to cut off their tails, which will leave them exposed for a while.
Practice on this one, but be warned-many more lurk at the end of the
river to the south-west. Clusters of Saurians can be deadly to low-level
adventurers. Save before you test your mettle, and if victory is yours
you can claim a square chest-which contains one of the few bits of loot
in the Estan Plains-at the wide western end of this river.

Saurians are the iconic lizardmen, armed with spears and a foul
disposition, they're troublesome foes at lower levels. Good thing we
were never had to worry about that, right? Their spear is the most
common outlet for their aggression-they'll block, stab, lunge, and even
do a damaging jumping plunge attack. They can also spit at you, and
are not afraid to resorting to using their jaws. Bring them down by
targeting their tails, which can be severed fairly easily. This will
leave them helpless for a short while, and reduce their combat
effectiveness, overall. They are not hampered by water like you are,
and mobility is the key to fighting them at lower-levels. They're just
not terribly fast most of the time, although they can prove quick for
short bursts and while scampering away after their tails have been
severed. They make up for their sluggishness with their spears, of

o--Warrior Remains--o
o--Square Chest--o
[Ebon Neck Wrap]
[Mage's Shoes]
[Sylvan Bow]
7) Head back east through the river and-when you reach the Bandit camp-
turn north. On the 'Area' map there is an area enclosed on all sides
by walls. To the west, south, and north, by crumbling walls, and to
the east by Gran Soren's walls. Signs of an old city quarter, perhaps?
Whatever its past, now it, like the southern section, houses Bandits,
who congregate near a structure marked on the map as a 'Collapsed
Meeting Room'. These ones vary greatly in power, but especially be wary
of the sword-and-shield weilders, as their experience rewards mark them
as some of the strongest Bandits you'll encounter. On the walls to the
north lurk two Ranger Bandits who-while not being terribly strong, can
knock down foes who try to scramble up the ruins after them. At night,
expect Undead instead of Bandits, and Sorcerers along the road. Again,
chests lurk atop many of the ruins, but contain little of interest.
North-west of the 'Collapsed Meeting Room' you'll find the poorly
boarded-up 'Catacombs Rear Passage 1'. We've no need to explore the
Catacombs yet, nor can we get too far down this path at the moment...
but if you wanted to go in and try and mine some Catacombs Gold, nobody
would blame you...

Not too different from Bandit Sorcerers, these robed freaks prefer fire,
ice, and healing magic as their primary means of disposing of you-the
Arisen-their mortal foe. Popular, aren't we? They're not above just
using bursts from their Archistaves, however. The best way to deal with
them? Get up close and chop them up. They're not too sturdy, but if
you let them catch you with a spell, you'll regret it.
8) North of this poorly-enclosed area you'll find a road that leads to
a bridge, which in turn connects the Estan Plains to the Deos Hills.
We've no need to explore to the north just yet, however, and Direwolves
and Snow Harpies (not to mention the odd Chimera) are probably too much
for us to handle at the present... so stay decidedly south of this
river. On the other hand, if you care to explore the rocky beach east of
the bridge, you'll find all the Saurians you can handle. Saurians,
again, can be rough, but at least here you can fight them on dry land.
Water hampers you more than them... cheating lizards... Anyways, if you
follow the coastline east you'll find the sorriest excuse for a port
imaginable. Cassardis has better docks than this! More signs of
arrested development? Crumbling walls and waycastles, crappy roads,
Bandit and mosnter infestations, and a dilapidated 'port'?
9) Head to the bridge and follow it north (not crossing it, following
its lower extremities.) Find the middle support pylon of the bridge
(marked on the map as 'Storage Shed') and enter it to find a rounded
chest. Finally, to ignore the advice I gave at the beginning of the last
paragraph, continue north to the northern beach-whether this is still
technically the Estan Plains of the Deos Hills is debatable, but since
the foes here are still Saurians, and loot beckons, there's no harm in
exploring it. Kill the lizards and travel east along the coast until you
reach some rocks. Scale them to discover a rounded chest, which contains
some gear.

Note: Very rarely you can find an 'Ambush!' quest on the western side
of the small island that houses the bridge's central pylon (marked on
the map as 'Storage Shed'). This ambush consists of a half-dozen Sulfur
Saurians, which will be formally introduced shortly, when you can more
reliably encounter them.

o--Rounded Chest--o
[Battle Greaves]
[Favored Flower]
[Shoulder Cape]
o--Rounded Chest--o
[Magian Crutch]
[Ogre Bone]
[Scale Armguard]
10) Return back south across the water and return to the southern end
of the bridge-which we're still not crossing. Instead, explore to the
south-west. Here you'll find plenty of Oxen that are somewhat more
fickle than the ones outside the southern gate to Gran Soren. Chests
lie around containing junk and the few bits of loot worth recording
can be found by scavenging some warrior remains that lie about, the
first one can be found near the cliffs-just west of a small tree
flanked by two bushes. The Oxen here will be gaurded by Goblins, and at
night a rather large number of Hobgoblins-rare here during the day-will
be patrolling. To the south you'll find a watery depression which is
often haunted by Harpies, and the odd Cyclops may-very rarely-be found
lurking around. Also rare, the large number of Oxen may attract the
attention of a predatory Griffin. Normally the beast will have little
interest in you, focused as it is in securing food, but if attacked
it'll become aroused. At this point in the game, if you spot a Griffin,
you're better off avoiding it. Later, this becomes one of the best (yet
still frustratingly uncommon) places to hunt Griffins. The second
loot-worthy warrior remains lies north-west of the watery depression.

o--Warrior Remains--o
o--Warrior Remains--o
[Broad sword]
[Rusted Sword]
11) Keep an eye on your 'Area' map and explore to the west. Along the
coast, you'll find little opposition, and a few Apple trees to
scavenge. If you see forests marked on your map, you're entering the
Wilted Forest, which I do not care to explore just yet. Most of the
Wilted Forest isn't too rough, but large beasts do lurk within, which
are well out of our means to fight just yet. Along the edge of the
cursewood you'll find a camp, the tents are occupied by Sulfur Saurians
durin the day, and Ogres during the night. The former are tough, but
not unkillable right now, but the latter... probably more than we can
handle right now, so... we won't talk about them yet, eh?
Saurians AND their stronger cousins introduced in one sequence?
Travesty! Anyways, Sulfur Saurians fight just like Saurians. Spears,
spit, easily severed tails. They are, however, quite a bit stronger
still. Easy prey to wary mid-level characters, a stiff challenge to
low-level parties. Unlike Saurians, however, they have one distinct
advantage-they can camouflage, becoming nearly invisible to the unwary
eye. Yeah, giant, aggressive, cloaked lizards-sounds familiar...
Anyways, their Invisibility is not as good as the Invisibility the
Assassin can eventually get. You can still hit them while they're
invisible, although it does make it somewhat more difficult to see what
they're doing, and hence predict their attacks.
12) The next area we'll discuss is bounded by the ruined walls outside
of Gran Soren to the east, by the river to the north, and by an
east-west running road to the south, which also turns north-south and
forms most of the western border, as well. The geography trends uphill
as you go west, and your main foes will be Goblins and Wolves. The
former are joined by a scattering Hobgoblins, with greater numbers of
their larger cousins appearing at night. Together, they lurk near the
east-west running portion of the road. The wolves are situated further
north, occupying the cliff-side fields, a rocky cubby enclosed by
cliffs, and an unfortunate bit of road running north-south through a
13) The area south of the east-west running road that formed a
convenient boundary for the last Step is pretty tame, consisting of
more Oxen, more Goblins pastoralists, and a few Hobgoblins (more than
a few at night). South of the road, opposite the watery depression
(or at least, its location on your map, which looks like a peanut in
parentheses) you can find some warrior remains which may rarely yeild
some loot.  Follow the east-west running road to the west, and it
will, as mentioned earlier, split north-south. North leads to Wolves and
the Cursewood, while near the fork to the south rest some buildings, one
of which is marked as the 'Miner's Hut'. You won't find miners here
anymore, though, unless you count Goblins. This area obviously used to
be an active quarry, in more prosperous times. At night the area will
be choked with Undead, Undead Warriors (especially in the Miner's Hut,
where a half-dozen of the proficient Undead lurk) and Stout Undead.

'Stout' in this case means 'fat'. And like almost all fat things in
the world of gaming, Stout Undead are sturdy, can emit a field of
noxious (poisonous) gas, and if you use fire on them, they will
explode. As a fat person myself, I can verify that obesity is, in fact,
a form of self-defense. Just set me on fire and see what happens!
I know, it's probably because of the build-up of gases due to
decomposition, but the point still stands... I'm going to go out with
a bang, just like William the Conquerer. Stout Undead are slow and
ungainly, only being a little more competent in melee than their
anoxeric counterparts... so... don't be afraid to use fire to get them
to blow, and stand clear. Just don't expect your Pawns to be smart
enough to avoid the blast.

Like normal Undead, these stiffs are slow and hardy, emerging from the
ground in order to attack those who draw near. They can attack with
whatever massive weapons they weilded in life, but their attacks are
awkward and uncoordinated. Other than that, they fight much like their
peasant counterparts. They love to grapple, and are weak to fire and
holy magic.

o--Warrior Remains--o
[Favored Flower]
14) South of the mining quarters you'll find ever more shaped stone,
and eventually, the 'Ancient Quarry North Entrance'. Outside of the
quarry stands Alon, who has a quest for you. The poor guy wants to
travel south through the mine, and is willing to pay you to clear the
way. Accept the quest, but do not actually expect to start it any time
soon. The Ancient Quarry is currently beyond our means... besides, it'll
be more convenient to clear it out later, as the prelude to another
quest. But don't count this Step as a waste just yet, as there's
treasure to be had nearby. From the entrance to the Ancient Quarry,
head north past two cube-shaped rocks to the west. Just north of them
is a series of cut rocks that can be scaled, and by so scaling, you can
discover a square chest. If you continue scaling rocks, you can reach
the Cursewood above, and all manner of junk loot awaits in chests on
and behind the shaped stone around here.

When you're done exploring the Estan Plains, return to Gran Soren and
rest up (if necessary). When all your boo-boos are healed and your new
junk is stored, it's time to head back to Cassarids.

o--Square Chest--o
[Scholar's Cape]

Of Merchants and Monsters

|								       |
|			 Cassardis Revisted			       |
|								       |
Sequence of Events:						{WLK006}
		1) Back Through Moonsbit Pass
		2) Rescuing Rowland
		3) Pawnathan Johnathan
		4) A Thief in the Night
		5) Quina's Quest
		6) Wayward Valmiro
		7) Unlearned Lessons
		8) Into the Well
		9) A Bridge to Nowhere
		10) Saurians in the Deep
		11) Dripstone Loot
		12) Snakes and Treasure
		13) Money in the Station Room
		14) To the Vestad Hills
		15) Into the Mist...
		16) Third Time's the Charm
		17) To the Witch's House We Go!
		18) The 1st Mist Totem
		19) Lady Loot
		20) Bows, Magick and Dull
		21) The 2nd Mist Totem
		22) Picking Paths
		23) Ghosts, Oh My!
		24) Rock-Teasing
		25) The 3rd Mist Totem
		26) Fur Is Fashion
		27) Following Cliffs... to Treasure!
		28) A Mysterious Dwelling...
		29) The Witch
		30) Cassardis, Ho!
		31) Three Quest Cash-In
		32) Policing Pike

1) Head back up to the gate you opened that separates Moonsbit Pass from
the Estan Plains... you remember? A lever, Goblins ambushed you? Right
before the gate, on the Estan Plains side, are two side passages to the
south. The eastern-most one leads to the Moonshower cliffs, of course,
while the western one runs alongside the more conventional route through
Moonsbit Pass, eventually linking up with the route we traveled along
earlier just north of the Waycastle-a shortcut, in effect. Either way
you can potentially reach Manamia Trail (the area north of the
Encampment) while treading new ground, if you care about such things...
or you can just go back the way you came. I suggest either going back
the way you came, or taking the western-most pass. You'll have to fight
some weaker Bandits the latter way, but it shouldn't be anything you
can't handle.
2) If you take either of the two suggested ways I mentioned earlier,
you should make it back to the Waycastle. Follow the road leading to
the Encampment, heading mostly south. Where the Bandits along the road
first appear, at the bend where the road turns back north, you'll find
some Bandits attacking a robed man named Rowland. Do your best to save
him-he doesn't have a great deal of health and the Bandits focus on him
quite aggressively. You don't NEED to save him to advance the quest, but
we'll assume you managed it for the sake of this Step-he'll thank you
when the Bandits are dead, and mention that the Bandits who were
attacking him looked like the Southron Bandits, and that they stole a
magick book he was carrying. Yes, this tome was none other than
Salomet's Grimoire, the book Steffen wanted. How fortunate! He'll start
to mention Salvation before cutting himself off, then he'll finally,
mercifully shut up. We will not be worrying about this quest just yet,
as the Southron Bandits can be quite rough... although we'll be in the
vicinity sooner rather than later...
3) Return to the Encampment and check out the Notice Board, which might
have new quests if you've completed any old ones. Also, in the 'Command
Headquarters' tent you can now find a Pawn named Johnathan, who'll
sell you a variety of goodies you cannot get anywhere else. These
include new dyes for your hair, face/eye pigments, and skin pigments
colors. He also sells Elixirs that change your Pawns inclinations
(much more effectively than the superficial and limited changes that
can be made at Knowledge Chairs.) Scather/Challenger Elixirs are good
for making your Main Pawn more combat-saavy. Furthermore, as you
complete quests that give DLC items as rewards (Aneled weapons, Solar
Armor, etc.) he'll get those items in stock as well Last and least, he
also sells prestige items-eyeglasses and rings that have no purpose but
to show how much of a vainglorious asshole you are to the rest of the
gaming community. In any event, from the Encampment it should be a
simple matter to head east to Cassardis. Once back home, we've got a
number of things to do-again, check the Notice Board to pick up any new
quests... just be sure to ignore the Escort Requests. The ones here are
really not worth the trouble.
4) Turns out Pablos himself has a quest for us! Who knew? Talk to the
diminuative innkeeper and he'll ask you to hear him out-a matter of
warding the village from crime. Apparently a Thief has been prowling
around town, and has hit Heraldo's grocery, Aestella's apothecary, and
Pablos himself. Before you can get down to business, however, you need
to go around and talk to Heraldo and Aestella. Find Heraldo, usually
loafing about outside the inn, then find Aestella, who usually can be
found in her store-a rarity in Cassardis. Both complain uselessly about
the thief, but they need to be consulted to advance the quest. Talking
to Pablos again will prompt him to explain his masterful scheme-you
have to wait for him at night and catch him in a foot race. Outstanding
strategy, that! Talk to him again and he'll ask if you're ready to
wait until night to confront the thief. Turn him down. This is a free
rest, and why waste it? We've got other things to do, first.

An Uninvited Guest
5) Now, time for a trio of lengthy, roundabout quests that will take us
far and wide, and ultimately end up with us back in Cassardis. Didn't
we just do that? Oh well, whatever. Talk to Adaro, the village chief to
whom Quina talked to after the Dragon's attack. Spot him out by his
baldness and his big green question mark over his head. Apparently
Quina's been gone a while, and said she was heading off to the Witchwood
to find a cure for your wound. Must be spare hearts in that forest.
Anyways, Adaro asks you to find her and see her back safely. This quest
is one of the most commonly missed quests in the game-treking to the
Witchwood at such a low level isn't a terribly easy feat, and the quest
expires after completing 'Lure of the Abyss'. By following this guide,
however, you should ensure that you're relatively well-equipped, you've
been able to change your Vocation, and in general you're as ready to do
this quest as you can be.

Note: If you search 'Chief Adaro's House' you'll find 'Quina's Note' on
a table. The standout words on this note-which the folks at Capcom
clearly couldn't be bothered to write out in full-are 'church',
'dragon', and 'Witchwood'. Wee...

Lost and Found
6) Before you go running off anywhere, pick up another quest. From 'Your
House' east of 'Pablos' Inn' head north-east to find one of many
buildings marked as a 'Fisherman's House'. Inside dwells Merin, Mayra,
and Lewes. Merin is the one you want-you can find him waddling around
his house early in the morning. Talk to him, as he's got a quest for
us. Apparently Valmiro, a fellow Cassardite, has gone missing, likely
the victim of his own curiosity. You can ask fellow villagers for info
if you wish-you know for story and flavor, or whatnot, but if you
prefer to just dive into this quest head to Pablos' Inn and withdraw
six Greenwarish herbs.

Note: The quest 'Dying of Curiosity' is not available until you complete
'A Matter of Myrmidons'.

Dying of Curiosity
7) Let's deal with the first parts of 'Dying of Curiosity' before we
head off on any more serious expeditions. Head outside to Seabreeze
Trail, and from the gates of Cassardis turn north and run down to the
'Unusual Beach' where we'll find Valmiro languishing along the eastern
shore. He'll cry for aid, and reach out melodramatically. *sigh* Go up
to him and talk to him, whereupon he'll ask for herbs. By herbs, he
means Greenwarish. Give him the aid he requests and he'll recover in
record time, apologize, and mention sticking near the Encampment next
time. So... head off towards the Encampment. South-west of the gate to
the Encampment you'll find Valmiro again, whining for aid and doing his
canned 'death reach' animation. Talk to him again-this time it'll take
two Greenwarish herbs to cure his stupidity. Can you see where this is
going? He'll thank you and mention the Witchwood next... didn't we just
get a quest that requires us to go there? Yessir-it's called killing
two birds-the essence of FAQ-writing.

|VIDEO|Dying of Curiosity				      |{VID023}|
|LINK |https://www.youtube.com/watch?v=zfm9p3-Z4gk		       |

Dripstone Cave
8) But first, we've another quest to do, which we picked up a while ago,
and promptly shelved. Remember talking to Poll, the wussy guard by the
well? Yeah, he heard scary noises in the well, and wanted us to check it
out. Now's as good a time as any, so return to Cassardis and head into
the well near which Poll still cowers to reach Dripstone Cave. Huzzah!
Our first dungeon! Upon entering, you should get an Achievement/Trophy
'Into Dripstone Cave' for... hitting a button near a well. Good on you.
Now, to briefly discuss what you'll find down here-Giant Bats, Rats,
Saurians, and Bandits. I said briefly, right? Don't worry, nothing we
face here should be too troublesome, although we will come here again,
and the monsters will change as the story advances, but we'll come to
that later...

|VIDEO|Deep Trouble					      |{VID008}|
|LINK |https://www.youtube.com/watch?v=RRJSxyQOlCY		       |
9) From the entrance, head south-east until you reach a fork, where
you'll find some rats milling around in need of smiting... or ignoring.
Whatever. If you go down the south-western fork, you should shortly
come to a bridge spanning a steam. On the far side of the bridge lurks
a Snake, which might give you your first taste of poison if you're not
careful. You'll also be bothered by Giant Bats. Under the bridge you
can find a chest, which dutifully drops a Leather Cap, if you care to
grab it. From the bridge, you can follow the stream (east, initially)
and grab two more square chests, exterminate a few more Giant Bats,
and ultimately climb your way up to the main path, if you wish, but
I wish to proceed a different way. If you explore down the stream for
loot, be sure to return to the bridge when you're done.

o--Square Chest--o
[Leather Cap]
10) Return to the bridge and climb back up onto the eastern ledge, then
return back to the fork where we killed some rats. Now explore down the
south-eastern path. Follow the path south-east, then south-west, kill
some more Giant Bats, and eventually you'll come to a ledge overlooking
a watery cavern, within which lurks several Saurians. I would suggest
avoiding them, especially around so much water, but unfortunately it
turns out they're the things that scared Poll so. Go down and fight
them, but use extreme caution. If you've got spells or a bow, you can
stay on the ledge and shoot at them in relative safety. Go for the tail
to open them up, and try to stay dry. Water + Lantern = darkness.
Darkness + Saurians = no fun.
11) Grab whatever Saurian Tails you've severed, and explore the cavern
you're in, and search the Warrior Remains near the ledge you jumped
down, where you might find some goodies. In the middle is the 'Emperor's
Pillar', a useful landmark that makes writing about this place much
simpler, as you will see. The western side of the cavern is
water-filled, if you need to get wet or go fishing. South of the
Emperor's Pillar, however, are more productive, dry extensions of
Dripstone Cave. A short ways to the south you will find a fork. Explore
to the south-east to find some more Warrior Remains and a rounded
chest before this tunnel ultimately dead-ends. I will bother pointing
out you can score some Grandgrapes here, which can be consumed for
quick healing. Also, the ore veins here can commonly yeild Sand-Layer
Ore, which is uncommon elsewhere.

o--Warrior Remains--o
[Baleful Nails]
[Trusty Sword]
o--Warrior Remains--o
[Baleful Nails]
[Scholar's Boots]
o--Rounded Chest--o
[Healer's Robe]
[Sectional Armor]
[Shed Cape]
12) Now go down the southern tunnel, where you'll enter a smaller
chamber with a barred door to the west. Be wary of snakes here-there
are about five of them lurking around the boxes here. Even more
important, there are some rocks opposite the door to the east, upon
which lies a square chest with more minor loot in it.

o--Square Chest--o
[Metal Greaves]
[Novice Bracers]
[Scholar's Bangle]
13) It's time to pay attention to the door to the west. Smack it with a
melee weapon to break the wooden beam blocking the door. Congrats, now
the way is open, you can use the northern entrance (near the 
Encampment) to traverse Dripstone Cave back to Cassardis. Of course, for
most of the game this is more dangerous than just going over land, so...
Anyways, go through the barred door, where you'll find another door to
the south to reach the 'Station Room', wherein you'll find either
Bandits, Spiders, or mice here. Kill whatever dares to oppose you and
grab the money lying around. Once done, leave the Station Room and
continue to the south-west to find an exit.
14) You'll surface north of the Encampment, a short stroll away from
safety, should you need to rest or drop off loot (if you have started
the Notice Board quest 'Witch's Brew' you'd be well served to grab a
Gransys Herb.) We could also head back to Cassardis and report to
Poll... but somehow, I have an idea we'll end up back there anyways...
From the 'Dripstone Cave Rear Passage' head uphill to the west. This
mountain path connects Manamia Trail to the Vestad Hills, and is
crawling with Wolves. Wolves aren't the only danger, however, as
boulders await at the top of the hill, and will decide to tumble down at
you when you approach too close. When they do, just run back and get out
of the way... and raise whatever Pawn inevitably decides to try and hug
the boulder.

|VIDEO|Lost and Found					      |{VID013}|
|LINK |https://www.youtube.com/watch?v=PGotIHwDCtg		       |

Vestad Hills
15) Atop the hill the path will turn south. To the west you'll be able
to look off a cliff and see a forest sprawling out below you (if it's
night out, you might not be able to see very much, of course). During
the day, the place will be crawling with Bandits, during the day, more
Wolves. Both are fairly weak, although the Bandits are a bit stronger,
while the Wolves make up for it by being numerous. Damned if you do,
damned if you don't... Your path is fairly simple, however. Follow the
road southish, and when you reach a fork to the south-west (the path is
split by a boulder upon which Bandits lurk) stay on the eastern fork
and continue south. Eventually the path will enter the outskirts of
some woods and turn south-east. Keep going and the path ahead will
become misty...

16) Behold, we've made it to the witchwood, wherein Quina should lurk...
and possibly some witch. Such is the fare of adventures. You'll notice
immediately that the map is obscured by mist... we'll have to do
something about that, but fortunately for you, you have a guide! Head
along the path to the east and shortly you'll find Valmiro, who made it
to the Witchwood only in the most generous sense of the term. Talk to
him again and this time hand over three Greenwarish herbs. This time
Valmiro promises to stick to the village, where, avoiding another Dragon
attack, he should be safe. We'll return to Merin for our quest reward
after plundering the Witchwood, but for now, continue east.
17) Shortly ahead waits Quina. Couldn't she have helped Valmiro?
Whatever. She had the good sense to bring a lantern, but she's not much
for defending herself. Good thing you came along. Unfortunately, she
doesn't have the good sense to head back-she intends to see the witch
who lives here... this witch apparently knows the Dragon's tongue, and
hence, might know more about your condition. She asks you to accompany
her, and it's not a yes-or-no question, it's a yes-or-fail-the-quest
question. Well enough, we might as well try to learn more about this
Dragon while we're at it, and possible score some loot, eh? A note about
Quina, first-she's relatively sturdy, but has nothing in the way of
offense. She can heal, but don't expect much out of her. Go slow, keep
her in sight, and you should do fine.
18) Near the entrance you can find Wild Boars, so you might want to
wander around a bit to search for some, if you have the quest to kill
them. Continue east to find a stream, which can be easily crossed...
but first, turn north to see a ledge running parallel to the path that
leads to the stream. Get up there and explore to the eastern edge of
the ledge overlooking the stream to find a square chest, within which
goodies lie. Now, back to the steam. We might as well cross it, even
though we'll be taking a different route shortly. Beyond the stream lies
a mist totem, right in the middle of the path. This fog sure isn't
natural, and smashing it will dispel the mist in this area, allowing you
to see the map. Groovy. Too bad these things don't stay destroyed. They,
like chests and monsters, respawn. Ah well. It'll still be good guidage
to point these all out, and let you decide whether it's worth the bother
to smash them on subsequent visits. My money? No.

o--Square Chest--o
[Gossip's Mask]
[Verdant Hood]
[Wizard's Helm]
19) Backtrack to the stream (to the north-west) and follow the stream to
the south-west. When the river turns east, explore some land off the
elbow of the stream (to the west) to find a square chest, around which
many rabbits congregate. This chest can contain some decent goodies for
this point in the game, and might be worth save/loading until you get
what you want.

o--Square Chest--o
[Magick Buckler]
[Lady's Corset]
[White Stockings]
20) Get back in the water and follow it further downstream to the east,
then south. You'll have to kill some Goblins on the eastern shore as you
go, but our real interest should be to the west. Where the stream stops
flowing south and turns south-east, you'll find a large, rocky beach to
the west. Head up a hill to find a square chest, where you might find
your first Magick Bow, if you're lucky. North of the chest you'll also
score a Giant Coin Pouch, worth a whopping 10,000 Gold.

o--Square Chest--o
[Magian Crutch]
[Rusted Bow]
21) Head back into the stream and follow it until it terminates in a
waterfall. From the waterfall turn east and head onto land. Stay near
the southern cliffs and continue east into a small cubby, wherein you'll
find another mist totem and a square chest, which just might give you a
juicy Common Archistaff, should you need one. Oh, and it's crawling with
Wolves. Fun.

o--Square Chest--o
[Common Archistaff]
[Silver Ring]
22) North of our Wolf-cubby you'll find a road heading north, which you
should follow until it forks. Upon which, take the western fork. When it
shortly forks again, follow the north-western fork-no sense in heading
back down to the stream, right? Eventually the path you're on will
bisect another path running east-west, more or less. To the west we'll
find the stream we originally crossed shortly after entering this area,
so head east.
23) Now, the next leg of our journey should be fairly easy; follow the
path to the north-east. Simplicity itself. Eventually the path will turn
south-east and head into a tunnel... which is not where we want to go.
North of the path before this tunnel is an elevated area upon which a
giant tree grows. Head up onto that ledge (there's a path west of the
tree) and head south-east of the tree, killing whatever Wolves and
Giant Spiders oppose you... or if it's night, you may well encounter a
new foe-the Phantom. Strategy in one word? Magic. 

Phantoms and their equally incoporeal cousins fight more or less the
same. They have very few attacks, but they still manage to be annoying
for two reason. First, they can possess you, and if they do, you only
have two ways to break free; run far enough away, or take damage. A Pawn
will help out by hitting you, which doesn't hurt you, but hurts the
possessor and frees the possessed. Enemies that hit you will also free
you... but deal damage normally. Or if you're lucky you can hit an
explosive barrel. Second, they're immune to non-magical damage. Spells
and enchanted weapons work fine... they're outright immune to physical
damage. As for their attacks, they'll try to possess you, as discussed
above. To do so, they enter 'possession' mode, which you can detect
by the ghostly little hands streaming off their nebulous forms. They
will also very commonly do 'charge' attacks, which seem more annoying
than damaging. Most ghostly creatures also come in large and small
forms-the difference being mostly the damage they deal when possessing.
Smaller forms do minor continuous Hit Point drain, while larger ones
can suck away hundreds of Hit Points every few seconds.
24) Once your foes are destroyed, find some rocks south-east of the
giant tree. Overhead, to the east, is a toppled rock that forms an
arch-which is our goal. Not the path beyond the arch, but the rock
itself, which forms a natural bridge of sorts to the higher ground to
the north. Jump on the rock on the ground level, then jump up onto the
ledge to the east to reach the fallen rock, which can also be scaled.
You could also just go under the rock the east, then follow a parallel
path to the west... but jumping is more fun. Our goal lies across that
rock... okay, not really, but a lot of treasure does, and we can reach
our goal just as well that way... but first, I said I'd point out all
those mist totems, so... while standing in front of the fallen rock
that so eagerly wishes you'd climb on it, remind it that patience is a
virtue and head south. 
25) Cross a fallen tree that serves as a bridge to the west, and score a
Large Coin Pouch (3500 G) along the western end of the log-bridge, then
head south again. You should shortly discover a path again (and have to
fight off some Wolves/Phantoms/Spiders) which runs to the south-east.
Along the lowest branch of a small tree south of the road (due west of a
much more impressive tree) you'll find another mist totem. Jump up and
smite it, or be clever and shoot it, if you can, to dispel more of the
fog. We're stupidly close to our objective now, and it would be foolish
to ignore it... but we've got treasure to score back north, so return to
the north, cross the log and return to our collapsed rock-bridge. Quina
probably would have been safer going through this place herself, without
a bunch of greedy, seedy Pawns provoking every bit of wild life in the
forest, but hey, beggars can't be choosers.
26) Mercifully reward our patient stone by climbing on it and grab the
Small Coin Pouch (100 G) on top. Cross it to the north, and turn
north-east to see a rounded chest staring right at us. It knows we want
to open it, and it can't do anything about it. Inside you can find two
useless jewelry, or the very rare-if not any less useless-Direwolf Cape.
Seriously, it took me forever to find this thing, but my girlfriend was
lucky and scored it her first playthrough... such is life, though.

o--Rounded Chest--o
[Direwolf Cape]
[Restless Earring]
[Silver Ring]
27) Now head north until you find a cliff preventing further exploration
in that direction, at which turn east and follow the cliff. Eventually
you'll come to a ledge with another rounded chest on it. Score. Grab
its contents-some leg armor or clothing of some sort-and head back west
until you find a way down south to lower ground. Once on lower ground,
follow the edge of the ledge we were just on to the east, and turn
north-east into a cubby when you get the chance to find a square chest
where the path terminates. See? Lots of treasure.

o--Rounded Chest--o
[Blue Longkilt]
[Urban Hosen]
[Yellow Gaiters]
o--Square Chest--o
[Mage's Shoes]
28) If you head south from here, you should see some dwelling built into
the remains of a massive tree. Head west to find a safe way down into
the valley where the dwelling overlooks. To the south is evidence of a
garden-obviously something lives here. Even the dullest of you out there
shouldn't be able to miss the dwelling now-Quina will comment on it when
you get close. Before heading up the curling stairs to the humble
cottage, search the roots behind (north of) the 'Witch's House' to find
a square chest. Once done looting, head into the Witch's House.

o--Square Chest--o
[Cleansing Earring]
[Direwolf Bow]
[Silver Bands]

Witch's House
29) Once inside, you'll be treated to a cutscene. Quina is nice enough
to remember your mute status, and hence does all the talking.
Essentially you'll encounter a little girl named Selene, who is the
grand-daughter of the witch we've come looking for... who is now
deceased. As for the truth about the Dragon, the Faith-that vanilla,
bland religion which everybody in Gran Soren pays lip-service to-has
covered up the truth about the Dragon, whatever it might be, and those
who seek truth outside of the Faith are branded heretics, with all the
unspoken consequences thereof (just like how smart people who seek
reality and morality outside of religions in the real world are somehow
considered immoral scum who ignore the reality of resurrection, original
sin, and flying horses.) Quina decides that she should look to the Faith
for answers, showing her patent lack of intelligence... Quina, people
who are hiding knowledge from the rest of the world might not be the
best people to turn to in order to gain the knowledge. You know, they
wouldn't hide it unless they had something to hide? Whatever, this trip
was a bust, but before we leave, loot the round chest in the Witch's
House and grab the Bronze Idol in the window behind it... amongst other
goodies that might somehow accidently fall into your pockets. Don't
worry, Selene won't mind. Speaking of which... talk to Selene a few
times and you'll get an option to give her something. If you brought a
Gransys Herb, it would be a good idea to give one to her, in return for
which she'll hand over an Herb Ale, which satisfies the requirement for
the Notice Board quest 'Witch's Brew'. Why trek all the way back here
when we don't need to? I know, for more treasure, but who wants to wait
for it to respawn? We're here now, dammit.

o--Rounded Chest--o
[Ring of Azure]
[Ring of Gules]
30) Leave the Witch's House and head north along a thus-far unexplored
path. The camera will show Quina running along, which is a polite way of
saying 'this way, dumbass!' Capcom is nice like that. Follow her until
an area transition, after which you'll find yourself on a ledge
over-looking Seabreeze Trail. To the west is a square chest, to the 
east is Cassardis. Talk about convenient! Head down the ledge and back
to down, we've quests to turn in.

o--Square Chest--o
[Scholar's Cape]
[Wooden Wall]
31) Back in Cassardis, talk to Poll, who wisely decides not to consider
his cowardice a good thing, and promises not to be such a pussy in the
future. Sure. Now talk to Adaro, who should be conveniently nearby. He
will thank you... no... he'll thank the Maker... for YOUR work (I can
only imagine being a surgeon, who does a complicated operation on a
patient, whose family thanks God when the patient pulls through...),
before going on to apologize for Quina acting like a fool (she's not
acting) before revealing he's her parent. Yay. Finally, seek our Merin
(who should be in his home, in 'Inez's Alehouse', or somewhere in between
the two) and report your success in retrieving the wayward Valmiro for a
third quest reward. Score.

(For clearing out the well)
EXP		1500
Rift Currency	5
Gold		2000

(For rescuing Quina)
EXP		4000
Rift Currency	5
Gold		3000

(For rescuing Valmiro)
EXP		5000
Rift Currency	15
Gold		8000
32) Now, one last thing to do... let's help out poor Pablos, eh? Talk to
him and say you're ready, upon which you'll get a free rest until night.
Be sure to empty your inventory first-it's not a good idea to carry out
a chase while encumbered, right? Pablos will wish you good luck when
you wake, and off you go-alone-into Cassardis to chase down this thief.
He tends to run along the main road going through town, but he's not
above slipping down the stairs near Inez's Alehouse, nor will he refrain
from running around the house Benita was treating people in after the
Dragon's attack. Your only goal is to grab the thief, after which you'll
find yourself standing back in Pablos' inn... this is easier said than
done, of course. My favorite solution is to play a Strider or Assassin,
and shoot the thief, which will stagger him. Just keep shooting as you
close the distance, and grab him when you're close. Note that spells
will NOT target him, and melee attacks tend to be too slow... it really
is best to use a Thief/Assassin, if you plan to hit him to stun him
(although this can result in him being frightened of you, later.) After
catching the thief, talk to Pablos, who will mention that the thief
said he worked for some bandits in the south who style themselves 'The
Iron Hammer'... or, more commonly, they're just known as the Southron
Bandits. Aren't these the same guys who have Saloment Grimoire? Hmm...
Anyways, you can now find the thief-named Pike-wandering around
Cassardis. Apparently he's cleaned up his act, and is now apprenticed to
the innkeeper. Yay.

(For catching the thief)
EXP		2000
Rift Currency	10
Gold		3500

With that, we're done in Cassardis. It was a pretty eventful return
home... and it won't be our last. But, now it's time to return to Gran
Soren so we can explore the Pawn Guild in more detail... and perhaps to
explore more of the city, as well.

|VIDEO|An Uninvited Guest				      |{VID014}|
|LINK |https://www.youtube.com/watch?v=8QNCW0TbdQ4		       |

|								       |
|		        Exploring the Pawn Guild		       |
|								       |
Sequence of Events:						{WLK007}
		1) Barnaby's Request
		2) Gates and Ramps
		3) Scattering Bones
		4) An Unhappy Ogre
		5) Vocation-Based Undead
		6) More Side-Tunnels...
		7) Pits and Levers
		8) Sarcophagus Stealin'
		9) Looting the Ceremonial Cage
		10) Looting the Flameservant's Throne
		11) Tentacle Terror!
		12) Briefing Barnaby
		13) Joining the Wyrm Hunt

1) Head back to Gran Soren. I won't tell you how to do so again-you've
made two trips now, at some point holding your hand turns into insulting
your intelligence, and I'm just too nice for that. Rest at the inn, buy
new items, learn new skills, whatever you need to do. When you're ready,
return to the Pawn Guild and talk to Barnaby again. Despite being a
robotic, inhuman Pawn, he's still sly enough to ask for your assistance
without actually telling us what he wants, first. Hear him out and he'll
lead you into the bowels of the Pawn Guild before explaining that beyond
the door near which he stands is the Everfall. Since the Dragon showed
up, some 'presence' has been deteced therein, and he wants you to go see
what's up. Since you need to do this to advance the story, you've got no
choice but to accept. Bummer. Note that there's another Notice Board 
down here, but it's only for DLC. I wisely ignored all the DLC for
Dragon's Dogma when it was released, only to be rewarded when I bought
Dark Arisen, which included most of it. That being the case, all the
bundled DLC will now be covered. After all, this is a Dark Arisen FAQ,
and everybody who has access to Dark Arisen will have access to the
same DLC. Unfortunately... it's all notice board quests, so just...
refer to the Notice Board Quest section of the guide [NBQ001] as

Lure of the Abyss

|VIDEO|Lure of the Abyss				      |{VID020}|
|LINK |https://www.youtube.com/watch?v=xfArFhINNEY		       |

2) Despite the name, the area can't quite live up to it... yet. There
is, in fact, a floor at the bottom here, and if you let gravity do its
thing... well, don't. Instead, we'll go down the somewhat less suicidal
ramp tha spirals down the level to the bottom. That said, there is awful
little room for deviation here, and I plan to take us on a rather
specific route through the limited options avaiable... which is to say,
writing this part of the guide is a breeze. Head down a ramp, kill some
Giant Spiders, then some Giant Bats. Eventually you'll find some Undead
lying in the middle of the ramp, playing... well, you know. Teach them
to stop foolin', and continue down the ramp... kill more Giant Bats...
Eventually you'll come to a lowered portcullis. Oh nos! There's a square
chest with junk inside near the portcullis, but better yet, there is
also a side-tunnel to the east that promises to grant us passage.
3) Head into the eastern passage, which shortly turns south. Enter a
larger chamber and go down some stairs, where we'll meet a new foe-
Skeletons. Once these undead are smote, head west to explore this large
chamber further. More Skeletons will rise from the ground, more bones
will be violently scattered around. Make sure they're not yours. In
the south-western corner of this room lies a rounded chest, which can
bestow goodies upon you, if you ask sweetly enough. There's also a
Large Coin Pouch (3500 G) on an elevated corner nearby.

o--Rounded Chest--o
[Leather Circlet]
[Reinforced Longbow]

Like other Undead, these critters remain inanimate on the ground, only
attacking when their prey-you-gets close enough. Unlike Undead, however,
Skeletons are less resistant to physical attacks (although they are just
as susceptible to fire and holy.) Also, they're quicker; they'll perform
Blink Strikes and Tusk Toss, both of which can disrupt spells and knock
one off one's feet. Although they're more mobile foes, they're not too
much stronger than normal Undead. Just keep on your toes, and watch your
4) Now turn north to reach the exterior ramps again. If you head
uphill a short ways, you'll find a lever that'll open all the gates in
the level... but that's no fun. Keep the gates down, we'll find ways
around them all. Head down the ramp and exterminate some Undead playing
possum in the middle of the ramp again. More numerous this time, but
after fighting Skeletons, this should seem like a turkey shoot. Continue
down until you reach another portcullis. This time our way around lies
to the north... but note beyond the portcullis lurks an Ogre. A very
powerful foe, and one we do not wish to engage. If we go around the
portcullis, we'll avoid it... but still, why leave it skulking around?
If you have any character with a ranged attack, you can take advantage
of the portcullis that blocks it and take your sweet time killing it.
Since we are not in any real definition of the word engaging the Ogre,
I will not include monster info for it, save this small bit of advice-
aim for the head, and by head, I mean face.
5) Once the Ogre is dead (or not, if you're lazy) head into the narrow
tunnel to the north, which quickly turns east. In a small side-tunnel
wait several Skeletons, and at the eastern end of the tunnel waits a
Skeleton Mage. The first fight in the game where the enemy attempts to
use tactics? Perhaps. I find a single Comestion obliterates most of the
melee Skeletons in these cramped quarters. If I'm playing a melee type,
I just jump on in and go after that damned Skeleton Mage. Obtain victory
however you may, then continue past the Skeleton Mage into some short
tunnels that zig-zag south and east, before eventually terminating in
a square chamber with a pillar in the middle. Kill some Undead Warriors
to the east and search a rounded chest in the south-eastern corner
before continuing into another tunnel to the south, which ultimately
reaches the ramp again.

o--Rounded Chest--o
[Skulker's Mask]
[Verdant Hood]

A skeleton that casts spells... really, what do you people what from me?
If only your Pawns were as useful as the enemy spell-casters we'll be
fighting are-they tend to sit back, and spam a variety of spells. These
ones favor offensive elemental spells, in particular, the exact type can
be determined by noting the color of the spell. Orange and flamey?
Probably a fire spell. Bluish white? Ice. Purple? Lightning. Black?
Miasma, or some debilitator. The enemy has slightly different versions
of some spells, and you'll learn what to expect as you fight them. As a
general rule of thumb, lightning spells give you a warning reticle
where the bolt will strike-don't be there when it does... but sometimes
the enemy will conjure up a globe of lightning that-in my experience-
just moves to slow to hit you. Ice also has two forms-either an ice
spike from the ground (which gives a reticle) or a series of spikes
that fly straight at you. Fire is always a direct-damage affair,
consisting of between one and three bolts of fire. When fighting mages,
skeletal or otherwise, just keep in mind that a character with a bow
can win the range war against them. If you're a spell-caster yourself,
don't get fancy-stick to basic spells and out-cast them. Warriors and
Fighters should just try and blitz them, as magick attacks are not your
strong suit.
6) Down, down, down you go, until you reach another portcullis, before
which is another side-tunnel to the west. You know how this goes by now.
The tunnel turns north, and mid-way up the tunnel is a short tunnel to
the west, occupied by Undead warriors, and terminating in another
rounded chest with goodies inside. Once you're done looting and killing,
continue north, then smite some Undead in a tunnel to the east, then
turn north again to reach a large chamber.

o--Rounded Chest--o
[Bronze Bangles]
[Hand Covers]
7) This room can be a pain. It's ringed by elevated ground to walk on,
but the middle of the chamber is a hole, crossed by precarious walk-ways
conncted to pillars. Undead lurk near the southern end of the room,
Harpies skulk around, and Undead Mages occupy the walk-ways. Ranged
attacks make this much easier, as you can then just pick off the Harpies
and Skeleton Mages without having to risk the heights. However you go
about it, dispatch your foes, then switch to loot mode. Behind the
south-western most pillar in this room are two Large Coin Pouches
(7500 G), and along the north-central walk-way you'll find a Giant Coin
Pouch and a Large Coin Pouch (13,500 G). Our way will ultimately lead us
down, but first, cross the room to the north, where you'll find a small
chamber housing a lever. This one you SHOULD act upon, as it'll clear
our way back out.
8) Some stairs await in the south-eastern corner of the room. Descend
them to reach the bottom level of this room, where a few trash chests
await your greed. Marvel at the garbage they contain, then head to the
south-eastern corner of the room to find an open gate leading to some
stair, which themselves will take you down and to the east. Ignore a
side-tunnel to the south, and continue up some stairs to the east to
reach a room with three sarchopagi waiting to be looted. Give them the
release they want, if you must, and continue up some more stairs to the
east to reach the room marked as the 'Ceremonial Cage'.
9) Futher east you'll find a locked gate, and along the northern side
of the room, yet another sarcophagus near some warrior remains. Open it
and watch a cutscene-this sarcophagus' inhabitant is none too pleased by
being disturbed. Teach him the old adage 'might makes right' and put him
back to rest. Loot the now-empty sarcophagus for an 'Engraved Lever',
then take said lever to the locked door to the east, north of which is a
slot just waiting to be filled by your lever. Get your mind out of the
gutter, place the lever, and open the door, beyond which lies two
chests for your looting pleasure. The point of this whole step? Yeah,
just getting some useless loot-but that's the name of the game.

o--Ornate Chest--o
[Bone Armor]
[Scale Coat]
o--Ornate Chest--o
[Adventurer's Cloak]
[Feather Cape]
10) Return into the western tunnels and go south down the fork we
ignored earlier to reach a large circular chamber marked as the
'Flameservant's Throne' on your map. Loot around the room, as there are
plenty of goodies to be found-namely a some potions, a rounded chest
along the western end of the room, a Wakestone Shard near a large,
ominiously glowing metal disc on the ground, and on said disc, a 
Portcrystal. The Wakestone Shard will be used in resolving an upcoming
quest, and the Portcrystal is, essentially, a portable, placeable
fast-travel hub. You use a Ferrystone and you can travel from where you
are to any location where a Portcrystal has been placed-obviously
including the two static locations outside of the Pawn Guild in Gran
Soren and outside of Cassardis. Simply put, place a Portcrystal
somewhere and you can warp to it by using a Ferrystone as necessity
demands. On your first playthrough, I would make scant use of them,
as it'll deprive you of the experience and materials you'd otherwise
gain by killing foes along the way, but a few properly placed
Portcrystals do make escort missions much easier. Right now we're
rather low on Ferrystones, but it's something we'll soon be able to
remedy. We'll discuss where to place the Portcrystal when we actually
travel somewhere worth putting it, but in the meantime, let it take up
space in a Pawn's inventory. If you're impatient and want to read up
about good spots to place Portcrystals, check out the 'Placing
Portcrystals' section of the guide [PRT001].

Note: The Wakestone Shard in this step may not appear until your
second visit (or your first visit upon a subsequent playthrough) or
until you start the quest 'Reaper's Scorn'. Whatever the case may be,
if you don't find it here, don't fret too much.

o--Rounded Chest--o
[Bronze Bangles]
[Hand Covers]
[Steel-Toed Boots]
11) When you're done searching around, let your Stamina regenerate
fully, then search a metal disc in the middle of the room. watch a
cutscene and get rewarded by being attacked by a host of tentacles.
These aren't technically monsters by themselves (or rather, they're part
of another monster), so they don't get their own entry. Still, they cast
spells, can bite and grapple, and at this point in the game fighting
them is more trouble than it's worth, as they give no experience
whatsoever. They do, however, drop Malecryst and Malecryst Shards,
forging components which will not be available again for a long, long
time... still, nothing you'll find before you can get more Malecrysts
are really worth upgrading anyways. The game wants you to run away,
which shouldn't be too hard, considering we killed the Ogre above...
right? Even if you didn't, you should run. Unless you've been leveling
quite a bit, there's a good chance you can't really do much damage to
these tentacles. For my part, being level 21 at the time, running was
really the only option worth considering. Manage your Stamina, run when
you can, and use the pillars along the ramp to shield you from spells
and you'll escape this mess. Did I mention the tentacles are endless?
I probably should. If you can kill any, you'll buy yourself a time
(making subsequent runs a breeze) but this quest doesn't end until you
scamper to the exit.
12) As you near the exit, a cutscene will take over, showing your
characters fleeing mortal peril... and for some reason, running
rather stiffly, I can only imagine in order to taunt the tentacles.
Back in the Pawn Guild, track down Barnaby and talk to him to complete
this quest.

(For discovering the source of evil in the Everfall)
EXP		8000
Rift Currency	10
Gold		12000
13) Leave the Pawn Guild and you'll be harassed by a guard named Ser
Duncan. The Duke-himself a former Arisen-has taken notice of you, you
know, because of that Hyrda head we gave him? Looks like Mercedes came
through for us, after all. In order to reward us for killing a big
giant reptile, we get to participate in the Wyrm Hunt... which... seems
like less of a reward and more work to me, but... well, feudalism.
Anyways, we now have the privelage of taking orders from Ser Maximilian,
Captain of the Wyrm Hunt. We'll be given a 'Wyrm Hunt License' without
which we cannot accept any of these new quests, which need to be
completed before we can advance the story. Also note that at this time
the quest 'Lost and Found' will expire if you haven't already
completed it, and forever more Quina and Selene-related quests will be
inaccessible. You should also get the Achievement/Tropy 'Writ Large'.

For the guide, however, this is an even more significant development.
We're finally free to pursue our main quest advancement with all of
Gran Soren, and Gransys, open to us. Well... not all of it, but enough
of it, anyways. We could have (and to some extent, did) pursue our own
ends before visiting the Pawn Guild, but we can now freely enter the
northern gate to Gran Soren and the Noble Quarter without some butthole
guard yelling at us. So, before I do any Wyrm Hunt quests, lets explore
Gran Soren and find-and complete-some new quests.

Note: Now is a great time to enter the Rift again and search for new,
higher-level Pawns, since Rook and whatever other Pawn you may have
recruited back at the Encampment are by now surely obsolete. This is
the first-and last-time I'll tell you to update your Pawns via a
Riftstone, but you should be open to the idea of swapping your Pawns
out every few levels. How much you bother to do this depends on you
and your playstyle-I tend to ditch using Pawns entirely once I have
'Autonomy', but my girlfriend updates her party every several levels.

|								       |
|		             Questing Gran Soren		       |
|								       |
Sequence of Events:						{WLK008}
		1) Mason's Sneaky Mission
		2) A Cut Above
		3) The Black Cat
		4) Taking the Fake Wakestone
		5) Third Journal Entry
		6) Freebie, and Scouting the Sewers
		7) Scoring A Skeleton Key-For Free!
		8) Austine's Anguish
		9) Craftsman's Quarter Loot
		10) Craftsman's Quarter Overview
		11) Braving the Battlements
		12) Filching From Fournival
		13) A Good Day For Capitalism!
		14) Picking on Pip
		15) Last Bit of Loot
		16) The Eviction Process
		17) Sara's Time to Think
		18) Pip on the Rooftops
		19) Pip's Life Lesson
		20) Night in the Noble Quarter
		21) Spying on the Spy
		22) Madeline's New Shop
		23) Capitalism 101: The Middle Class Always Loses
		24) Preparation
		25) Fournival's Priorities
		26) Spoiled Symone
		27) March to the Market
		28) Hide-and-Seek
		29) Supervising Symones Shopping Spree
		30) The Fix Is In
		31) A Gift of Gold
		32) The Wyrm Hunt Begins

1) First thing everybody should want to do is stash all the junk they
found in the Everfall-and note that the Everfall will not be plagued by
tentacles if you should wish to visit it again in search of loot. Near
the Gran Soren Union Inn, Mason, our stalker from when we first entered
Gran Soren, has a job for us. Apparently Salvation, a cult we've heard
precious little of up until now, might have an inside man in the castle.
Our job? See who this person might be. This quest will begin
automatically if you approach the castle at night, so naturally, I'll
be putting it off as long as possible.

Chasing Shadows

|VIDEO|Exploring Gran Soren				      |{VID024}|
|LINK |https://www.youtube.com/watch?v=Yjpj-_T4OnA		       |

Devyn's Barber Shop
2) Instead, lets explore into the bowels of the city. Starting at the
'Fountain Square' head to just outside of 'Arsmith's Alehouse'. There
are two roads that head south-east from the Fountain Square, and we
should follow the southern-most one. Head down a ramp, and the first
house immediately in front of you is 'Devyn's Barber Shop', where you
can make minor cosmetic changes to your Arisen and Main Pawn for a
small fee. I won't bother detailing the services here-just a note to
you frustrated gamers who aren't pleased about the aesthetics of your
character, you can change your hair color, eye color, hair style,
skin tone, and voice if you're willing to pay for it. That's one skilled
barber! Don't worry, though. Capcom covers by having her say she was
a doctor before she was a barber. Cosmetic surgery in the medieval era,
who knew? I thought it was limited to cod-pieces, corsets, and generous

The Black Cat
3) Leave the shop and continue south-east over a bridge. Follow the
road you're on as it turns east, and at a fork, continue east downhill,
then down stairs... then down some more stairs leading north.
Immediately at the bottom of the stairs turn east again, then take the
next north to reach... The Black Cat. The owner, Mountebank, has some...
interesting things to say about the Duke. More importantly are his
services. First, here is where you'll find quest items, should you
happen to, ah, misplace them. Getting them back will not be free,
however. You can also buy rarities from him-as you complete Arsmith's
quests and recieve 'gold' weapons, Mounteblank will start selling
them, He'll also sell genuinely useful things, like Skeleton Keys
(which allow you to open locked doors, required to get some treasure
and resolve some quests... but a few can be found in respawning chests
for free), Ferrystones (allow you to fast-travel, at 2,000 each, with
limited teleportation destinations, these will be more useful later in
the game, as we'll need to find more Portcrystals in order to set up
more fast-travel hubs), and a 'Set of Lady's Garb', which seems pretty
useless... but if your Arisen and/or Main Pawn is male, donning these
clothes will allow you to complete a quest later. JRPGs sure get a kick
out of cross-dressing, eh? In subsequent playthrough Mountebank will
also sell Portcrystals, which can then be placed around the world to
make customizable fast-travel destinations... but again, only in
subsequent playthroughs. Do not, however, buy his Wakestone Shard-it's
over-priced and you can find plenty of them later in the game.

Most importantly, however, is Mountebank's ability to forge items. In a
few rare cases this affects some quests, and I will endeavor to point
out when forging items is an option that affects quest solutions...
although forging items tends not to give optimal results. A better use
of forging, however, is it will allow him to dupe 'Materials' you've
collected-for a price, sometimes quite hefty. You use many materials to
upgrade weapons and armor, and honestly, some of the rarer materials are
much, much easier to forge than to farm. Again, this is a late-game
convention, as I really don't see any point in upgrading any of the gear
we currently have access to-nor any gear we'll find any time soon. It'll
come up, however, so keep Mountebank and his very, very handy forging
abilities in the back of your mind.
4) Now, for some treasure. From The Black Cat, head to the east. You'll
see an empty shop you can explore, which will become more... habited
soon. Follow the road outside this store to the north and go up some
stairs along the northern side of the store. From there, jump on a low
roof to the north, then turn around and jump onto the roof to the south.
Head to the southern end of the building you're on, and jump from this
roof over the road and onto the lower roof of The Black Cat (across the
street to the north). You should see an open door you can go in,
wherein resides an Ornate Chest containing-at least this first time-a
Wakestone Shard. Alas, it's a forgery... but nabbing it still grants
you the achievement/trophy 'The Knave'. Good on you.
5) Yes, there are all kinds of chests around here-usually on balconies
or in the towers along the wall... but I'm only pointing out the good
stuff, remember? You want junk loot, you do your own searching,
otherwise I'd be writing this guide forever... But we still have more
good stuff to find. Head back outside onto the lower roof and jump
onto the higher roof (either to the north or west). I should point
out-none of the jumps I've made, and am telling you to make-have
required Double Vault or Levitate, so no whining. Head to the
north-western corner of this building to find a small... uh... tiled
roof-bridge connecting this roof to the roof of a building to the north.
Once on the northern building's roof, head west to find a flat section
of roof, which has a ladder leading down on its western end. Take the
ladder down to find an enclosed area with a rounded chest, which in turn
contains the 'Third Journal Entry'. Be sure to store this when you get
the chance.
6) Now for a freebie, since I'm being nice. Climb back up the ladder
and travel south past a chimney to reach the edge of this building's
roof. Just south of you, across a small gap, you'll see a diagonal
section of roof. Jump on it, then up to a higher ledge to the south.
Continue south to the apex of the roof and turn west to spot a doorway
in another roof. Enter the attic beyond to find a rounded chest for your
looting pleasure. Leave this attic and immediately turn north, where
you should see the inter-building hole with the ladder you climbed down
earlier. Jump back onto that northern roof, head north past the chimney,
and continue to another chimney to the north to reach the eastern end
of this building's roof, where you'll find a damaged section of roof
over-looking a balcony. Drop down onto the balcony to find a square
chest that almost certainly contains garbage. If you look off the
balcony to the north you'll see the city's sewers looming below. Just
note their location for now-we've no need to climb down into the muck
just yet, but when I tell you to go to the sewers later... well, here
they are. Now return to the Fountain Square, there's still a little to
point out in the Craftman's Quarter... you know, where the Pawn Guild

o--Rounded Chest--o
[Quilted Jerkin]
[Shoulder Cape]
7) From the Gran Soren Union Inn, head up the road to the north-west
and take some stairs into a tower to the north. Head up to the top of
the tower and go out a door to reach the battlements. Head north, jump
on the battlements, and then down onto the stairs below you. To the
north, the stairs run into another tower. West of the doorway is a
ledge sandwiched between the doorway and the battlements, on which a
rounded chest resides. Get a good running jump to reach the ledge and
loot the chest, which will always contain a Skeleton Key. Try to search
this chest once in a while, as you can stock up on Skeleton Keys
without spending money or combining crap.
8) Go down the stairs and open a door to reach the Craftsman's Quarter.
Head downhill to the south-west and at the Pawn Guild turn north and
head into an open smithy. Inside you'll find some wussy crying over a
dead guy. Talking to Austine (aka: Ser Wussington) and he'll explain
the situation if you let him. The dead guy is Austine's son, born with
a heart condition that condemned him to an early death. Life sucks, and
Austine is willing to grasp at straws to bring back his son... whose
death he anticipated by buying some Wakestone Shards, which, if enough
are collected, supposedly have the power to bring the dead back to life.
He'll give you these shards (two of them) and ask that you find enough
to complete a Wakestone, with which his son might be brought back to
life... aww... Anyways, cue hate-mail for marginalizing the death of
some video game character, and his father's grief. Some people are just
too damn sensitive. Anyways, you'll be bothered with a Wakestone
tutorial, but since games are all vague and sneaky-like, here's the
score. Three Wakestone Shards make a Wakestone. Wakestones can be used
to bring back dead Pawns... which can just be re-recruited anyways.
More importantly, if you have a Wakestone in your inventory when you
die, you'll get the option to use one to bring yourself back to life-
and full health and Stamina-right where you died. You know, like Yellow
Orbs in Devil May Cry? Essentially, they're extra lives, continues,
whatever you want to call them, and like consumables, they go a long
way towards making this game trivially easy. They can also be used to
revive dead NPCs... in case you get angry at one and accidently stab
them in a face a bunch. Too bad you can't get many of them, yet, and
since we'll need the first one we score for this quest... yeah. Don't
worry, we'll find a third Wakestone Shard shortly, so just keep this
quest in mind, keep the Wakestone Shards in your inventory, and don't
use the Wakestone when you get it.

Note: In case you missed it, or for whatever reason it wasn't there
earlier, there's a Wakestone Shard at the bottom of the Everfall.
The Wakstone shard is in the 'Flameservant's Throne' room (The
Everfall: Fifth Level Underground), on the ground north-west of the
metal object upon which our first Portcrystal sat. If you want extra
experience and loot, it might be worth it to revisit the Everfall...
although we'll find another Wakestone Shard during the course of the
guide that won't require any back-tracking, if you can't be bothered.
Also keep in mind that, unlike most loot, Wakestone Shards found lying
around Gransys will not respawn.

Reaper's Scorn
9) Now, for some loot. Head north over/around a wall to find a building
due north of the last one we were at. This building has a balcony.
This balcony has a square chest on it. This chest has loot in it. This
loot belongs to you. A good running jump can get you up there (I love
games where your characters are smart enough to grab ledges... it's a
good thing.) To score another square chest with loot identical to the
one we just plundered, head back up to the Pawn guild. North-west of it
is a building marked on your map as the 'Smithy', which has seen better
days. Climb the remains of the northern wall of the smithy, then jump
onto the red-tiled roof to the west. Head to the northern end of said
roof, then climb atop a wooden balcony to the west to find out second
dose of crappy Craftsman's Quarter loot.

o--Square Chest--o
[Leather Shoes]
[Short Pants]
o--Square Chest--o
[Leather Shoes]
[Short Pants]
10) Before you head off anywhere, I'll just go over the rest of this
area real quick-like. To the north is the northern gate of Gran Soren,
which you'll become more accustomed to when we start exploring that part
of Gransys. There are also towers that can be explored, and which link
all the way around back to where we found the Skeleton Key, if you care
to explore them... since this is a good way to introduce the Noble
Quarter (and score some loot), it's what we'll do next. So, head over
the gate to the north, past the field, and into the tower south-west of
the gate.
11) There are plenty of chests to loot here if you want/need War Bugles,
various banners, and other junk, but they're optional... well,
technically most chest are optional, but... you know what I mean. Must
you analyze everything with your intense logic? Go upstairs, cross to
the north-eastern tower, climb a ladder, and go out a door to the
north-east to reach the battlements. Jump onto a higher ledge and
continue to the east, then south-east into a tower. Go up some stairs
to reach the upper level of the tower, then out a doorway to the
south-east to reach a round tower. There is a rounded chest on the
lower level of this tower, and an ornate chest on a hill outside of
the tower and south a short ways... but they contain junk. Do what you
will, but once you're in the upper part of the round tower go up some
more stairs and out another door to reach the upper battlements around
the Noble Quarter.

Fournival Manor
12) We are presently along the wall surrounding the northern part of
the yard around the Fournival Manor. Quests and loot await... but first,
a note-if you've started 'Chasing Shadows' and don't wish to pursue it
yet, make sure it's not night time. Since this quest... kind of
interferes with this whole 'show you around Gran Soren' bit I'm doing,
avoid it. Look over the wall on the eastern side-you know, the side
without the battlements?-and drop down onto some wooden platforms,
then into the yard, itself. In the southern corner of the yard by the
manor you'll find a square chest, inside of which lies some goodies.
Now climb some more woodwork on the smaller, eastern wall to get over
and into the Noble Quarter proper. Head inside the Fournival Manor
since we're here and all (if it's day) and search the table in the
room you enter for a Chamberlain's Affidavit-required for an Arsmith's
Alehouse Notice Board quest.

o--Square Chest--o
[Leather Chestguard]
[Scholar's Coat]
13) Head upstairs and into the northern room to find Fournival and his
daughter, Symone, eating breakfast... at least, if it's early enough.
Talk to Fournival to score a quest. The poor fat merchant find himself
in a 'situation most dire'. See, he wants to sell some land to score
cold, hard cash for the rough times that lie ahead. You never know what
opportunities... I mean, what difficulties will arise in the next few
months. The Dragon could, say burn down a number of farms and leave that
land open to exploitative... I mean, opportunistic... I mean,
predatory... no wait... uh... well, stuff could happen where money would
be useful. The only problem? Some greedy, lazy-ass peasants won't get
off the land he wants to sell, so he wants you to use your clout as
Arisen to convince them that Fournival's greed... I mean, financial
security... is more important than them not being homeless. Put on your
friendly capitalistic hat and agree to help Fournival smash the age-old
paradigm of the poor oppressing the rich by daring to exist. I
personally find the name of this quest to be fairly funny... Anyways,
you can purchase crap from Fournival, so I should probably cover what
he sells... or at least the interesting stuff. In the 'Tools' section
you'll find various Periapts, which can be used to boost your stats
briefly. The most interesting of these are the Conquerer's Perapt and
the Demon's Periapt, which boost Strength and Magick, respectively.
Pop one of these on and enjoy the damage boost... good for any tough
fight, and at 1500 gold each, they're not too expensive, in the grand
scheme of things. He also sells the 'Maker's Finger' arrow, an item
some people rave over, but I can't be bothered to spend 300,000 gold
on one. Essentially, it kills whatever it hits instantly, save a few
select bosses. More interestingly, he sells a limited number of
Ferrystone's for half the price of Mountebank at The Black Cat, so be
sure to buy 'em whenever he's got 'em. He also sells a wakestone Shard
for half the price of Mountebank, but... we'll find one soon enough,
save your money. Before you go, search under the dresser in the
north-eastern corner of the room to score a 'Gift Ledger', another
item wanted by one of Arsmith's clients.

Note: You may want to visit Mountebank at the Black Cat and have him
forge the Chamberlain's Affidavit (16,500 G) and the Gift Ledger
(7050 G), as they both are quest items that can be used much later in
the game. Granted, you don't need them to complete the quest (especially
not the Gift Ledger), and it's probably a waste of money... but if you
give them away to Arsmith, you can't make use of them later.

Land of Opportunity
14) Leave the Fournival Manor and you should spot a red-and-orange clad
man with a quest marker over his head. This is that Ser Maximilian
we're supposed to see about the Wyrm Hunt... when we're done exploring,
that is. Head south from the Fournival Manor, then turn west to
explore the road between it and the 'Knight's Manor' to the south.
Standing by the gate you'll see a kid named Pip. Talk to him, and he'll
react rather poorly to the whole becoming homeless thing, then run off.
Well, this wouldn't be any fun if we didn't get to pick on kids, right?

|VIDEO|Land of Opportunity				      |{VID025}|
|LINK |https://www.youtube.com/watch?v=wIhazAnVaug		       |
15) Before we pursue Pip, however, there are a few more bits of loot to
get, so follow the main road running through the Noble Quarter from the
Fournival Manor to the south-east. You should see a massive walled
cathedral to east, which, like most churches, has nothing interesting or
useful inside. Jump on the small wall outside the church, however, and
follow it east until it connect to a larger wall with battlements. Jump
onto the larger wall, then onto the battlements to the south. Look down
and you should see another stone wall connecting to the lower part of
the one you're one-jump onto the part perpendicular to the wall you're
on, then turn east to see an enclosed space between the walls, wherein
sits a square chest.

o--Square Chest--o
[Leather Chestguard]
[Scholar's Coat]
16) Believe it or not, we're done exploring. Now we've just got to
wrap up several unresolved quests, and we'll be good to go. First,
let's deal with Fournival's peasant problem. Jump back onto the
larger wall, then follow it east until it reaches yet another large
wall. Jump up onto it, head south a ways, then jump onto... yeah, yet
another elevation in the wall to the east. Head north into a tower
(search upstairs to discover a round chest with junk loot inside) and
head out a door to the west. Follow this wall west until you're near
the Knight's Manor again, where the wall will be low enough to safely
jump down from. Return to the Fountain Square. Just north of the Gran
Soren Union Inn you'll find a crier named Jasper, who is screaming doom
and gloom about the Dragon. He also happens to be Pip's dad, and hence
the primary person we need to convince to move off Fournival's land.
Talk to him and he'll ask you to get the consent of his family before
he'll make any decision. What a... wonderfully mundane task for an
17) Now head to Arsmith's Alehouse, where you'll usually find Sara
(she might also be around Fountain Square shopping.) Talk to her and
she'll ask for... time. Time to consider the request. Whatever, it's
not like you have a choice. In the meantime, let's go deal with Pip.
18) Return to the Craftman's Quarter again, where Pip happens to be
hiding. But not in plain sight, no, that wouldn't be so annoying,
instead the little bastard is hiding on a roof. There's a house west of
the 'Field' that occupies half of this quarter, adjacent to the wall,
whereupon you'll find Pip. You can reach this roof by climbing on top
of the roof of the building south of it-again, you do not need Double
Vault or Levitate. Talk to Pip, and the little bastard will run off
19) Back to Fountain Square for you, take the road south-east of
Arsmith's Alehouse like we did earlier. When you reach the bridge over
the sewers, however, jump down onto a lower level (not into the water,
obviously.) You'll see Pip run off. This time it's a straight run-and-
catch affair... which is really annoying, but not as bad as chasing Pike
was. Attempt to run into Pip and knock him off balance, after which he
can be grabbed. Unlike Pike, however, do not shoot him full of arrows
unless you want to end up in the dungeon. Once you catch him, Pip will
concede defeat before whining about his shattered world view. Aww...
life sucks, kid. Get used to it.
20) With that, 'Land of Opportunity' just needs some time. Might as
well go and do Mason's request now. Head to the Gran Soren Union Inn
and rest until night, then head up to the Noble Quarter. Once you get
even remotely near the castle gate, a cutscene will occur, where a
shadowy figure will hand a note to an armored man with a badass shield,
who then proceeds to walk away. And the hunt is on! First, some ground
rules. This game only has a very basic 'stealth' element, so when games
try to wedge sneaky missions into systems not designed for them, it
either ends up maddeningly difficult, or stupidly easy. This is the
latter. Stay around thirty feet or so away from him at all times, and
watch corners. He will stop for no good reason a few times along his
trek. If you make sure to watch him, and follow at a safe distance,
while walking a steady pace, you should be fine.

|VIDEO|Chasing Shadows					      |{VID021}|
|LINK |https://www.youtube.com/watch?v=McbcV9Fhcjs		       |
21) Follow him through the gate-but don't rush. Once in the gatehouse,
watch him go down the stairs. Once he's no longer in site, walk down the
stairs yourself. Do this until he reaches the bottom, at which point
he'll go through a door and disappear. Follow him out the door without
concern to see another checkpoint updating his position. Quickly
establish a line of sight again, then follow him slowly through the
Fountain Square. This whole thing is based on proximity, nothing else,
so keep that in mind. He'll leave Fountain Square by the northern of
the two south-eastern roads, but he'll turn left and vanish again before
he reaches the bridge over the sewers. Follow him quickly and you'll
be updated on his position yet again. After the cutscene, establish
line-of-sight hastily again and close to within the safe following
distance. When he goes around the corner to the south, do not speed up
to re-establish line of sight, as he pauses at the end of the road.
This is the one 'tricky' part of the quest, because we instinctively
want to get him back in sight, which, if you're not careful can lead
you to be discovered. Walk steadily up to the corner of the building
he turned at and turn your camera to spot him. when he heads east,
follow him down the alley at a safe walking speed. He'll turn south
again, and as long as you don't get over-eager and sprint after him,
you should be fine. When you reach the point where he turned south,
you'll get a cutscene of him entering a building, at which point this
quest is, for all intents and purposes, done. Head south to trigger
another cutscene, where you'll spy Madeline flirting with him. Her
womanly wiles aren't up to the task, however, and the man rudely bids
her good day.
22) And... the quest is done, you just need to talk to Arsmith again to
cash in. I should note, however, that the building occupied by
Madeline in the cutscene (south of The Black Cat) is now her shop. She
will not be found wandering around Fountain Square anymore, so if you
need to see here... you know where to look. She sells a variety of new
goodies now-including some much-needed weapon updates... at least, if
you have the good sense to use Daggers, Staffs, or Bows. She also sells
Demon's Periapts and Conquerer's Periapts, although in much more
limited quantity. Anyways, talk to Arsmith and collect your reward.
Oooh! Political intrigue! Whatever. Go rest until morning at the Gran
Soren Union Inn.

Note: If you shop at Madeline's after this cutscene (and you gave her
money back at the Encampment) you'll get the trophy/achievement 'The

(For successfully tailing the Salvation suspect)
EXP		4500
Rift Currency	10
Gold		7000
23) Now, to finalize the eviction. Sara and Pip are easy enough to find,
it's that layabout Jasper that takes a while to make it to his
traditional spot north of the Inn. Talk to Sara and she'll agree to do
whatever Jasper decides. I suppose one day is more than enough time to
make such decisions. Now, while we wait for Jasper to show up, let me
entertain you with another option, as there are two ways to end this
quest. If you go talk to Fournival now, he'll ask if you'd rather just
buy the land off him. He gets his money, and the family gets to stay.
I suppose there's no option to be a dickhead Arisen and have your own
shack, eh? No? Oh well. If you decide to go this route, Fournival will
ask for 80,000 gold in exchange for the land-a hefty sum. On the other
hand, if you wait around until Jasper shows up, he'll agree to move
out... if you cover their moving expenses. This time it's a mere
30,000 gold. Yeah, they're playing you for chumps. Either way, you
end up paying. If you talk to Jasper after buying the house from
Fournival, however, he'll call you a hero and give you an 'Antique
Panoply', a very rare... if not terribly useful item. Make whatever
decision you wish-the rewards are listed below. Just note that your
choice here will affect the family in the long-run... it's
inconsequential, gameplay-wise, but worth noting, nonetheless. Do what
you will, but once the deal is made with Fournival-or Fournival is
notified of their decision to leave-this quest is over.

(For buying the land from Fournival)
EXP		5000
Rift Currency	10
Gold		0 (-80,000)
Item		Antique Panoply


(For negotiating the eviction)
EXP		5000
Rift Currency	100
Gold		40,000 (-30,000)
24) Unfortunately, we're not done with Fournival yet. If you've
completed 'Land of Opportunity' and 'Lure of the Abyss' he'll have
another quest ready to go for us. First step of this quest involves
preparation-it can be a somewhat touchy quest, and considering the
rewards involved... well, it merits a trip to the Gran Soren Union Inn.
Stash all the crap you don't use so you're relatively unencumbered.
Withdraw one Flask of Water, and rest until morning-which will serve the
dual purpose of setting a Checkpoint Save and making sure it's early
enough in the day for Fournival to offer us the quest (if it's too late
in the day, he won't off the quest). Once all that's done, return to
the Fournival Manor.
25) Talk to Fournival and he'll admit to being in 'dire straights' over
a matter concerning his daughter. Hear him out and he'll elaborate-he's
got a business meeting to attend, but he also promised Symone that he'd
spend time with his daughter today. Like any corrupt capitalist crook,
he's willing to hire out a babysitter for the latter task, while he
personally sees to the former, more lucrative one. He'll generously call
his daughter a 'spitfire' and foist the quest upon you whether you like
it or not, leaving you to talk to his daughter.

Escort Duty

|VIDEO|Escort Duty					      |{VID028}|
|LINK |https://www.youtube.com/watch?v=03s_bGp0Xco		       |
26) Now talk to Symone, the little girl in the red dress. If you were
hoping for some sexy merchant's daughter... well, look at Fournival.
Nothing good can come of those genetics. And so we have Symone-the
pre-teenish, bowl cut bearing, aristocratic snob of a child as our
charge. If you don't hate her after talking to her... well, give her a
few minutes. At least she's smart enough to dislike her father. Accept
to be her 'page' and do her bidding, and she'll announce that the first
stop is the Fountain Square.

This quest can be a chore-the reward is nothing short of an item that
will determine the quality of one of Gran Soren's merchant's stock for
the rest of the game (either Caxton or Madeline). The task, however, is
to please Symone, which given her demands can be difficult to the
unwary. First, you must avoid pissing her off-do not run into her, pick
her up, start or complete new quests while this one is in progress, or
get too far away from her... these should be obvious things to avoid.
You'll also have to escort her around and complete a few tasks, which
we'll cover as they occur.
27) First up, we've got to escort her to the Fountain Square, an area
you should be well familiar with by now. Stay close to her-about ten to
twenty feet away at all times. After getting out of the house, she'll
sprint off ahead. Follow her closely (an Arisen with a 'Very Light'
encumbrance should be able to pace her sprint just by walking fast) and
when she trips rush up to her. She'll pick herself up and continue down
hill-if you weren't negligent in seeing to her, she'll say "not bad"
as she walks away. Continue to follow her out of the Noble Quarter, to
the Fountain Square. Along the way she'll babble about all sorts of
inane things concerning being an Arisen and the Dragon.
28) Just before you reach the Fountain Square, she'll decide that just
walking around is awfully dull, and challenge you to a game of
hide-and-seek. Of course, YOU don't get to hide, nor do you get to turn
her down. Finding her quickly is key to appeasing her, so of course,
knowing where she'll be hiding ahead of time (or dumb luck) is needed to
successfully complete this phase of the quest. Fortunately for you,
you'll get the former, and need not the latter. Head over to Arsmith's
Alehouse, head inside, and continue south-west past the Bounty Board to
reach the alley out back. Turn south-east immediately after heading
through the doorway to the back lot to find Symone hiding in a corner.
Approach her and talk to her to end this game-success will be indicated
by her saying "My, ser. I am impressed."
29) Talk to her again and she'll announce she's tired of this place-it's
time to go to the markets. This phase is pretty simple-just follow her
back out into the Fountain Square and follow her around while she
inspects the wares of various stalls. Enthralling stuff. Like my mother,
she'll screw around for untold amounts of time without actually buying
anything, making sane folk wonder why anybody would go shopping if they
didn't plan to buy anything? Eventually even Symone gets bored and
waddles off to the gate leading to the Craftsman's Quarter. Talk to her
once she stops and she'll complain about being thirsty, before demanding
water-in a proper flagon. If you were hoping we'd need that Flask of
Water to douse her after she caught on fire... sadly, no. Immediately
talk to her again and give her the Flask of Water. Good thing you were
insightful enough to bring one ahead of time, no? She should comment-
after getting the water she needs-about how it'll be a shame when you
get eaten by the Dragon, considering what a fine page you make.
30) One more task to complete-Symone, drunk on water and eyeing the
open spaces of the Craftsman's Quarter decides she wants to race the
Arisen. The race is from the gate to the Craftsman's Quarter to the
northern gate leading out of Gran Soren. She wants to you give her a
serious race... but she also wants to win, something that she fails to
mention, but by now should be implied. Simply put, you need to stick
close to her without beating her to the finish line... again, an
unencumbered character can match her pace just by walking quickly.
Stay within about ten feet of her (three meters, for my Euro-pals).
Just be warned-the cutscene showing her run off is deceptive-she does,
in fact, start near you without a head start, so don't immediatley
sprint to catch up, as it can result in you running into her. Also
keep in mind that she doesn't follow the path the whole way, but feels
compelled to take a shortcut through the field. Pace her, by stay
behind her, and talk to her when the race is over. She should exclaim
"I won! I bested the Arisen!" before mocking your speed. Finally, she
decides the day is over, and demand you escort her home. Capcom has a
sense of mercy here, and does this for you automatically.
31) You'll find yourself back at the Fournival Manor, and if you did
everything well, Fournival will applaud your effort, saying "My thanks,
ser, and well done. I knew you were the one to ask! My daughter sang
your praises. It seems the Arisen commands more than the hearts of just
Pawns." Yay! We're good at babysitting! If you did less-than-optimally,
he'll suggest that perhaps this isn't quite the field for you. Yeah,
says a guy who ditched his daughter to get drunk with merchant friends.
Anyways, a quest reward ensues. For the real reward, however, talk to
Symone and she'll give you a token of her esteem-the Golden Idol,
which is what this is really all about. Unfortunately, successful
completion of this quest boosts her affinity for you, as well. Oh well,
we'll worry about it much, much later. As for the Golden Idol, stash
it away somewhere. We'll need to significantly advance the main story
in order to put it to use.

EXP		7500
Rift Currency	10
Gold		15000
Items		Golden Idol
32) Huzzah! We're done messing around in Gran Soren for a while. Now
it's time to head up back to the Noble Quarter and talk to Ser
Maximilian near the castle gates. Be sure you have your wyrm Hunt 
license on you, or you can't start any new Wyrm Hunt quests. Yes, it
needs to be in your inventory. He'll waste some times with some
formalities before finally getting down to business. Note that he says
he is supposed to lend 'all Arisen' any reasonable aid 'they' may
require. Formality, or are the other Arisen active? Whatever. He'll
finally get to showing you the current charges for the Wyrm Hunt,
which are pretty vague:

'Decipher a text'		[WLK013]
'Rout a monster infestation'	[WLK017]
'Investigate a cult'		[WLk011]
'Aid a research team'		[WLK009]

Which to choose? Well, it doesn't really matter so much, although the
'rout a monster infestation' arguably requires the strongest party to
handle. In the end, I suggest starting with 'Aid a research team',
as it's not terribly difficult, and involves exploring a dungeon back
by the Waycastle. It'll allow us to stay in southern Gransys, gain
some gear and experience, and... well, heading off that direction
provides us with an excuse to subsequently do more chores around
Cassardis (yes, there are more quests there) and complete
'A Troublesome Tome'. You are, of course, free to do whatever you wish,
just consult the correct walkthrough section if you wish to do them
in a different order.

|		 	Chapter 2: The Wyrm Hunt		       |
|								       |
|		         Aiding a Research Team		     	       |
|								       |
Sequence of Events:						{WLK009}
		1) Monks on a Mission
		2) Returning to the Waycastle
		3) Goblins on the Go
		4) Helping Halsett
		5) Old Vermin, New Materials
		6) In Need of a Key
		7) Drawbridge Dead-end
		8) Saurian Lever Guards
		9) Water is Not Your Friend
		10) Smug Skeleton Mage Smite
		11) To the Offering Chamber
		12) Challenging the Cyclops
		13) To the Victor...
		14) A Change of Priorities
		15) Beyond the Sealed Door
		16) Pulling the Plug
		17) Water's Bottom
		18) Altar Slate #1
		19) Altar Slate #2
		20) The Northern Chamber
		21) Altar Slate #3
		22) A Tale of Two Paths
		23) Altar Slate #4
		24) Another Cyclops and Altar Slate #5
		25) Haslett's Lonely Road Home 

1) Accept this task and Ser Maximilian will give you the details-some
member of the Faith were investigating the Dragon, and you have been
specifically requested by said researchers to provide an escort to the
place of interest. You'll then be referred to Father Geffrey in the
cathedral for further information. You'll find the guy there during the
day-spot him out by his silly robes and hat. The hallmark of any serious
religion is the absurdity of the outfits they wear. Apparently the
research team already set out-he'll ask you to meet up with them at the
falls near the Waycastle.

The Watergod's Altar

|VIDEO|The Watergod's Altar				      |{VID030}|
|LINK |https://www.youtube.com/watch?v=TW0tReDeN-k		       |
2) You know the way to the Waycastle by now-lots of running back and
forth, but that's life. Make your way to Waycastle and cross it to the
east (Manamia Trail). We'll start exploring new ground from here, where
directions will actually be helpful. Follow the road south-east, then,
as the road turn east at a large, veer off the road and head up a hill
to the south-west, where you'll find an unmarked trail winding through
the mountains. As the trail turns west you'll encounter some Goblins,
which by now are little more than pests.
3) Shortly after turning north-west, the trail ends and the rocky route
before you opens up. Continue north-west until you find a fork at a
large boulder-time for a detour. Head to the west to find a tribe of
Goblins, led by a Hobgoblin. Smite them and continue west until this
path terminates. A cave to the north leads to mineral veins you can
mine, while to the south lies an elevated rocky shelf you can reach if
you have Double Vault or (with some patience and luck) Levitate. On
this shelf you'll find a rounded chest to loot.

o--Rounded Chest--o
[Scholar's Cape]
[Wooden Wall]
4) Backtrack to the fork and this time take the northern branch, which
ultimately leads to a river. A river running through the mountain means
falls, so follow the river upstream, which in this case means to the
west. Shortly uphill you'll find some falls-alas, these aren't the ones
you're looking for. Since the path further west is inpassible, jump
across the rocks at the mouth of the lower waterfall... or if you're
being snarky, continue west and jump across the river to the path on
the northern bank. However you reach the northern bank, continue
north-west until you find a monk named Haslett. Unlike wise Haslett,
another monk-Jean-went on ahead into the ruins beyond the waterfall. So
much for research expedition, apparently this has become a rescuse
operation. Ah well. Head past cowardly Haslett and through the waterfall
(getting soaked is unavoidable) to find a door leading to... the
Watergod's Altar! Dun-dun-duuuuuh!

The Watergod's Altar
5) Head north and exterminate Giant Bats until you reach a fork. Ignore
the ramp to the north-east for a second and follow the stream until it
terminates at a tiny waterfall, where you can score some Waterfall
Gentian Leaf plants. This is just my way of saying "hey dummy, there's
new crap here!" Keep a lookout for goodies, because, as usual, I can't
be bothered to point out every plant and fishing hole.
6) Backtrack to the south and take the ramp to the north-east-but do so
cautiously, as there's a snake lurking around, and we've no need to get
poisoned before we've made any meaningful progess. Continue north-east
until the cut stone yeilds to brickwork. Continue north into the
obviously man-made tunnels a short ways to find two side-passages. To
the east is a strange door that resists your attempts to open it, only
giving the text:

"'Tis shut fast. The door bears a hollow that could fit something..."

Obviously, we'll need to find some kind of key. Explore the western
side-tunnel to find some plants in a box, and in a small terminal room
to the north a bunch of Skeletons guarding some money and potions. Not
all diversions are worthwhile, it seems.
7) Get back in the main tunnel and continue north until your progress is
shortly impeded again by a raised bridge. Note the lever west of the
bridge. Seems we've got even more work to do before we can get on with
our work to do. Head down some stairs to the west (the stairs to the
east just lead to Brine-infested waters) and you'll be rewarded for
diligently going the only way you can in the form of a rounded chest.
I should note before we go on that this place contains treasure that can
be... of somewhat higher quality than the Witchwood, making it our most
lucrative exploration yet. You can easily get screwed out of good loot
that would increase your potency by bad luck, so don't be adverse to
save/loading chests that contain superior arms and armor. The least it
will do is save you gold.

o--Rounded Chest--o
[Eden's Warden]
[Grievous Horns]
8) Continue west into the unexplored, disposing of a few Giant Bats as
you go. Shortly the tunnel will turn south, then open up into a chamber
full of... let's see... subterranean, watery... yep, our old friends,
Saurians. They can be somewhat bastardly in these confined quarters, so
fight them wisely and cautiously. Using the ladder to gain height on
them can be a decent idea. Once the five in this room are slain, a stone
door will open to the south, from whence will pour another four
Saurians. A well-prepared spell-caster can devastate these creatures
with a well-placed Comestion, but a 'well-prepared' spell-caster almost
exclusively means one you play yourself. Once all opposition is silent,
excavate an ore vein in the south-western corner of the nothern
chamber. Normally I don't point out such things, but the mineral veins
in the Watergod's Altar are one of the only places in the game to
obtain a Priceless Artifact, a rarely-used Material. Once you have one,
you can duplicated it as needed at the Black Cat... but you need to
find the initial article, first. The smaller, southern chamber contains
three chests. The ornate chest contains the 'Watergod's Altar Lever' we
need to affect the lowering of the drawbridge, above. The southern of
the two rounded chests actually contains loot, while the northern
contains junk of varying quality. There's also three Large Coin Pouches
near the southern rounded chest, totaling 10,500 gold.

o--Rounded Chest--o
[Bronze Gauntlets]
[Silver Bands]
9) Backtrack to the drawbridge. Insert Lever. Lower drawbridge. Huzzah.
Cautiously cross the drawbridge to the north and note the camouflaged
Saurian clinging to a pillar to the east. You'll see it if you look
long enough-think Predator. Shoot it down, or chuck a Pawn ahead to
provoke it. This room bears a bit of explanation-much of the level has
fallen ito disrepair, and large parts of the floor have now collapsed.
What's left is a discontinous mess over Brine-filled water. The Sauians
that lurk around here have no fear of such things, but are more than
willing to knock you-or your Pawns-to their deaths. There are also
side-rooms to the east and west of the northern end of the drawbridge
which can be jumped into (life is, as usual, easier with Double Vault
or Levitate.) There's really no need to make those jumps, however, as
we'll find less death-defying ways to access those rooms later. To the
north is an intact structure occupied by two Skeleton Mages-because this
mess wouldn't be complete without some asshole taking pot shots at you.
10) Explore north and note two paths through this chamber. You can go
west, or north-east. Since west is where we want to go, obviously we
should head north-east first. If you have ranged attacks, shoot down
the Skeleton Mages. If not... well, keep moving. Reach the eastern side
of the room and follow a narrow path to the north until you reach a
fork-a wooden ramp west to the structure the Skeleton Mages occupy, and
some stairs to the north. Another cloaked Saurian lurks on a pillar
beyond the few stairs to the north, and the Skeleton Mage threat should
be obvious enough. Smite them all-the Skeleton Mages guard an ornate
chest, and path beyond the Saurian to the north terminates at a rounded
chest. Both contain loot.

o--Ornate Chest--o
[Iris Ring]
[Ring of Azure]
o--Rounded Chest--o
[Bronze Cuirass]
[Iron Helm]
11) Backtrack to the south and take the western path this time. Head
through a doorway, score an ore vein and continue through another
doorway to the north, beyond which lies a wooden bridge. North of the
bridge lies another doorway-over which lurks another hidden Saurian.
Exterminate it and continue north. Head up some stairs and spot yet
another invisible Saurian on a pillar to the north. Give it it's just
des-murders, continue north, then east across a wooden bridge, then
up some stairs, first east, then north.

Offering Chamber
12) Behold, a large chamber lined by pillars. A short ways in you'll
see the gruesome remains of Brother Jean. Talk about overkill, there's
more liquid left of this guy than solid! Search the remains to update
the quest, but be wary-what killed Jean is still nearby. To the north
lurks a Cyclops, and not an unarmed, half-dead weakling Cyclops like the
one we dispatched near the Encampment. This one comes armed with a club,
is at peak condition, and you've only got yourself (and your Pawns) to
rely on. The time has come to take down our first big critter of the
game... well, not counting when we were playing Savan fighting the

Cyclops are big, but unsubtle foes. Their attacks consist of flailing
away with clubs or their bare hands, or stomping. Despite their lack of
finesse, their size is more than enough compensation. Fortunately, they
also have plenty of weakness to explore.

Go for the Eye!
Yep. Their eye is their weak spot. Surely everybody here has read the
Odyssey, right? Well, we're going to one-up Odysseus. We will hopefully
avoid getting half our men eaten, and we won't need to rely on trickery
and sheep to survive. If you've got a bow, the fight is simple-aim for
the eye and pour as much death onto this vulnerable spot as possible.
There is one fly in the ointment, however-some Cyclopses are armored.
A helmet will protect their eye from all direct attacks, so we'll have
to be sneaky. Climb on the Cyclops and go near the head. This will get
the beast's attention, and it'll look around briefly. You should now
jump off, as the Cyclops is going to reach back to pry off whatever is
clinging to it-don't let it be you or it'll eat your head. Yum. If you
aren't on it when it goes to grab whatever was on it, it'll sweep off
its helmet, instead. Voila. You can also climb atop the Cyclops, hug
its face, and stab its eye, but it will try to grab you, limiting the
amount of damage you can do, and potentially making such direct attacks
very risky.

Spells and Swords
Don't have a reliable ranged attack? Spells can target the eye just
fine, but the proximity of such attacks can sometimes be worrisome.
The best magic to use again Cyclopses is Levin/High Levin. It's got a
short casting time, can be aimed, and Cyclopses are weak to lightning.
Such attacks are very, very likely to stun a Cyclops, and if used
repeatedly, a single low-level spell-caster can potentially keep a
Cyclops stun-locked indefinitely. If you lack both magic and missiles,
your best bet is to hack at the Cyclops' legs. Eventually, enought
pressure will knock it onto its hands and knees. It's not defenseless
in this state, and it will grab (and bite) foes near its head, but if
you stay to the flanks and rear, it's not agile enough to hit you
easily, standing or prone.

'Tis Wroth, Indeed
It should also be noted the Cyclopses have tusks, like all good
elephantine beasts would. These can be destroyed by directly hitting
them. Doing so guarantees the drop of a Rugged Tusk, but such a
cosmetic infraction will send the beast into a fit of rage. While
raging, a Cyclops will move more quickly and flail with wild abandon,
making them very difficult to attack in melee. During this time, it's
best to simply get away from them, and, if possible head to high ground
where they cannot reach you.

|VIDEO|Cyclops Takedowns				      	       |
|LINK |http://www.youtube.com/watch?v=x1HqTLG9PqI		       |
13) Dispatch the beast by whatever means are at your disposal. When it
dies it'll drop the 'Watergod's Altar Key', which will open that odd
door back before the drawbridge. Also be sure to loot this room. Between
some pillars on the eastern end of the room you'll find an ornate chest,
while another pair of ornate chests wait along the northern end of the
chamber. All potentially contain loot. There's also a rounded chest in
the north-western corner of the room, but its contents are less
interesting. Loot what you will, as you will, but once done, leave the
Watergod's Altar. We should probably inform Haslett of Jean's demise.

o--Ornate Chest--o
[Battle Greaves]
[Padded Armor]
o--Ornate Chest--o
[Chainmail Bracers]
[Light Outfit]
[Violet Ring]
o--Ornate Chest--o
[Red Leather Cap]
[Ring of Purpure]
14) Talk to Haslett and he'll mull over the news before eventually
asking you to pick up where Jean left off-searching the ruins in his
stead, to keep his death from being in vain. Why not? After all, aren't
you itching to see what's beyond that door we now have the key to? In
any event, now is a fine time to run back to town, restock, stash loot,
and all that fun stuff. When you're ready to go again, talk to Haslett
one more time and he'll reveal what we're really after-some engraved
tablets that may have been broken up into several fragments. Be sure to
collect them all!
15) Head inside the Watergod's Altar and return to the locked door we
passed earlier. Since we now have the 'Watergod's Altar Key' the door
should pop right open when we examine it. Beyond the now-opened door
lies a new room for us to explore, but tread carefully. A cloaked
Sulfur Saurian clings to the southern wall. Sulfur Saurians are quite
a bit stronger than their lesser counterparts, and are more fond of
camouflage. Search the room to find some warrior remains and a chest,
where loot hides. Also note two passages-one to the north, and one to
the east. The northern area is still water-filled and hence,
inaccessible, so east it shall be.

o--Rounded Chest--o
[Blue Longkilt]
16) Cautiously head over to the stairs, as yet another invisible Sulfur
Saurian lurks on the wall south of the first landing. Detatch the
creature from its perch and its life and head down the stairs until you
reach a chamber sprawling to the north. Although apparently unoccupied,
the room is in fact infested with Skeletons, Skeleton Knights and
Skeleton Mages. Destroy them, loot a chest in the north-western
corner of the room for some loot, mine an ore vein along the eastern
wall for another shot at a Priceless Artifact, then head down a short
path to the north-east to find a room with a pressure plate in the
middle. Once stood upon, the water in the rest of the level drains
forever more, opening up further exploration opportunities.

o--Square Chest--o
[Direwolf Bow]

Yet another variety of skeleton-and there are still two more we've yet
to encounter! The Skeleton Knight itself comes in two forms-the Fighter
(sword-and-shield) and the Warrior (longsword). Spot Knights out by
their superior arms and armor and... well, their three-fold experience
superiority over normal Skeletons. Fighter-types tend to rely on their
shields more, blocking and countering frequently, but generally
refraining from Blink Strike. Warriors are fond of using charge up
attacks. Use holy and fire against them if you can.

Water's Bottom
17) Backtrack to the room we opened with the Watergod's Altar Key and
take the formerly submerged northern path to find some stairs down. Take
them to their conclusion and exit to the west to find a large, damp
chamber crawling with Skeleton Mages, Skeleton Knights, and if it's
night-time, Phantasms, The skeletons tend to remain inanimate until you
approach any of the loot scattered around here. First direct your
attention south, where you'll spot a ladder at the end of a short
tunnel. This just leads back up to the drawbridge room. Just north of
the doorway you exited out of, along the eastern wall, stands some
scalable stonework, atop of which stands another ladder, which leads to
a small room east of the sneaky Saurian chamber we explored earlier.
More important here lies a square chest with some loot inside. See?
Told you we'd find less death-defying ways to reach these rooms.

o--Square Chest--o
[Tiger Bangle]

Like Phantoms, but stronger. They rely on pretty much all the same
(limited) attacks, but these ghosts have a flair for electricity. Avoid
lightning-based attacks, and stay clear from them when they die to
avoid getting shocked for... well, laughably minor damage. Like
Phantoms, they are immune to physical damage, but highly susceptible to
18) Back in the chamber we just drained (marked on your map as 'Water's
Bottom'), head north from the stonework we climbed to find an ornate
chest which contains one of the 'Altar Slate' pieces we're after. The
junk is heavy, so I suggest tossing it on your Main Pawn. There will be
more of them, so be sure to have plenty of room. You cannot,
unfortunately, hand off Altar Slate pieces to Haslett as you find them,
so you'll need to lug all five of the pieces around-a total weight of
47.50. This really sucks if you're playing sans Pawns.
19) Okay, more to do. Head back to the doorway leading to the stairs
we came down earlier and cross the room to the west, where in the
south-western corner of the room you'll find some stairs going up to the
west. Follow them until they conclude in a small room containing another
ornate chest, which itself contains another 'Altar slate' piece.
20) Head back downstairs and enter the 'Water's Bottom' chamber again.
Standing just outside the doorway leading to the stairs we just climbed
turn north to see a rounded chest over some rubble. Loot it and exit
the small chamber you're in to the east, then immediately turn north
and head up a small flight of stairs leading to the larger, northern
part of the 'Water's Bottom' chamber.

o--Rounded Chest--o
[Hunter's Jacket]
[Missionary's Robe]
21) The Skeletons are quite a bit thicker here, so stay wary. Once
you're the only thing moving in this area, explore the south-western
corner of the room to find a third ornate chest, and hence, a third
'Altar Slate' piece. Grab it and turn east to see a ruined wall. Jump
on it and explore to the south to find a square chest, which will
bestow some loot upon you for exploration saavy.

o--Square Chest--o
[Padded Armor]
[Silver Ring]
22) Now explore along the northern edge of the northern 'Water's Bottom'
chamber. There are two passages we can search-one to the north-west,
and another to the north-east. In between the two sits a rounded chest
wherein lies some loot. As for the passages... we'll explore to the
north-east, first.

o--Rounded Chest--o
[Cleansing Earring]
23)  Up the watery tunnel you go-score a Harspud Sauce on the wall to
the north if you spot it (freebie!)-then turn south until you reach a
ledge with a ladder on it. Loot a rounded chest that's determined to
contain only junk before climbing the ledge, where you'll discover
another, less-junkful, rounded chest. Once you're done looting, mount
the ladder and ascend to reach a room containing another ornate chest,
which in turn yeilds us our fourth 'Altar Slate' piece. Do be sure to
grab the Large Coin Purse (3500 G) in the doorway to the west before
returning down to the 'Water's Bottom' chamber.
24) Only one way to go now-time to explore the north-western passage.
Follow the watery trail west, then north to confront another Cyclops.
This one is smaller, but not any weaker. You know how to take them
down by now-the only difference is the scale... and of course, mind the
ledge. Past the Cyclops the path will turn west briefly, then split.
Take ther southern fork to find an ornate chest, which contains the
final 'Altar Slate' piece. Follow the northern fork, mine an ore vein,
climb a ledge after the passage doubles-back to the south, then find
another ledge along the eastern wall to make it back to the 'Offering
Chamber'. You can now leave the Watergod's Altar at your leisure.
25) Once back outside, talk to Haslett and-with all five Altar Slate
pieces in your possession-you'll get the option to hand them over. Do
so and he'll promise to work on them tirelessly-for Jean's sake. He
also says he'll put in a good word with Father Geffery for you, and
will tell you to report to Ser Maximilian. He then departs merrily in
his wagon, leaving us behind.

The next obvious move is to return to Gran Soren... right? Sure, but
since we're down here-and we don't get to cutscene ourselves back like
Haslett did-we might as well do some things down in southern Gransys.
I know, this is a weak excuse-we could come back here at any time, but
for organization, when we do a Wyrmhunt quest we'll also explore a
large geographical area (like the 'Estan Plains', as marked on the
top-right of the screen while in the 'Area' map) around which the quest
was located. The other three quests allow us to do this pretty
seamlessly, but we'll stretch a bit to make this scheme fit here, too.
There's another quest to do back in Cassardis, and after that, we'll
finally go looking for Steffen's book and complete 'A Troublesome Tome',
which give us an excuse to explore the Vestad Hills, which we very
briefly entered enroute to the Witchwood. In any event, the quest
experience for 'The Watergod's Altar' is listed below, even though in
reality it could be a while before we bother to turn it in. Now, back
to Cassardis.

(For aiding a research team)
EXP		15000
Rift Currency	20
Gold		13000

|								       |
|		       Exploring the Vestad Hills		       |
|								       |
Sequence of Events:						{WLK010}
		1) A Cry From the Well
		2) Saurian Slaughter
		3) Return to the Vestad Hills
		4) An Unexplored Fork
		5) Big Bandit Battle
		6) The Northern Bandit camp
		7) Southern Bandit Camp and the Sea
		8) To the Front Door
		9) Meeting Maul
		10) Gate-Top Treasure
		11) Chamber Treasure
		12) A Special Perfume
		13) Ferrystone Docks
		14) The Final Piece
		15) Citadel Treasure
		16) A Troublesome Tome, Tracked Down
		17) Ruins Outside Aernst Castle
		18) Goblins on the Beach
		19) Eradication Site
		20) Nightfall Crevasse
		21) Saurians in the Woods
		22) The King of the Forest
		23) Some Unexceptional Treasure
		24) Two Paths to the East
		25) A Well-Deserved Rest
		26) The Gift of Life
		27) A Tale of Two Tomes
		28) Continuing the Wyrmhunt

1) When you enter Cassardis again, you'll hear shouting from the well.
That place is nothing but trouble, it seems... well, better go down and
see what the ruckus is about. Once down, you'll find Rorric. Talk to
him to find out that he was... well, using the well as a convenient
spot to be delinquint. While down here, however... well, you know. More
monsters in the well. Seems we need to go deeper and get rid of their
nests once and for all. Rorric, being the nice drunk that he is will
even give you some Throwblasts to help out. Yay...

Deeper Trouble

|VIDEO|Deeper Trouble					      |{VID019}|
|LINK |https://www.youtube.com/watch?v=LxAVsc8i0wI		       |
2) No use in guiding you through the place again-you should know the
way. Head back to the chamber with the 'Emperor's Pillar' in the middle
of it, south from the entrance. Once there, head west through some
water to reach a chamber that... well, was blocked by a giant boulder
earlier. Earlier, but no longer, this chamber is marked on your map
as 'Brightwater Cove'. Inside you'll find plenty of Saurians-your goal
here is simple. Kill them, and kill their babies, just like in the Bible
stories. After smashing a few nests, a big ass queen Saurian will show
up. Don't let her intimidate you, though-she's stronger, but nothing you
can't handle. Once these reinforcements are dealt with, continue with
your genocidal ambitions. Before you go tell Rorric the good news,
however, head into a watery tunnel to the south-west to find a square
chest to loot. Once looted, head back to the entrance, report the news
of your victory to Rorric, and collect your quest reward.

Note: If you enter Dripstone Cave at a later date (after allowing some
time for monsters to respawn, of course) the well will be repopulated
again. The Saurians are gone-our malevolent purging worked, after all-
but in their place you'll now find a handful of powerful Bandits
occupying the 'Emperor's Pillar' chamber. Furthermore, in the
'Brightwater Cove' chamber-where the Saurian nests were-you'll find
Phantoms and Undead Warriors. You clear out one monster, only to make
room for others, it seems. Of course, there is no need to ever enter
Dripstone Cave again, unless you really want another shot at some of
the loot within.

[Bone Plate Armor]
[Hand Covers]

(For clearing out the well... again)
EXP		6000
Rift Currency	15
Gold		8000
3) Now it's time to explore the Vestad Hills. In case you don't
remember the way, head to the Encampment, and from there, continue
north until you reach a fork in the road-instead of continuting north
to the Waycastle, turn south-west and head uphill through a narrow
pass through the mountains... if you go through Dripstone Cave to reach
the 'Dripstone Cave Rear Passage' you'll be at the foot of this
mountain pass, but either way is fine, as you prefer. Remember the
Wolves, which should now be more tolerable, and the boulders that fall
down the pass, all that fun stuff.

At the top of the pass the Vestad Hills will open up before you. If you
follow the road south and do not deviate, you'll reach the Witchwood
again. Wolves and weaker Bandits lie along the way. You should be much
stronger now, especially if you've been making a Strength-build
(Assassin) or Magick-build (Sorcerer) character. If you've done
everything in the guide thus far, including non-escort Notice Board
quests, you should be around level 25-30, depending on your killing
habits. Still, this next area can be pretty rough. If you're having
trouble, head back to safer lands. Do runs on dungeons for loot
(Witchwood, Everfall, Watergod's Altar) and experience, and start
leveling Vocations to gain power-boosting augments. Warrior for
Clout, Fighter for Vehemence, Mage for Attunement, Sorcerer for Acuity,
and most of all, Assassin for Bloodlust and Clout.

|VIDEO|Exploring the Vestad Hills			      |{VID016}|
|LINK |https://www.youtube.com/watch?v=s4yvUBBTXxM		       |
4) With that warning out of the way... let's start exploring. From the
top of the mountain pass that connect Manamia Trail to the Vestad
Hills, go downhill to the south-east, smiting whatever low-level Bandit
or Wolf dares show itself. There are chests to loot on the eastern side
of the road, but they contain garbage, so aren't worth describing in
detail. Continue until the path forks in front of a large boulder that
is crawling with a variety of Bandits during the day-of widely varying
power. The eastern fork leads to the Witchwood, as we already know, so
take the western-most fork.
5) The road will turn decisively south-west and run to a castle off in
the distance. This road is absolutely crawling with Bandits-much
stronger than the ones we are used to. These Bandits are a good measure
of how difficult this area will be-so fight well. Once they're dead and
the way to the castle lies open (how's that for a vote of confidence?)
ignore the castle and turn south into the hills. It's time to discuss
the enemy-packed area east of the castle.
6) To the far north of the area east of the castle lies the road
leading to the Witchwood, marking this section's northern boundary. In
the far south lies the sea. Even with the northern side of the castle
lies a small Bandit camp, occupied by more of the same high-quality
Bandits we found last Step. This small camp is bounded by a boulder to
the north, against which sits a square chest, a small ridge to the
south. The chest contains junk, and in general, superior treasure and
foes lie south.
7) So... south it is. Here you'll find more powerful Bandits based
around a shelter (poles with a fabric 'roof', I'd call it a tent, but
in my mind, a tent has sides.) These Bandits even come with their own
pet Cyclops-this one tends to be armored, at least sporting a helmet.
It's a wise move to try and kill off as many Bandits as possible before
engaging the Cyclops-but be warned more lurk on nearby boulders to the
south (typically annoying dagger-and-archer types). Once alone, however
the Cyclops should be little trouble. When everything is dead, the
looting can begin. A square chest lies just north of the shelter, near
a tree, and on the beach you can find several warrior remains worth
looting, and a square chest along the eastern end that's... well,
there. You should also bother to loot the fishing spots along the
beach, as these particular spots (in fact, every fishing spot along
the obviously less-civilized western coast of Gransys) can yeild Large
and Giant Fish.

o--Square Chest--o
[Ogre Bone]
[Verdant Hood]
o--Warrior Remains--o
[Leather Belts]
o--Warrior Remains--o
[Rusted Daggers]
8) It's time to explore the castle. There are some stairs along the
beach that can be used to gain access, but I prefer the front door.
I'm just a front-door kind of guy. So, run your little self north along
the eastern edge of the castle, past a bridge and up a hill until you
reach the road again. Kill whatever Bandit stragglers are around, then
cross the bridge into the castle.

The Ruins of Aernst Castle
9) Behold, the ruins of Aernst Castle, an area within an area! Yeah,
we're being productive with this trip. This place is also crawling with
Bandits, but they're non-hostile, so leave them be. From the gateway
turn south-west to spot a cluster of tents-which mark our destination.
One bandit, a massive mountain of a man named Maul, will be sitting
around the campfire, or sulking in his tent, depending upon the time of
day. Talk to him and he'll challenge you to prove himself to the gang.
Typical Japanese drama-these aren't bloodthirsty Bandits as much as
they're just rugged individualists... okay, so they're both. In any
event, hear him out and he'll give you twso options to prove yourself
to the gang-either kill ten rival (female) Bandits or find and punish a
traitor who went AWOL.

Two notes are relevent here; first, if you are tracking the quest
'A Troublesome Tome' Maul will be defiant and all but challenge you to
a fight over the tome. Just don't be tracking this quest to get the
previously-mentioned dialogue. Second, we should have already met this
'traitor' Maul wants us to find-it is none other than Pike, the thief
running amok in Cassardis. But I'll let the matter rest for now-until
we encounter female Bandits, and hence have all the solutions at our

No Honor Among Thieves

|VIDEO|No Honor Among Thieves				      |{VID018}|
|LINK |https://www.youtube.com/watch?v=OJoZs8QPiG0		       |
10) Quests are good and all, but what's even better? Treasure, of
course! So let's get some. From the tents turn east to find a ruined
structure you can enter. Head through a doorway and go up some stairs to
reach the wall. Once atop the wall, head north and jump up onto a
tower, then turn west, cross over the gate, and find a square chest.

o--Square Chest--o
[Chainmail Bracers]
[Hunter's Jacket]
[Weak Guard]
11) Backtrack to the wall, head back down the stairs, and re-enter the
ruined building. From the side of the staircase head south through
another ruined doorway then turn east to enter a surprisingly intact
room, wherein lies a rounded chest.

o--Rounded Chest--o
[Bandit's Glove]
[Red Leather Armor]
[Ring of Gules]
[Rose Ring]
12) Return to the bandit camp in the courtyard and turn south to see
some stairs running up around the eastern side of the citadel-our next
destination. Once at the landing atop the stairs turn west and score
a square chest behind some crate. This chest always contains a bottle
of Wyrmward Perfume-something that will be requested via Notice Board
post at Arsmith's Alehouse in the future.
13) Continue down a ramp to the west, then down another to the east,
then down some stairs to the east, then to the west, then east again
until you reach a small dock. If you are courageous and jump onto the
moored boat, you can score a free Ferrystone at, uh... the front.
Bow? Stern? Whatever. One of the pointy ends of the ship.
14) Now backtrack to the area where we found the Wyrmward Perfume and
continue west past the stairs we were just playing down. Pass an
awfully out-of-place tree and head south-west across a stone bridge to
a ruined tower, where you'll find a glowing reddish stone... a
Wakestone Shard, in fact. Pick it up and, if you still have the other
two shards in your inventory, they'll merge to form a full Wakestone.
Yet another quest we can complete.
15) Head back across the bridge to the north-east, and continue
north-east to spot a doorway leading to a roofless building. Once
inside, search the north-eastern corner to score a square chest which
can contain some loot. Once satiated, head through a doorway to the
south-east, turn south-west, and go through another doorway to the
south-east. You should spot some stairs and a rounded chest-loot and
head up the stairs.

o--Square Chest--o
[Incognito Mask]
o--Rounded Chest--o
[Bandit's Mask]
[Dusk Shoes]
[Ebon Neck Wrap]
[Gossip's Mask]
16) Follow the stairs around until they terminate at a landing. Go to
the edge of the landing to notice that the stairs in fact continue
after a short gap-an easily made jump. Continue upstairs until the
stairs end again. This time, we'll need to be a bit more creative with
our monkey-power. Turn north to see a ruined-and scalable-wall that
connects to the roof of the tower. Jump up to the lower ledge, then to
the higher one, then walk around the edge of the battlements to find an
ornate chest, inside of which lies Salomet's Grimoire. Don't worry
hurting Maul's feelings. He'll never miss it.
17) It's been fun playing around in Aernst Castle, but now it's time to
leave. Head back to the camp in the castle courtyard and explore to the
west, where you'll find no less than two sets of stairs leading down to
a walkway. Follow the walkway north, then down three flights of stairs,
and you'll find yourself outside of Aernst Castle. Head west from the
stairs, past some boulders, to find a ruined structure upon which
perches a junk-filled square chest. At night, this place will be
swarming with Goblins, but during the day... not so much.
18) From the structure head south a short ways, past more ruins and
across a stream, until you find the sea again. The beach is absolutely
infested with Goblins, and while there are a pair of square chests to
loot, and some warrior remains. Of the latter, there's one south of
some rocks along the western end of the beach which might bestow some
loot upon searching souls. There is also plenty of fishing to do in the
water. Explore to the west until the beach ends at a cliff. The grassy
hills further westward are part of the Varda Woodlands, and hence, the
subject of another part of the walkthrough.

o--Warrior Remains--o
[Scholar's Boots]
19) Head north, instead, along the edge of the cliff and you'll pass
through a field full of Oxen. Another spot to harvest meat, but so far
from any rest spot that it's really useless compared to the bounty
provided by the Estan  Plains. If you continue north you'll eventually
reach a road that runs east-west. North of this road, up some hills,
are woodlands crawling with Goblins and Hobgoblins. In between the
beach and the road are plains littered with the signs of battle, marked
on your map as the 'Eradication Site'. What struggle took place here,
one can only guess, but considering the uncivilized nature of the area,
we can guess that humanity didn't get much out of the fight. This area
is also crawling with Goblins and Hobgoblins-further sign that southern
Gransys is Gransys only geographically. If the Duke's authority extends
here, we've yet to see any sign of it.
20) Fight your way through the horde of Goblinoids as you see fit, do
whatever sight-seeing you care to do, this area is intriguing, but
ultimately barren. Continue east until you reach a water-way, the
stream we crossed earlier enroute to the beach. Along the southern end
it's little more than water coiling through the sand, but as you follow
it north it gains stone retaining walls. What its original purpose was-
a irrigation ditch?-we can only guess at. Eventually it leads to a
small Saurian-infested pond (the east-west running road that bounded
our northern exploration in the last Step ultimately terminates here,
as well.) Saurians by now should be little more than scaley experience
cows. Dispose of them and wade into the pond, where a few unimpressive
fishing spots can be found. More interesting-but only due to the fact
that it's named-is a cave leading north, terminating in a chamber
called the 'Nightfall Crevasse'. Here you can find some fishing spots
and an ore vein.
21) As enthralling as this all is, once you're done collecting fish and
rocks, leave the cave and cross to the eastern side of the pond.
Continue east along some rocky cliffs until you can venture north,
whereupon you should endeavor to head uphill in that direction. Shortly
you'll reach a Saurian-infested forest. Seriously, this place is
crawling with the damn lizards, so keep an eye out. Explore the eastern
end of this forest-the road leading to the castle bounds it to the
east, while impassible cliffs mark the northern extent of our current
zone of interest.
22) Cautiously explore to the west, exterminating Saurians as you go,
and saving when the immediate area is clear. The toughest fight yet lies
further ahead, and it's quite possible that you'll find that your
characters are not up to the challenge-especially if you're new to the
game. In the heart of the forest (due north of the map marker for the
'Nightfall Crevasse' lurks a Chimera. No need to go into tactics too
much-we already fought one as Savan and company, but now we can play
other Vocations, so a few words on that; spell-casters and archers have
a great advantage in range that Savan did not have-you should use it
as much as possible here. Also taking advantage of elevation can
protect you somewhat. In both cases, however, be warned-a Chimera can
leap quite far, run quite fast, and can usually jump onto whatever
ledge you're on. Range at best buys you time-it's not usually a way for
you to cheap-shot a Chimera. Although we're likely higher level, Savan
certainly had better gear, and most of all, he didn't have to contend
with a brood of Saurians. If at all possible, lure the Chimera eastward,
to you, without alerting any Saurians. It'll make this fight much

|VIDEO|Chimera Takedowns				      	       |
|LINK |http://www.youtube.com/watch?v=bGDoCMevjH8		       |
23) If victory is yours, you'll get the pleasure of laying claim to some
loot that is rather paltry compared to the effort taking down the
Chimera probably involved. On a rock formation just south of where the
Chimera prowled (due north of the 'Nightfall Crevasse' marker on the
'Area' map) you'll find a rounded chest with some post-Witchwood quality
gear. Further west, on another, higher rock formation is a square chest
with even more paltry gear. If victory remained elusive, but you want to
see the rest of this place out (don't worry about the loot, you're not
missing much), just stay south and continue west past the Chimera.

o--Rounded Chest--o
[Scholar's Cape]
[Two-Handed Sword]
[Wooden Wall]
o--Square Chest--o
[Hide Armor]
[Shoulder Cape]
24) Continue west and you'll be faced with a choice of two paths-both
will get you to the terminus of the Vestad Hills, but present different
obstacles. There's a narrow northern path that winds along the base of
the cliffs. Here you'll be entirely unimpeded by monsters, but falling
rocks pose an even more severe threat. Archers can dislodge or destroy
them before they fall, but everybody else will need to keep a lookout
for them if they wish to keep their heads-getting clipped by a boulder
here can include the extra unpleasantness of being knocked off the
cliff, which will likely be fatal to most low-to-mid level characters.
The bottom route, however, heads downhill through more forest. Here
you'll likely find Hobgoblins (especially at night) although a lucky
few may pass without encountering anything more belligerent than some
Wild Boars. Either way, this area is bound in the west by a mostly
north-south running road. In the north, you'll have to pass through an
elevated, wooded ledge overlooking the Vestad Hills and Verda Woodlands
to reach this road. Scenic as it is, it also can be occupied by a tribe
of Hobgoblins with an armored Cyclops in tow. However you proceed, once
you reach the road follow it north.

Rest Camp
25) The previous Step technically took us out of the Vestad Hills and
into the Verda Woodlands, and this one will see us depart the latter and
head into yet another new area-Devilfire Grove. Still, I'd rather
structure the guide around easily identified geographic features than
unnecessarily constrain exploration due to flimsy and often ill-defined
area names. Broad strokes, folks, broad strokes. Follow the road north
until you find a Rest Camp, which comes complete with a friendly soldier
ready to help you learn/set skills, store (but not retrieve) items, and
rest-for 100 gold per night. There's also a merchant-Jayce-who sells
some goodies... mostly junk arms and armor, but for those of you who
are in the Strider-family of Vocations, Red Leather gear is fairly
sturdy. There's also a Rift Stone, in case any of your Pawns kissed a
boulder earlier (or made themselves an unrecoverable liability while
fighting the Chimera) and a Knowledge Chair. All in all, it's a fitting
end for our explorations. Here you can get back to full strength for
the trip back, empty your inventory, and... well, I'll leave the trip
back to Gran Soren to you.
26) Once back in Gran Soren, we've got a few quests to turn in. First,
because it doesn't advance the story and is the least involved, should
be 'Reaper's Scorn'. Head back to the Craftsman's Quarter, into the
'Craftsman's House', and hand over your Wakestone to Austine, who then
asks you to use it to bring his son back to life. Go over to the stiff
and interact with him to use the Wakestone. Tears, joy, everybody is
happy again. Hopefully the stone cured Wilhem's heart condition while it
was at it, otherwise the stiff'll be needing more stones to keep him
going. In any event, a quest reward will be yours, as well as the
achievement/trophy 'The Savior'.

(For giving the gift of life)
EXP		6000
Rift Currency	10
Gold		10000
27) Now, the quest 'A Troublesome Tome' seems pretty straight-forward,
but we've actually got two options for completing it. First, simplest,
and probably the best way is to just walk up to Steffen and give him the
damn book. Quest reward obtained, life is good. On the other hand, you
also have the option to be a deceitful prick, which can be fun from time
to time. Head over to the Black Cat and talk to Mountebank. Pick the
option 'About your Forgeries...' and give him Salomet's Grimoire-cost to
forge, 37,500 gold. Rest at the Gran Soren Union Inn for a day (rest
twice to be sure) and collect both the original Salomet's Grimoire, and
the bogus one. Now go talk to Steffen and either give him the original
Salomet's Grimoire, or give him the 'Salomet's Grimoire Forgery', hence
allowing you to retain the original. Although the quest reward is the
same either way, your honesty (or lack thereof) will impact another
quest later on. As for Salomet's Grimoire... it can be used as an
inventory item-one time-to cast Bolide.

(For expediating Steffen's sorcerous studies)
EXP		8000
Rift Currency	20
Gold		15000
28) Last, of course, is to return to Ser Maximilian with news of your
glorious victory in... well, getting some slabs with ancient gibberish
carved into them. At least we kept one of the monks alive, right?
Granted, it was the sissy one who wasn't in any real danger, but still.
The quest reward for this has already been noted above, back before we
wasted our time explore the Vestad Hills (right after we actually
completed said quest), but now is when I actually collect. Funny, how
this FAQ-writing thing works.

|								       |
|		           Investigating A Cult			       |
|								       |
Sequence of Events:						{WLK011}
		1) Dragon Worshipper's Delusion
		2) Signs of Salvation
		3) Cultists Among Us
		4) Death From Above...
		5) Into the Deos Hills
		6) The Road to the Catacombs
		7) An Ideal Hideout
		8) Unead, and Hidden Treasure
		9) Levers, Doors, and More Undead
		10) Dead In the Dirt
		11) Elevator Fun!
		12) Stout Undead Shooting Gallery
		13) Phantoms in the Darkness
		14) Fire Weapon Lootage
		15) Slumbering Skeleton Knights
		16) Caverns and Chasms
		17) The Ogre's Den
		18) The Ogre's Loot
		19) Back to the Catacombs
		20) Opening a Convenient Shortcut
		21) The Friend of My Enemy...
		22) Spying on Salvation
		23) The Elysion's Reception
		24) Mason's Game
		25) Back to Gran Soren

1) When you're ready to continue the Wyrmhunt, return to Ser Maximilian
and start up the quest to 'Investigate a Cult'. Our goal here is to
look into a group called 'Salvation', which we've heard of a bit here
and there. Apparently they're a bunch of Dragon worshippers, who think
the end of days and destruction it embodies is a good thing-you know,
like all those Christians who joyfully await the 'end times'? I know,
crazy, right? Anyways, a massive, fire-breathing, flying lizard scares
people, and when people are scared, they're ready to turn to all sorts
of stupid cults for comfort. After all, if you worship the Dragon, and
convince yourself that it's not just some scaley agent of destruction,
but your salvation from a world of corporeal misery and petty
sensations and needs, you turn a negative into a positive! Right...
well... yeah, it's just mental masturbation. I used to be (still am)
deathy afraid of bees... or really, any flying bastard insect with a
stinger. So I pretended-get this-we were FRIENDS (and in league against
the ants, no less.) Did it make me any less likely to get stung? Well,
I haven't been stung in fifteen years, so... no, but less robust minds
than mine certainly might view that as one hell of an endorsement!
Anyways, huge digression there... we need to look for signs of this
cult in our travels.

Seeking Salvation

|VIDEO|Seeking Salvation				      |{VID029}|
|LINK |https://www.youtube.com/watch?v=7fABh-cfIfI		       |
2) Oh, if only we knew of some shifty, street-wise, city-dweller who
might have heard something of Salvation! If you follow quest-markers,
you'll be directed to Devyn-the owner of Devyn's Barber Shop-or to
Meridith, a layabout at the Gran Soren Union Inn. Either way, you'll
be referred to Mason, who is apparently now hiding out in the Slums...
and by the Slums, they mean the sewers (politely marked as an 'Aqueduct'
on your map) north-east of the Venery. Head on to the 'Aqueduct' and
take a ladder down. Mason is in the eastern-most 'Aqueduct' tunnel.
Talk to him and he'll admit to looking in on Salvation himself, but it
seems people around here know of him, and hence, have spoken little.
You, being a new face in town and with no bad reputation to your name
as of yet might induce the citizens to speak. He'll give you
'Salvation's Badge', which will mark you as a member of the cult, and
perhaps loosen the lips of genuine cult converts.
3) The map will now mark three potential people for you to score info
off of, but you need only find one-Ser Sarius, a Gran Soren soldier who
makes rounds around the Gran Soren Union Inn down to the bridges to the
south-east. Talk to him and he'll mention that there's a gathering at
the Catacombs, a venue that's too dangerous for his tastes. With that,
we have our destination. Getting to the Catacombs will force us to
leave the Estan Plains and cross to the Deos Hills to the north, giving
us ample incentive to finally explore that area, as well. Before you
head off, be sure to bring plenty of lantern oil, as the Catacombs are
one of the few places in the game that really require a light source in
order to explore it.
4) Before we head out to the Catacombs, however, there is one encounter
I'd like to cover, first. The obvious journey to the Catacombs begins
by leaving via the northern (Craftsman's Quarter) gate of Gran Soren.
Instead of doing what makes sense, however, leave via the more familiar
southern gate... you know, the one we entered when we first traveled to
Gran Soren? Once outside cross the bridge leading to the city and
continue south-west down the road, where you'll see a cart under attack
by some Goblins. Rush off to the rescue and assist some Gran Soren
guards in fighting off the Goblins. During the fight your pretty
squabble will be interrupted by a Griffin, of all things! Probably
drawn to the fray by the nearby Oxen-and the wounded beast leading the
wagon. We will not consider this our first Griffin fight... you know,
where I write out strategy? In all likelyhood the beast will snatch
the Ox that was pulling the cart and fly off... although we avoided a
serious encounter at the present moment, a Griffin stalking the fields
so near Gran Soren is probably something somebody should look into at
some point, no?

Deos Hills
5) If you must go patch up some boo-boos in Gran Soren, do so. When
you're ready to set out for the Catacombs (for real this time!) exit
out the northern gate. Follow the road to the north-west, and make your
way to the bridge that crosses the river separating the Estan Plains in
the south and the Deos Hills in the north. The bridge itself can rarely
house monsters in the form of a Goblin tribe, which randomly appear as
an 'Ambush!' quest, but most of the time you'll cross unimpeded (as if
Goblins are any sort of impediment in the first place...) Cross the
bridge and follow the road to the north-east until it forks, at which
time follow the north-western fork. If it's during the day time, you
should see very little opposition-maybe a few Bandits to the south of
the road. On the other hand, if you're here during the night you'll have
to fight through a host of Skeletons and Phantoms, particularly the
former, which line the road and manifest as you approach. Whatever your
opposition, after the fork, but just south of the bend where the road
turns from heading north-west to west lie two warrior remains just west
of the road. Although it's uncommon, you might find a sacked caravan
along the road near these warrior remains, where Undead prowl.

o--Warrior Remains--o
[Rusted Daggers]
o--Warrior Remains--o
[Light Outfit]
[Rusted Shield]
[Rusted Spellbow]
6) Follow the road west and north-west. It'll either be a leisurely
stroll for you day-walkers, or a Skeleton-fraught walking battle for
you night owls. Eventually you'll find another fork-the road we're on
continues west, but an unmarked-yet distinctly visible-path diverges to
the north. More warrior remains await north of the east-west road we've
been following (east of a large boulder near the unmarked path north),
if you need more junk loot. The Catacombs, however, lie at the end of
the unmarked northern road. The smashed sarcophagi along the road
should be a rather obvious clue that you're on the right path. Outside
of the ominous hillside entrance to the Catacombs sits a Riftstone,
should you need to heal/summon any Pawns. Equip your lantern and head
on into the depths.

o--Warrior Remains--o
[Light Outfit]

Catacombs: First Floor
7) Immediately inside you'll spot a Flask of Water and an Empty Flask,
which can be filled with oil, to shore up your stores. Continue down
some stairs to the south to reach your first chamber. Its condition will
give you a clue as to why this place would make an ideal hiding spot for
a cult-the invading plant life and general collapse suggests this place
has been abandoned for quite some time. You can score some minor loot
in this room-including a junk-filled rounded chest in the north-eastern
corner, and you can kill some Giant Rats, but nothing here stands out
as important enough to bother including in the guide. Note, however,
that the sarcophagi here will sometimes contain a miasmic curse within
them, which will inflict nearby characters once they open (reducing
your attributes)... so, open them up and walk away to avoid suffering.
8) When you're done scrounging for scraps, continue south. Note a door
to the east which will provide us with a shortcut back... just as soon
as we reach the far side. After a short distance rubble will block your
way south, forcing you to turn east into an even more irregular,
claustrophia-inducing tunnel, which then turns south again. Go through
a doorway to enter a more intact chambering running west, lined with
sarcophagus-filled coffers. Of course, with death being an industry
that oddly keeps pace with population growth, not all sarcophagi found
themselves provided with coffer space. Loot the less lofty sarcophagi
at your leisure. At the western end of this room you'll find your first
foes-Undead. Not anything to get worried about, disposing of them should
be well within your means. Along the southern wall you'll also find a
cauldron on a crude table, which can be lit to provide continuous light,
if you have an inclination for time wasting. Speaking of time-wasting,
it's time for us to score our first bit of loot. From the cauldron
turn to face the northern wall of this corridor. To the north-west you
should see that the top of the wall has collapsed, exposing a hole only
a sane person could ignore. With Double Vault or Levitate, you should
be able to climb into the ruined coffer, and from there, drop down into
the northern room beyond... which is not recorded anywhere on the map...
Sneaky, sneaky, Capcom. A rounded chest awaits here for your looting

o--Rounded Chest--o
[Ferric Talon]
[Iron Helm]
9) Climb out of the unmarked room and explore to the western end of
the tunnel. Note that as you loot sarcophagi, you might uncover undead.
Dead people? In sarcophagi? Now I've seen everything. Except mummies.
At the western end of the corridor turn south, where you'll find a
more numerous-if not any more dangerous-host of Undead, led by a Stout
Undead. Smite your way south, then turn east into a chamber with a few
straggler Undead shuffling around. There's also a few warrior remains
you can loot for junk (one in the south-western corner of the room is
a bit more generous, with luck), some sarcophagi, and another elevated
cauldron along the northern wall. Along the eastern end of the room is
a sealed door, but fear not, our search for the opening mechanism will
be brief, as a level lies just to the south. Flip it an continue deeper
into the Catacombs.

o--Warrior Remains--o
[Bronze Sallet]
10) Go through the doorway you just opened and into some natural tunnels
beyond. They venture a short ways east before running north a fair
distance. A few Undead exist to slow you down, and you can score some
warrior remains in the tunnel for a very rare shot at some very mediocre
loot, but there's nothing terribly interesting until the tunnel opens up
into an Undead-filled, sarcophagus-lined chamber. No brickwork anywhere
in sight, these poor undead just got thrown into an excavated cavern. No
wonder they're restless. Here they employ the more traditional tactic of
digging themselves up from the ground-which might result in surprise if
it didn't take them half of forever to do it. After the initial
opposition is put to rest, search the sarcophagi, light another cauldron
if you must, search the Warrior Remains nearby, and explore past a
smashed sarcophagus to the east that rather poorly hides a tunnel. At
the end of this short tunnel lies a rounded chest, guarded by a Stout
Undead. Loot, kill, and return to the main chamber.

o--Warrior Remains--o
[Padded Armor]
o--Rounded Chest--o
[Iron Armguard]
o--Warrior Remains--o
[Padded Armor]
11) Continue through a doorway in the north-western corner of the room
and you'll shortly reach an elevator. Beyond the elevator (which can
only be actived by flipping the lever nearby) is a barred door. Smash
the bar and you'll find that you've opened the way back to the beginning
of the Catacombs. Hopefully, however, you've still got plenty of
exploration in you. South of the elevator is a locked door that we
simply cannot open yet-just ignore it for now, it'll be a while before
we can explore down there. When you're all ready to go, flip the lever
north of the elevator and you'll get a cutscene showing you and your
Pawns as they calmly descend into the depths.

Catacombs: Second Level Underground
12) Step off the elevator and head south, where Capcom will show their
boundless mercy by providing another oil jar and two Empty Flasks. Once
you've restocked head through a doorway to the west to find a curving,
sarcophagus-lined tunnel infested with Giant Spiders. Kill them as you
head south, then south-west. Along the northern end of the tunnel is a
rounded chest, and along the western wall near a sarcophagus is a
square chest. At the far southern end of the tunnel, your progress will
be terminated by another locked door. Again, ignore it, it'll be a while
before we can affect it's opening. Beyond, however, are some Stout
Undead you can take pot-shots at, if you want the free experience.

o--Square Chest--o
[Ogre Bone]
13) Obliterate the helpless fatties (I counted six, myself) and head
to the east. A short tunnel opens into a large chamber thronging with
Undead-both normal and Stout, joined by a pair of Phantoms. Avoid
possession if possible, loot sarcophagi, light a cauldron in the center
of the room, and avoid curse-clouds within closed sarcophagi. You know
the drill. Along the eastern side of the room you'll encounter some
Undead playing dead-a novel disguise if ever there was one. Next
Halloween, I'm going dressed up as a fat FAQ-writer, myself. In an
alcove along the eastern end of the chamber you'll find a rounded chest
containing the 'Second Journal Entry', some Harspud Sauce, a Large
Coin Pouch (3500 G) and some lootable books hidden amidst the ruins of
a Sarcophagus. When you're done plundering this room, head into a small
side-chamber to the south and pull a lever to open another sealed door.
Note that there are two sarcophagi along the western wall here,
opposite the door. Some loot can rarely be obtained from the northern

[Scale Greaves]
14) Continue down a tunnel to the east revealed by the door we just
opened until you find another chamber, somewhat more shoddy than the
last. Instead of Phantoms, a trio of Skeleton Magi attempt to break up
the monotony. Instead of Undead, we get to dispatch more... Giant
Spiders. Other than that, there's another cauldron in the middle of the
room, some sarcophagi... and a rounded chest on the eastern end of the
room, which actually contains some loot this time-generally some type
of fire-enchanted weapon, which might be worth save/loading for, if
you're a Magick-build character. You never know when you'll get bored
and want to switch to a Magick Archer or Mystic Knight for a while...

o--Rounded Chest--o
[Eden's Warden]
[Scaling Razors]
15) After clearing and looting the room, note that you've got an
illusion of choice to indulge in-two paths leave this room, one to the
north, the other to the south. Both turn east and lead to the southern
or northern end of the same chamber-the northern path forces you to
drop down a short ledge, while the southern pass forces you to descend
some stairs. The two paths converge in a column-lined hall, the floor
of which is haunted by slumbering Skeleton Knights, which will rise
to fight when you approach. Dispatch them-I counted seven in total. Once
they're gone, there's a cauldron you can light, and along the northern
end of this chamber is a rounded chest that always holds a 'Set of
Salvation Robes', in case you wanted to fit in with the cultists. There
are also some Warrior Remains nearby which could be worth looting.

o--Rounded Chest--o
[Set of Salvation Robes]
o--Warrior Remains--o
[Bronze Sallet]
16) Beyond the columns to the east, on the southern side of the chamber,
is a square chest that can drop some loot. To the north you'll find a
hole dug into the eastern wall that leads out onto a wooden platform,
built upon a rocky ledge overlooking a rocky chasm. Descend a ladder
and note your options briefly-the wooden platform ends to the south and
a rocky tunnel continues in that direction. It's where we want to end up
sooner or later, but first, some loot beckons. For instance, score the
square just behind (north of) the ladder you descended. Climb off the
platform to the east, then head north up a rocky tunnel. As you pass
two ore veins (which you should mine since they have a chance to yeild
Catacomb Gold) you'll be assaulted by a trio of Skeleton Knights. After
fending off the skeletal fiends, continue following the tunnel west
until it terminates at a gate overlooking the northern passage's
eastern run from the previous Step... and more importantly, an ornate
chest that has-without fail-contained the very decent female-only
Frame Plate armor.

o--Square Chest--o
[Bronze Sallet]
o--Ornate Chest--o
[Frame Plate]
[Magick Buckler]
[Violet Ring]
17) Backtrack to the south and be sure to loot the ore vein just north
of the wooden platform on the western wall. Again, you can score
Catacomb Gold here, and... well, it's rare. If it was found somewhere
other than the Catacombs, it wouldn't be called Catacomb Gold, would it?
Take the southern tunnel mentioned (and ignored) previously and loot
another ore vein at the mouth of the southern tunnel. Continue across
a natural stone bridge that traverses a for-all-intents-and-purposes
bottomless pit. The tunnel turns south-east and opens up into a
chambered partitioned by three natural stone pillars. Unfortunately,
this chamber is also home to an Ogre.

Don't let their size fool you-Ogres are much stronger than Cyclopses,
and although they won't awe you with disposable life bars, their
offensive powers far exceeds the purely aesthetic edge the Cyclops
seems to have in resilience.

Stay Frosty
No, I don't mean use ice attacks. Was that title misleading? Anyways,
Ogres are much, must faster and more aggressive that Cyclopses. Their
arsenal includes running drop-kicks, charging clotheslines, and
leaping haymakers. Their attacks are somewhat clumsy and will usually
leave them open to counter-attacks, but all in all, you can expect far
less down-time between their assaults as compared to the Cyclops, which
all but telegraph their attacks and hope their range (and your
foolishness) make up for their speed. You can also expect Ogres to
perform 180-degree swings at foes standing behind them, and in
general to swat and pummel anything in front of them.

Putting in Some Face Time
The big vulnerability of the Ogre is their face. Not their head,
not their neck, but their face. Since Ogres aren't nearly as towering
as Cyclopses, ranged attacks aren't quite as important-they're still
preferred-but Heavenward Lash can do boatloads of damage, as can
simply climbing and stabbing their face, or, yes, shooting them with
arrows and spells. Target them too much, however, and an Ogre will
block with its massive arms, negating all damage you do (stupidly
enough, even area-of-effect attacks) and occassionally lashing out
in spastic counter-attacks. My favorite-if a bit advanced-tactic?
Take a high-level Mystic Archer and use Immolate. Find an Ogre and
jump on its face. Depending on your offensive power, it could die in
under two seconds.

A Slave to its Passions
Ogres can, like Cyclopses, fly into a rage when injured severely.
They'll attack more often, which is enough to cause serious problems,
considering their speed and already prodigious aggression. They also
have controlling other... primal urges, as well. Ogres are, well...
a bit turned on by the sight of women, and will endeavor to visit upon
them the worst of their attentions. Womenfolk risk having Ogres snatch
them before running away and subjecting them to a bit of licking. It's
not a good thing.

|VIDEO|Ogre Takedowns				 	     	       |
|LINK |https://www.youtube.com/watch?v=aUINDVK27rw		       |
18) The fight with the Ogre is no joke. If you're having trouble-try
reducing it to less than half it's life. When it flies into a rage,
lure it north to the natural stone bridge, where it's charging attacks
could prove a liability for it-if it doesn't succeed in knocking you
into the abyss, first. Once it's dead, loot the chamber it was in,
which has two square chests to loot, several warrior remains (they
mostly impart junk) and a few ore veins to try your luck out with. Some
Undead prowl to the south-east, but after fighting an Ogre, it's hard
to take them seriously.

o--Square Chest--o
[Leather Circlet]
o--Square Chest--o
[Iron Cuisses]
[Mage's Shoes]
o--Warrior Remains--o
[Bronze Sallet]
19) When you're done looting, continue south-east, smite some undead,
and you'll ultimately end up crossing some wooden bridgework to the
south. Eventually you'll reach a ledge which leads to a doorway to the
west, beyond which the Catacombs continue. Enter a relatively intact
chamber to the west, loot some sarcophagi, and head down some stairs.
After spending so much time crossing rickey wooden bridges over chasms
and walking through Undead-and-Ogre infested narrow tunnels, it actually
feels good to be back inside a man-made structure, even if it is
crawling with Undead. Turn south and go down some more stairs. To the
east lie two side-chambers, the southern-most which houses two Coin
Pouches and one Large Coin Pouch (5500 G) and a square chest in the
south-eastern corner, which can yeild loot.

o--Square Chest--o
[Rose Ring]
20) At the southern end of this chamber, however, are tunnels leading
onward... and outward, as the case may be. The former can be found by
perusing the western tunnel, while the latter lies at the end of the
southern one. If you need to get back to town to rest, stash loot, or
whatever else you crazy kids do back in town, follow the southern
tunnel. You'll find some sarcophagi to loot before you eventually end
up at a barred door you can now open by smashing the wooden brace
holding it shut. Beyond is a small chamber with an ore vein and a
ladder leading up to daylight-you'll surface in the Estan Plains, just
west of Gran Soren.
21) When you're ready and able to carry on, head up the western tunnel.
You'll arrive in a chamber where a gate blocks your progress westward,
but fortunately, you can go down some spiraling stairs to the south.
In the distance you'll hear the voice of the 'Elysion' rambling about
how the flesh is evil, pleasure is bad, and life sucks. The only answer?
Death. Sounds like the Dustman philosophy from Planescape. His 'true
and proper' world sounds like it really sucks. Why do all religions
hate fun? Anyways, note how he talks about the Dragon being the source
of their salvation-that they must cede their souls to it. What are the
odds that these cultists will find common cause with the Arisen, who
seeks to slay the Dragon? Probably not very high.
22) Head down the stairs until you reach the bottom, and ignore the door
to the west, which, like all things westward, is inaccessible. Instead
head north, then east, west (oops) into a small chamber. Climb some cut
stones in the south-western corner of the room to reach a ledge to the
south, head east up some stairs, and at the landing turn south to reach
a balcony overlooking the little cult gathering.

Gathering Hall
23) Once we walk onto the balcony, the Elysion-our ugly little robed
friend from Cassardis/the Encampment, who was responsible for the
Cyclops and Hydra attacks-will knock us down with magic. The man we
followed as per Mason's request back in Cassardis will put on his mask
and walk away, and the Elysion will summon some undead to deal with us,
and his deluded flock. Once you're back in control, you'll have to kill
two waves of weakling Undead-eight Undead each wave, sixteen deaders in
total. I can't imagine anybody having any trouble with this battle.
24) After the Undead have been dispatched, Mason will congratulate you
through a door. Head west up some stairs and go through said door, then
up more stairs to witness a cutscene. Apparently Mason snared one of the
Salvation cultists, although the Elysion escaped. The cultist will try
to explain himself-joining with a doomsday cult seems to be a popular
past-time amongst the peasantry these days-and Mason suggests that it
would be dangerous to let him go, now that he's seen the two of them
together. To be fair, it was that very same anonymity that allowed us
to track down this meeting in the first place. The cultist will whine
and mention something about some promise Mason made him, and Mason,
seeming quite amused with the situation, will leave the cultist's fate
up to us. The cultist will try to reason with you, even offering
association and money in return for sparing him. You can either kill
him, or ignore him and head out the doorway to the south. If you kill
him, Mason will be pleased-or at least amused-and offer further jobs
ahead. If you leave the cultist be, Mason will be disappointed, and in
light of you lacking the stomach to get the job done will decide that
you two shouldn't work together anymore. If this seemed like a pivotal
plot-point around which many great future events would revolve... well,
you're going to be sadly disappointed. It's one of many missed
opportunities on Capcom's part.
25) Whatever you do with the cultist, head through the doorway to the
south, into some natural tunnels, and up a slope. Mine an ore vein
along the way and loot a rounded chest before ascending a ladder and
leaving the Catacombs behind. We'll find our way back here, don't you
worry, but it'll be a while. You'll surface at the 'Catcombs Rear
Passage 2', under the bridge that connects the Estan Plains to the Deos
Hills. Return to Gran Soren, stash loot, heal, and report your success
to Ser Maximilian... but before you get started on another Wyrmhunt
quest, it's time to officially explore the Deos Hills.

Note: After completing two of the four Wyrmhunt quests you'll have the
option to 'Hear the duke's directive'. If you're trying to speed through
the game, this skips the other two remaining Wyrmhunt Quests. If you're
actually trying to play through the whole game, however, you'll save it
for after you've completed all the Wyrmhunt quests.

o--Rounded Chest--o
[Direwolf Cape]
[Restless Earring]
[Violet Neck Wrap]

(For investigating a cult)
EXP		18000
Rift Currency	20
Gold		15000

|								       |
|		       Exploring the Deos Hills			       |
|								       |
Sequence of Events:						{WLK012}
		1) Mediocre Foes Ahead
		2) The Old Garrison
		3) Conquest Road
		4) Silencing Snow Harpies
		5) Direwolves in the North
		6) Deos Hills Healing Spring
		7) Cyclops and Friends
		8) Atop the Catacomb Mound
		9) Apples and Sarcophagi
		10) Random Road Ambush
		11) Chimera and the Bandit Camp
		12) Riverside Wight
		13) Sulfur Saurian Shore
		14) East, Along the River
		15) Hobgoblin Battle Site
		16) Bandits, Boars, and Back to the Bridge
		17) The Pike Problem
		18) A Made Man

1) Another optional bit of exploration before we start our next
Wyrmhunt quest-by the time this Walkthrough Sequence is over with,
I'll just go and assume you're all familiar enough with the area for
me to give more vague directions. The Deos Hills don't really need the
same warning the Vestad Hills needed-the Bandits here aren't really
any more powerful than the ones we encountered earlier, and by now
Chimeras, Cyclopses, Goblins, Hobgoblins, Skeletons and Phantoms are
old news. Anything you encounter in the Deos Hills you should be able
to handle. That's not to say there aren't some new monsters around,
nor that some fights won't be dangerous, but if you made it through the
Vestad Hills, you can handle the Deos Hills, too.

Old Garrison
2) We'll start exploring the Deos Hills from the northern end of the
bridge that connects it to the Estan Plains, of course. From the end of
the bridge head north until the split in the road. From there, continue
due north off the road and over (or around) some boulders. North of
here you'll find a Goblin camp marked as the 'Old Garrison' on your
map. Presumably this wasn't always infested with Goblins, and also
presumably it was a bit more substantial than some tents set up south
of some cliffs. At night there will of course be no Goblins nor
Hobgoblins here, but perhaps the highest concentration of Phantoms in
the game. You can score a rounded chest and a square chest here, even
if they only give you junk. When you're done exploring, head back south
to find the road-we've already taken the north-western fork when we
traveled to the Catacombs-now explore the north-eastern fork, marked on
the map as 'Conquest Road'.

Conquest Road
3) Let your explorations now be bound by the beach to the south (which
we've already explored) and by Conquest Road. As you already know, if
you're here at night you'll be pestered by Skeletons. You can also find
the odd Wild Boar wandering about. Continue north-east and eventually
you'll come across a pair of large boulders that serve as home to a
Goblin tribe-just a few Goblins and a helmeted leader, nothing to get
worked up over. North of the eastern-most boulder you'll find a series
of gravestones. Perhaps at some point this place-like many around
Gransys- held more importance than its present state would suggest.
4) Continue north-east past more gravestones, the ruins of the walls
that once bound them suggest that this was a significant spot once upon
a time, which has since slipped out of immediate care and control of the
duchy. Your progress to the beaches in the south is now impeded by sheer
cliffs, and the road (marked on the map as 'Conquest Road') that serves
as a convenient boundary for exploration will turn north. Our
exploration now focuses on the area between the road to the west and
the cliffs to the east. Past the graveyard, more Skeletons will appear
(if it's night) an further north they'll be joined by Phantoms. During
the day, your foes will be... well, grazing Oxen. A few square chests
that house junk can be found, as well as a few warrior remains not
worth recording. Apple trees can be found regularly as you explore,
making this a rather pleasant spot to explore. One possible encounter
is worth mentioning, however-along the elbow of the road-where it turns
from heading north-east to north, you'll find a sack caravan, where
Snow Harpies will often be found picking at the remains. Kill, loot,
explore your way to the north until you reach the cliffs that house a
crumbling fortification to the north-Windbluff Tower.

Besides being lighter in color, Snow Harpies are also much stronger
(as evidenced by their experience rewards) and more aggressive than
normal Harpies. They don't bat an eye at the prospect of flying-by and
raking with their claws, which they can end up doing in succession if
they're encountered in groups-which they often are. In addition to
fly-by attacks, fly-up attacks, and snatch-and-drop grapples, Snow
Harpies also have a frost-breath attack. The Harpy performed a similar
attack, but it did little damage, and honestly, I never figured out
what the point of their sonic huffing was. With Snow Harpies, it's only
too clear-not only will you take damage, but there's a chance you'll be
frozen solid, forcing you to break free. Last but not least, they of
course can also sing, which like normal Harpies they'll do while
circling overhead.
5) Windbluff Tower will mark the northern extent of our explorations in
the Deos Hills because... well, beyond it is the Northface Forest. We've
got no real reason to snoop around there, either, nor is it very
lucrative to do so, so we'll just let it be a pretty landmark for now.
West of Windbluff Tower are rocky, uneven hills that are often occupied
by Direwolves, and like the rest of the Deos Hills, by Skeletons and
Phantoms during the night. Together with Snow Harpies, Direwolves make
up the staple foes of the northern reaches of Gransys-both of which
will be more common when we explore the Northface Forest, to the north.
All in all, the forest west of Windbluff Tower and, further south, west
of 'Conquest Road' are somewhat unexceptional, unless you prefer the
hordes of Deer which pollute these hills somewhat more appealing than
the Oxen in the east. You'll find a few ore veins if you stick near the
cliffs to the west (which form a convenient terminus to our
exploration), a few apple trees and fallen branches with various sylvan
materials mark the only meagre pickings here. Explore west along the
cliffs, however, and you'll eventually spot a glowing spring to the
south (due south from a ore vein, no less).

I would say that, like most palette-swaps we've encountered thus far,
Direwolves are more aggressive-but normal Wolves are already pretty
aggressive, and I don't see Direwolves necessarily being more
aggressive. They are, however, bigger and stronger, and hence, much more
dangerous. Unlike Snow Harpies, they do not have any new attacks that
their lesser counterparts do not-they will lunge, jump, and maul just
like Wolves do.

Healing Spring
6) Who can resist glowing water in the distance? -the last words of many
a Fallout player, surely. But this isn't a post-nuclear RPG, it's swords
and sorcery! Surely only good things come from glowing water in such a
world? Sure enough, what flows so luminously in the distance is nothing
less than a Healing Spring. Walk in-get healed-walk out and enjoy the
'Impervious' condition for a short while. It's a town away from town!
Except you can't stash loot or change Vocations here. Lazy water! There
are a few fish bouncing around in the water-they must be the healthiest
damn fish ever-and if you brought empty flasks, you can fill them with
healing water, making 'Spring Water'-an improvised healing potion.
7) From the Healing Spring head west, where you'll find more the same
scenery. This time, however, the beasties take center stage. You'll
either fight throngs of Goblins and Hobgoblins (unusually heavy in favor
of the Hobgoblins this time) or Skeletons and Phantoms. Either way, the
horde of lesser monsters will be accompanied by an armored Cyclops,
which, despite the threat it poses, you should know how to defeat by
now. Why would undead and Cyclopses make natural allies? Beats me. Once
the Cyclops and its handlers have been smote, there's very little of
interest along the way as you continue west-a few junk-filled square
chests, some plants... nothing really worth mentioning in detail.
Eventually you'll come to a ledge, under which lies the road leading to
the Catacombs.
8) Descend the ledge and continue west to the Catacombs-we're not here
to explore it again, of course, but its environs deserve a mention.
South of the entrance to the Catacombs-on top of the hill into which
it is built-lurk a tribe of Goblins. At night there will be no Goblins-
but Hobgoblins, instead. Aside from a few bogus square chests and
various plants, there's not much loot to score up here. 
9) North of the entrance to the Catacombs is a slope that leads to a
hill where a few lootable sarcophagi sit, amongst some apple trees.
Now note the road that runs east-west across the front of the Catacombs,
which unlike the path that connects the main road to the south to the
Catacombs actually shows up on your map. Follow it west until it
abrubtly and pointlessly ends.
10) North of the end of the road you'll find a short slope leading up
into the mountains a bit, where apple trees, a square chest, and an ore
vein lurk. You can also find a Seeker's Token hiding in the grass just
north-west of the road, if you look carefully enough. Due south of
here along main east-west road you can often find the remains of a
sacked caravan and some warrior remains to search (which will be there
even if the caravan isn't). There are also foes nearby-either a Chimera
(at night), a group of female Bandits joined by Direwolves (day), or,
very rarely, a Golem. Since the latter is so uncommon, I won't bother
giving Golems their proper introduction here (in all my gaming, I've
only had a Golem appear here once).

o--Warrior Remains--o
[Iron Shield]
11) We'll again use a road and cliffs to bound our explorations-in the
south and north, respectively. Explore the forests west of the hill the
Catacombs are built into. The big encounter in this Step takes place
around a Bandit Camp in the forest, around which a small horde of female
Bandits congregate-but only during the day. At night the camp will be
unoccupied, possibly due to the nearby Chimera? Whatever the case may
be, Dispatch them, although be warned, their power varies quite a bit,
and on the whole you can expect them to consist of some of the more
challenging Bandits, going by their experience values. Once they're dead
you can find a loot-bearing square chest. Continue west, and eventually
the road in the south will be briefly washed out by water, near which
lurk some more female Bandits. Where the road here ends, so to shall our
explorations, as we're decidedly crossing into Cursewood territory now.

Note: It's quite possible you'll find enough female Bandits-who are
part of the rival gang Maul wants thinned out-to satisfy Maul's bloody
request. We'll cover the conclusion of this quest at the end of this
Walkthrough Sequence.

o--Square Chest--o
[Bone Armor]
[Incognito Mask]
[Leather Gloves]
12) The road will remain a landmark boundary, but it'll now become our
northern terminus, as we shift our focus to the area south of the road,
north of the river. From the washed out section of road head due south
to reach the river, where we'll find a new foe-a Wight. Essentially,
a powerful undead Mage, this Wight will be encountered by lesser
Skeleton Mages-having some sort of ranged option is a good idea. First
dispatch the Skeleton Mages, who, despite being 'lesser' foes will
provide more offensive power than the Wight, as they cast simple, yet
annoying, offensive elemental spells. Once they're all dead (there's
about a half dozen of them) focus on the Wight, whose spells should be
easy enough to dodge. This encounter, like most regarding undead, will
only take place at night. If you're here during the day, replace the
entire paragraph above with the words 'Sulfur Saurians'.

It hovers, it flies, it casts spells. What do you want me to say?
Wights are almost never encountered alone-they tend to have some form
of land-base skeletal backup, which should be destroyed before attacking
the wight, as they-not the Wight-will prove troublesome. Wights enjoy
casting debilitating spells their lackies can take advantage of, but are
not opposed to using brute offense, from time to time. If you've got
bows or spells, taking down a Wight should be relatively simple-if not,
just wait for your Pawns to do it, and attack the few times when the
Wight drops within reach.
13) All in all the Sulfur Saurians encountered during the day are
probably more of a threat due to their toughness and number. They'll
be sun-bathing in the water, on rock, or just wandering around. Be
wary of them, as they almost constantly employ camouflage. This beach
is bound in the east by some cliffs, and in the north by some boulders.
The water itself also has convenient barriers, as well. In the east
this stage of the river terminates in a waterfall. To the west, upstream
a ways, you'll find a shallow crossing-occupied by Sulfur Saurians-that
connects the Wilted Forest in the south to Cursewood in the north. Be
sure to search fishing spots here, as there is one in particular that
almost always yeilds a Snakeskin Purse, should you need it to satisfy a
Notice Board quest. This particular fishing hole is near the northern
shore, close to a long dead tree, half of which is submerged.

|VIDEO|Obtaining a Snakeskin Purse		 	     	       |
|LINK |http://www.youtube.com/watch?v=F1qsquPqETI		       |
14) Now, we're finally done exploring this very busy beach. Head to the
cliffs in the east and follow them north until you can find a way around
them to the east. Here you'll find elevated ground littered with
boulders, on and around which lurk Sulfur Saurians. If you search
around you can discover some Grandgrapes and an unrewarding square
chest. If you're here at night-substitute Sulfur Saurians for Skeletons
and Phantoms, the usual foes lurking about the Deos Hills in the 
15) Eventually the land will trend downhill, and a large tree serves as
a good landmark for the beginning of this area. Beyond a boulder to the
east you'll see some burning standards, which mark a camp of Goblins
and Hobgoblins. It's a short-lived change of pace, however, as Sulfur
Saurians lurk on the rocks further east, and to the north. Continuing
east, the trend downhill continues, and Sulfur Saurians dominate the
rocks-albeit, more sparsely than they were to the west. Again, both
the Goblinoids and Saurians will be encountered during the day-at
night it's Skeletons and Phantoms.
16) Continue downhill, and, following the countours of the road in the
north and cliffs in the south that define our exploratory limits, we'll
start heading south-east, instead of east. Rocks and boulders start to
give way to grass and trees. Lurking amongst some rocks near the road,
you may encounter a band of male Bandits during the day, or the old
news of Skeletons and Phantoms, if traveling at night. As you near that
familiar old bridge linking the Deos Hills with the Estan Plains, you'll
encounter Rabbits and Wild Boars again. Once you reach the bridge, your
explorations are over, for now.
17) Before we start another Wyrmhunt quest, let's finish off Maul's
quest 'No Honor Among Thieves'. If you haven't killed ten female Bandits
yet... well, you know whereabout they lurk, if that's the path you want
to take. Otherwise, head off to Cassardis, where you'll find Pike-the
thief you caught during 'An Uninvited Guest'. During the night he'll
be hanging out at Pablos' Inn, where he now works. During the day...
he'll wander all around the town-from the beach, to the chapel, and
back again. If you talk to him, he'll admit to understanding how Maul
and his gang would see him as a traitor, and ask you for advice. The
only answer worth giving here is 'Return to Maul's hold and offer up
your life.' upon which he'll do so-which will satisfy Maul's request.
You can, of course, simply kill Pike, which will also satisfy Maul's

Note: If you caught Pike during 'An Uninvited Guest' by attacking him,
he might be afraid of you now. Simply put, he won't talk to you-you'll
have to complete 'No Honor Among Thieves' another way.
18) Once you've either a) killed ten female Bandits, b) killed Pike, or
c) told Pike to turn himself in, it's time to return to Maul in Aernst
Castle. Note that if you kill ten female Bandits, then deal with Pike
one way or another, the Pike-related solution will be the one recognized
by Maul... which is a good thing, since both Pike-related solutions
offer superior rewards. Talk to Maul and, depending on how you resolved
the quest you'll get one of three rewards.

(For satisfying Maul by killing ten vixens)
EXP		6000
Rift Currency	20
Gold		10000
Items		Maul's Badge of Amity


(For satisfying Maul by killing the traitor)
EXP		8000
Rift Currency	20
Gold		12000
Items		Maul's Badge of Amity


(For satisfying Maul by rehabilitating Pike to a life of crime)
EXP		12000
Rift Currency	20
Gold		15000
Items		Maul's Badge of Amity

Ultimately this quest affects Pike more than anything else. If you
left him alone and killed the vixens, Pike can live a peaceful,
crime-free life in Cassardis. If you forced him to return to Maul, you
return him back to his life of crime. Either way, he seems happy with
how things turned out. If you killed him... well, that's the end of
that story, eh? Maul's disposition is also worth considering-Pike is
clearly like a son to him, one he seemed all too happy to pardon. One
must guess that his 'stay of execution' is to be indefinite in duration.
Upon Pike's death, one can feel upon the hint of traces of resolute
resignation. He's not happy Pike is dead, but glad somebody took to
upholding the honor of his Bandit group-something he was clearly not
willing to do himself. If only these characters were more developed,
one could consider this the emotional end of a significant story arc.
The way things stand, however... one must dig fairly deep to find any
humanity in most of Dragon's Dogma's NPCs.

While you're here, you might as well loot Aernst Castle again-the least
you can do is score another Wakestone Shard and a Ferrystone to get you
back to Gran Soren quickly. As for Mauls Badge of Amity-stash it away
for a rainy day, you never know when some oddball collector will put up
a request for it at Arsmith's Alehouse...

|								       |
|		           Deciphering A Text			       |
|								       |
Sequence of Events:						{WLK013}
		1) An Ancient Slate
		2) A Man of Letters
		3) All Flourish
		4) The Hillfigure Clue
		5) To Hillfigure Knoll
		6) Beasties of the North
		7) Signs of Valor
		8) The Fool and the Dragonforged
		9) Few Answers, Many Questions
		10) Looting the Dragonforged's Sanctum

1) Return to Gran Soren, stash loot, heal, all that necessary crap, then
hoof it to Ser Maximilian and accept your next Wyrmhunt Quest-to
'Decipher a text'. This is easily the least trying and least involved of
all the Wyrmhunt quests-we've no dungeons to explore, no large monsters
that holding keys we need to defeat, the only difficulty presented by
this quest involves... well, getting to the destination... but, I
digress-let's at least go through the motions so we can move on to
bigger and better things. As Maximilian was looking for real work for
us, he came across a mysterious slate. What's so interesting about it?
Well, the writing on it is old-anything old has to be interesting. The
few words the duke's men were able to decipher were 'Dragon", "scar",
"Arisen", and "heart". Well... that sure seems like something that would
be of interest to us. With little more than that, we're handy the moldy
old rock with the only outstanding instructions being 'decipher it, and
if there's anything interesting on it, let us know.' We'll recieve an
'Ancient Slate', which we should hang onto for the duration of this

The Cypher

|VIDEO|The Cypher					      |{VID026}|
|LINK |https://www.youtube.com/watch?v=PU13RQPyhLc		       |
2) Well... that's not much to go on. Fortunately we have magic quest
markers that point us in the right direction. Head to the 'Craftsman's
Quarter' and find a laborer named Josias. Despite his complaints about
his lack of literacy, he knows enough to point us towards a scrivener.
Surely somebody who just copied a tome for us might know a thing or
two about letters?
3) Head over to the Black Cat and pay our old friend Mountebank a visit.
With but a brief look at the thing he reads out the same words the
duke's men did, but unlike those useless government scholars, Mountebank
actually knows what he's doing. He identifies the rest of the 'writing'
as just flourish-the 'text' isn't a text at all-it's a cipher. Of
course, as an 'Arisen' with a 'scar' over our 'heart' which was stolen
by the 'Dragon', we should-according to Mountebank-be able to make some
sort of sense out of it, somehow...
4) Magical quest marker, away! Hunt down the next target-a man named
'Maurin' who'll be wandering around Gran Soren. He's an annoying punk
like Jasper-he won't show up in the city until later in the morning.
When he does show up, he'll visit Caxton's Armory before heading down
to the Black Cat, after which he heads to the Gran Soren Cathedral and
hits on nuns. His final stop of the day is at the Pawn Guild, after
which he exits the city via the northern gate in the Craftsman's
Quarter. When you mention the words on the text to him, he'll venture a
guess that it might have something to do with the figure of Hillfigure
Knoll, a man drawn on a hill to the north. The figure bears a scar
and... well, at least it's something to go on, right?
5) By looking at your map, you'll see that Hillfigure Knoll lies north
of our previous explorations of the Deos Hills. Exit Gran Soren via the
northern gate, cross the bridge to the Deos Hills, and follow Conquest
Road to the north-east to reach Windbluff Tower. Just after the bridge
you'll be attacked by a group of Bandits-one of which bothered to have a
name. Lowane and his friends give mediocre experience, and are all
Strider types. You can find another named Bandit-Kent-along the road
north of Gran Soren's southern gate. Kent's experience reward-and
high health-indicate that he's as strong as Lowane and his two pals
put together, but I didn't find either attacks worth worrying about.
What purpose these unique Bandits have is beyond me.

Northface Forest
6) When you reach the gate leading to Windbluff Tower, ignore it,
insteading continuing north along the road through an arch, and
behold-Northface Forest. Our difficulties from here on will be
determined less from navigation, and more from wildlife, which include
ludicrious numbers of Direwolves and Snow Harpies. The former will
particularly make themselves known at night. Sometimes they'll appear
in such numbers that-mixed with the game's troublesome draw
distance-will cause nearly a dozen of them to simply spawn around the
player, so stay frosty. While Direwolves are the most likely-and most
dangerous threat you'll encounter, I find Snow Harpies to be more
annoying... there's also a chance you'll encounter a Cyclops east of
the road, a Chimera to the west, or perhaps even a Griffin flying
around. Simply put... there's all kinds of possible threats, but the
Direwolves and Snow Harpies are the most common inhabitants of these

Hillfigure Knoll
7) Follow the road north-east and, when it turns eastward, diverge from
the road and head uphill to the north-west, where you'll find Hillfigure
Knoll. Unless you're traveling at night, the distinctive hillfigure
should be easy to see-if you're traveling at night, just look at your
'Area' map, where the hillfigure will appear in white. The character is
a line drawing of a hoplite. Wearing a toga-like outfit, bearing a round
shield and a spear, the warrior displayed is clearly one from antiquity,
as the style of warrior presently in Gran Soren has a distinctly more
medieval bearing. Search the bottom of the kilt to find... some berries,
which, hey, call me juvenile, but I find that hilarious. Search the scar
on the figure's chest to score a Wakestone Shard, and search the tip of
the spear to find a pair of Daggers-Signs of Valor. Talk about obscure
loot, eh? Don't too excited though, these Daggers were soaked in
weaksauce. Also note that these weapons only appear once per game, so
don't bother coming back here to look for them again. Smite whatever
critters oppose your looting (for me it was about a half-dozen Snow
Harpies-as is the norm) and, when victorious, follow the shaft of the
spear downhill to the south-west to see some rather odd rock formations
in the distance...

[Signs of Valor]
8) As you explore the rock formations, an aptly-named dingus named 
'The Fool' will babble from atop some rocks. Fortunately, your heart
will glow, letting you know that somethin's up. When you turn, you'll
find a toga-wearing man-the Dragonforged-who seriously needs to wash
his hands. He claims to be an Arisen from a bygone age, one forged by
the Dragon, and the scar he bears sure seems authentic enough. Even
the dullest gamers should realize that the Dragonforged is the warrior
represented by the hillfigure, although how he's survived so long is
worth wondering about... when 'The Fool' stands near him, you should
also notice that The Fool is a younger-scarless-version of the
Dragonforged. After the Dragonforged is done speaking, the camera will
zoom out in a way as to give you a good view of the Hillfigure Knoll...
and also to insinuate that the Dragon is marking your progress...

Hillfigure Knoll, The Dragonforged's Sanctum
9) After the cutscene you'll find yourself inside the Dragonforged's
lair. Speak to him and he'll mention some 'grand chain', which you are
the newest link of. He also kindly informs you that the errand you are
on is a fruitless endeavor-there is no meaning to the words on that
slate we've been carrying around... I mean, it led us to the
Dragonforged, which... well, I suppose we can determine how worthwhile
this endeavor was based on the wisdom he imparts, right? Short answer?
Not very worthwhile. Only the Arisen can see the Dragonforged, and
besides a few incidental (yet enticing) clues-that the Dragonforged is
apparently immortal (or at least ages incredibly slowly) and that he
got himself a clone somehow-we've come out of this quest only slightly
more knowledgable than we entered it. At the very least, however, we
confirmed that we are, in fact, Arisen (was anybody in doubt?) and that
other, older Arisen exist. So, if we want to party for a while and
ignore this Dragon thing, that's apparently cool.
10) Before leaving, have a look-see around. Look at the big spear,
which is apparently headless (of course it is, the spearhead is in our
pocket!) Grab the Bronze Idol and other goodies on the rocks east of the
Dragonforged's throne. Search the candles in the north-eastern corner
of this chamber to get the text "the dragon's soul dwells e'er within
the Arisen's breast." Sounds like the plot of Dragonheart-as long as
the Dragon lives, the Arisen it spawns are immortal. The Dragonforged
seems to confirm that, at least, but perhaps we should see the duke,
who apparently slew the Dragon before us? It raises all kinds of
questions-ones we just don't have the answers to, yet. Head down a
tunnel to the north-west (loot some warrior remains in the main chamber
as you go), which bends around to the south and reveals a side-chamber
crammed with stuff to pocket-including an ornate chest and another
Portcrystal. Search some candles in this room to get the text "Seek the
spear aimed at the hilltop sky." Been there, done that. When you're done
robbing the Dragonforged, head back outside to the Northface Forest and
return to Gran Soren to claim your quest reward from Ser Maximilian at
your leisure. Up next-exploring Northface Forest.

o--Warrior Remains--o
[Recluse's Robe]
[Rusted Greatsword]
o--Ornate Chest--o
[Feather Cape]
[Leather Circlet]
[Silver Bands]
o--Warrior Remains--o
[Hand Covers]

(For deciphering a text)
EXP		10000
Rift Currency	15
Gold		10000

|								       |
|		       Exploring Northface Forest		       |
|								       |
Sequence of Events:						{WLK014}
		1) Windbluff Tower
		2) Treasure in the Keep
		3) Treasure on the Battlements
		4) Snow Harpies and Direwolves, Everwhere
		5) Cyclops and Griffins
		6) Spearside Camp
		7) Where the Snow Harpies Roost
		8) Old Roads to Nowhere
		9) Cliffside Sarcophagi
		10) Monster Campsite
		11) Miserable, Monster-Infested Hills
		12) The (Not So) Abandoned Camspite
		13) Cliffside Captive Cave
		14) The Northern-most Reaches
		15) The Blighted Manse
		16) Northface Forest Healing Spring
		17) A Chimera Lurks Below
		18) Running Against the Wind
		19) Traveler's Rest
		20) Wind-Worn Harpy Hill

Windbluff Tower
1) Return to Windbluff Tower, which, having twice been ignored, we
might as well explore now. Head through the guarded gateway to Windbluff
Tower, one of the few active garrisons held by the duchy. Although the
western facade is intact enough, over to the east large parts of the
fortifcations lie in ruins-the entire south-eastern corner of the keep
has fallen into the sea. The soldiers wisely decide to camp in tents,
rather than bothering with any of the crumbling structures. To the south
lies a ruined structure with a locked door we cannot open. Ignore the
glowing, taunting chests beyond, there's nothing we can do about them,
2) North of the collapsed wall-due east of the gate we entered through-
stand some stairs leading to the walls around the keep. Head upstairs
and turn north-east, going through a partially-collapsed doorway to the
north-west to enter the keep. Continue north-west through another
doorway and head downstairs, where you'll find two square chests, which
can contain loot. Head back upstairs and when you're at the landing
inside the keep again, go up another flight of stairs. When you reach
the next landing go through a doorway to the north-east and turn
north-west to spot another square chest.

o--Square Chest--o
[Iron Helm]
o--Square Chest--o
[Chain Mail]
3) Backtrack to the walls outside the keep and continue around the
battlements-ignore a tower in the north-eastern corner of Windbluff
Tower and head north-west, entering a tunnel. At the far end of the
tunnel, the wall runs west. Ignore another tower and turn south, where
you should climb up a ladder to reach the gate. Continue south back onto
the walls and follow them south-east, then climb atop another tower,
only to drop back down onto an east-running wall below. At the end of
this wall you'll find another square chest.

o--Square Chest--o
[Iron Helm]
4) Now leave Windbluff tower, where our further explorations northward
can begin anchored by the familiar Deos Hills and Windbluff Tower to the
south. There's quite a bit of new ground to cover, and almost every inch
of it is occupied by Direwolves and Snow Harpies. Just remember that
there's a Healing Spring to the south which can cure any wounds you
accumulate whilest exploring. Also be aware that enemies will likely be
far more numerous at night, making it one of the few areas that's
genuinely more dangerous once the sun sets. The first area we'll explore
is a large area north of Windbluff Tower, east of the road, and bounded
in the east by sheer cliffs overlooking the sea.
5) At the southern end of these grassy, cliffside hills is a shelter
with a tarp over it. Head uphill to the north-east, where many
life-giving apple trees grow. A square chest lies near some crates and
a cart just off the road. If you're unlucky, a Griffin might descend
down on you here, but this is relatively uncommon-and I'm still
postponing mentioning a full Griffin fight until a more guaranteed
encounter occurs. Besides, this lion-bird is flighty, and is unlikely
to stick around, if it even appears at all. You also might encounter
a Cyclops lurking around up here, and at night, Undead Warriors.
Still, you're much more likely to encounter a pack of Direwolves
prowling these hills. The current extent of our explorations will be
marked by a large boulder to the north, which almost completely fills
the area between the road and the cliffs.
6) From our arbitrary boundary rock, turn north and head across the
road, uphill to familiar Hillfigure Knoll. Again, be wary of the common
foes-Direwolves and Snow Harpies-as well as Undead Warriors, who will
pop up around the hillfigure at night. Return to the spear of the
hillfigure, and from there head north to find a small campsite. Loot a
square chest for some junk, and continue north until you hit the cliffs.
7) Follow the cliff-face west, dealing with whatever Snow Harpies are
roosting there. On a boulder next to the cliff you'll score a Coin
Pouch (1000 G). You way west will be impeded by a cliff looking over
a depression, in which a nest of Snow Harpies waits. Follow the southern
end of the ledge and make your way down to the Snow Harpy lair, where
a square chest can be found south of the large boulder upon which they
rest. An ore vein lies along the cliff face north of this boulder.
8) From the Snow Harpy nest, head south to find a short and, honestly,
rather useless road. Again one must wonder how Gransys looked in ages
long past to find such a relic of civilization so far removed from the
present pockets of civilization. If you continue due south you'll find
the rock formations that mark the entrance to the Dragonforged's
Sanctum-which you probably didn't get to search much the first time
around, what with the cutscene and all... not that you missed much. A
square chest lies along the side of the western-most 'horn' outside
the entrance to the Sanctum. Beyond that... well, there are some apple
trees, in case you need a snack.
9) Return to the northern cliffs and continue following them westward
to reach a short ridge overlooking the rock formations around the
Dragonforged's Sanctum, to the south. On this ridge you'll find a few
lootable sarcophagi and more apple trees. Continue west along the cliffs
and you'll eventually reach the elbow of the road, which you can follow
either south or west. Stick to the high ground and continue along the
cliffs to the west. South of the road are rocks upon which a flock of
Snow Harpies lurk, and beyond them a ledge overlooking a cage. Continue
west and loot more sarcophagi, pick up more fruit, and kill ever more
Snow Harpies... and if it's night, kill some Undead Warriors, too.
10) Follow the cliffs-and hence, the road-south, then south-west, and
finally down a steep hill to the south. The road will loop to the east,
where a campsite sits. During the day you'll encounter Hobgoblins here,
and during the night, Undead Warriors. Smite whatever dares to oppose
you and loot two square chests full or garbage.
11) Now to paint in broad strokes, because we've seen most everything
of interest in the southern part of Northface Forest... Back too the
north-east lies the hillfigure, albeit, over monster-infested hill,
which fractured roads do nothing to help you navigate. In the other
direction, a road runs south-west from the camp we just explored,
running along the cliffs. If you follow it until it ends, you'll end
up quite close to the Healing Spring. Due south from the camp you'll
only find miserable hills crawling with Direwolves, eventually leading
back to Windbluff Tower. The hills south of the camp can-at night-also
be occupied by a Chimera, which can range far and wide.

Abandoned Campsite
12) So, instead of all that boring, tedious, unrewarding, monster
hunting, just follow the road north-east from Windbluff Tower. When
you reach the large boulder near the north-east to east bend of the road
(the one that formed our northern boundary back in Step #5), stop and
look around. To the east you'll see another cage, while to the
north-east lies a grassy ledge overlooking the road. Once again, veer
off the road and head uphill. Instead of going north-west to the
hillfigure, however, head to the north-east to reach the ridge
overlooking the road. Follow it north until you find a way to scale the
ridge to the east. Up here you'll find a stupidly named campsite-which
is anything but abandoned. Instead it houses some of the strongest
Bandits you'll encounter in the game-only rivaled by the ones in Pastona
Cavern, further east. Engage them very carefully, as they can easily
dispatch even mid-level characters. Once they're dead, loot the camp,
around which you'll find four chests-two square, one round, and one
ornate, the latter two of which can contain loot.

o--Rounded Chest--o
[Bandit's Mask]
[Ring of Purpure]
o--Ornate Chest--o
[Frozen Tomorrow]
[Gossip's Mask]
[Guardian's Hood]
13) Abandon the camp so that it can justly earn it's name and return to
the road in the south. Follow it east past the landmark boulder and
past the ridge we cleared earlier. During the day you'll encounter more
Bandits near the wooden cage-mostly archers hiding in nearby bushes of
middling potency. At night-all the Direwolves in Gransys seem to
congregate here. A square chest can be looted near the cage, and another
can be found on a lower ledge south of the cage.
14) Continue following the road, which will stop running east and turn
north-east. Behind a large boulder south of the road hides another
square chest full of junk. Once done looting, return to the road and
follow it until it forks. The path to the east leads to Windworn Valley,
which is little more than the entrance to the Pastona Cavern. The
northern-most path, however, continue uphill into the northern-most
part of the Northface Forest, which also mark the northern-most reaches
of Gransys.
15) Follow the road north until you see some large boulders to the east,
along the eastern side of the largest of which lies another junk-filled
square chest. The road will break briefly, but continue thereafter,
eventually turning east and leading to a magnificent keep that, unlike
everything else in Gransys is completely intact. This is nothing less
than the duke's northern mansion-The Blighted Manse.

Healing Spring
16) There's nothing we can do here now, and the road is no longer any
help to us... but that's just as well. Continue to the north-east, where
our path is naturally constrained by cliffs rising in the west, and
falling in the east. After passing between two boulders to the
north-east another trail will appear to guide us. Direwolves and apple
trees make familiar sights as we head uphill, and sarcophagi eventually
appear west of the trail-one of which contains a bit of loot. The trail
eventually terminates at another Healing Spring, with all the goodness
that brings. Like the last one, this Healing Spring is crawling with
Deer, should you care to hunt them. North of the larger pond making up
the Healing Spring are some boulders. East of the largest of them sits
a rounded chest, which contains more goodies.

[Flutter Padding]
o--Rounded Chest--o
[Brigandine Jerkin]
[Iron Bracers]
[Mounted Pale]
17) The Healing Spring marks the northern-most reaches of the
Northface Forest, and hence, the end of our travels, right? Well, surely
you've noticed the land below us, to the east. We'll explore down the
eastern pass to wrap this area up. Head north through the Healing Spring
and, when you reach the cliffs to the north, follow them to the east
until the ledge you're on terminates near an apple tree. From here turn
south and slide down to a lower ledge. Be cautious as you explore this
area, as a Chimera skulks around to the south. Other than that, apple
trees wait to be harvested, and a few square chests sit near the
southern cliffs, and along the western cliffs you'll find the 'Blighted
Manse Rear Entrance', which we cannot enter yet. A series of trails that
run through this ledge hint at the locations of the aforementioned
points of interest.

o--Square Chest--o
[Bespoke Longbow]
[Frozen Tomorrow]
18) When you're done killing, looting, and shaking your fist at areas
we can't yet explore, follow the road north. Along the way, leap on a
sloped rock formation east of the road to find some Warrior Remains
on top of it. Continue following the road-it'll head down a slope,
then turn abruptly to to the south-east. As you follow the road you'll
encounter your old friends-Direwolves, but for a change they're the
least annoying hazard confronting us. At the point where the road turns
from running north to south-east search north of the elbow of the road
to find a rounded chest.

Traveler's Rest
19) Now follow the road to the south-east. For the first time you'll
encounter strong winds, which will impede your progress south to various
degrees, depending on your character's weight. Force your way south
through the pass (running will gain you ground more efficiently than
walking), pass under the bridge leading to the Blighted Manse. Shortly
south of the bridge you'll find a Traveler's Camp, which, like the one
we found in Devilfire Grove houses a Riftstone, a Knowledge Chair, and
a Gran Soren guard (Ser Octavio) who will stash items for us, allow us
to learn/set skills, and let us rest for 100 gold.
20) After resting and stashing loot, as needed, continue along the trail
to the south-east to reach a wind-swept area dominated by a hill,
capped by a cage and swarming with Snow Harpies. On top of the hill you
can score a square chest and warrior remains. The hill itself is
surrounded by passes-north of the hill is a pass running south-east,
impeded by heavy winds. If you continue south-east down that pass, you
will eventually reach Windworn Valley, enroute to the Pastona Cavern...
but that's exploration for another day. Make your way back to Gran
Soren and prepare for your next-and last-Wyrmhunt quest.

o--Warrior Remains--o
[Cresending Roar]

|								       |
|		      Clearing the Ancient Quarry		       |
|								       |
Sequence of Events:						{WLK015}
		1) Securing the Shadow Fort
		2) A Convenient Excuse
		3) A Mineralogical Treasure-Trove
		4) Pressure Plates and Quarry Keys
		5) Bandits in the Mine
		6) Securing the Side-Chamber
		7) The (Not-So) Abandoned Mine
		8) Undead in the Mines
		9) Ogre-Bashing
		10) The Second Pressure Plate
		11) Goblin Chamber
		12) Ledge-Lurking Ogre
		13) The Third Ogre's the Charm
		14) Alon's Reward

1) Only one more Wyrmhunt quest to pick up before we go see the duke-
we now need to 'rout a monster infestation'. Despite the heavy fighting
in the last few missions, note that this is the only one with any
actual allusions to combat in the name-so expect it to be quite combat-
heavy. Apparently a horde of Goblins sacked a fortress while it was
under-going repairs (no wonder the duke doesn't repair anything!). This
fortress-the Stone of the Southwest (aka: the Shadow Fort)-is vital to
the defense of southern Gransys... which, last we saw, was entirely out
of the duke's control. The safety of the entire duchy rests on this
mission, according to Ser Maximilian, and we're to meet up some some
soldiers previously dispatched. Sounds like some saavy FAQ-writer saved
the best, most dangerous, quest for last.

A Fortress Besieged
2) Before we head off anywhere, check the location of this quest on your
map. You'll see that it lies north-west of the 'Rest Camp' in Devilfire
Grove, meaning we'd have to depart Gran Soren, walk through the Estan
Plains, go back through Moonsbit Pass, down Manamia Trail, through the
Vestad Hills, and then through the unexplored Devilfire Grove to reach
the BEGINNING of our quest. If you remember, however, while exploring
the Estan Plains we promised a merchant named Alon that we'd clear the
Ancient Quarry for him, which will then allow merchant travel. This
quarry is in fact a shortcut from the Estan Plains to Devilfire Grove.
Is it safer than just walking? No. In fact, it can be decidedly more
dangerous-but if we need to fight our way to the Shadow Fort, we might
as well explore a new dungeon and complete another quest, while we do
so. In short-traveling to the Shadow Fort supplies us with a convenient
excuse to do this quest-and so it shall be.

Ancient Quarry
3) Head out the northern gate of Gran Soren-be sure to bring plenty of
lantern oil and a Pickaxe. It is a quarry after all-expect plenty of
ore veins. Make your way east across the Estan Plains and follow the
road that leads directly to the Ancient Quarry. Once there, set your
lantern and head on inside. Immediately inside you'll get the
achievement/trophy 'Into the Ancient Quarry'. I will not bother pointing
out each ore vein as we explore this place-I leave it up to you to mine
whatever you find. You can expect to harvest Ancient Ore, Burst-Rock,
Copper Ore, Firefly Stone, Gold Ore, Pretty Stones, Silver Ore, Southron
Iron, Unremarkable Ore... and of course, rocks. Simply put, it's a
mineralogical treasure-trove.

|VIDEO|Of Merchants and Monsters			      |{VID022}|
|LINK |https://www.youtube.com/watch?v=iPszZbivSHI		       |
4) Ignore the Large Rats scurrying around here as you head south. When
the passage opens up, turn east and jump up a ledge to find a square
chest containing goodies. From here, follow the eastern wall south until
you reach a pressure plate in front of a gate. Stand on it for a small
eternity until the pressure plate is lowered and the gate rises. Once
the way is cleared, enter the room beyond the gate and smite the sneaky
snake on the floor before picking up the 'Quarry Key' sitting on a cut
stone to the west. To the east, you can also nab a Pickaxe, if you
ignored my advice to bring one earlier.

o--Square Chest--o
[Feather-Light Pelta]
5) Backtrack to the north and, when you get the chance turn west to find
two paths-one leading uphill to the south, and another to the
south-east. The one to the south-east leads to a dead-end, and can be
ignored, so south it is. Follow the tunnel as it twists and turns until
it opens into a chamber occupied by Bandits. They're moderately strong,
weaker than the ones we just killed in the Northface Forest, but more
than we could easily handle when we were first exploring the Estan
Plains. When all the Bandits are apparently dead, be wary, as more may
arrive from the room to the west (marked as an 'Abandoned Mine' on the
'Neighborhood' map), which should also be scoured for any enemy presence
before returning to the room where we first encountered Bandits.
6) Once we're the only things still moving in sight, survey the area.
From this central chamber there are four paths-north backtracks to the
northern exit of the mine, so it can be written off as a possibility.
First, explore to the east, which terminates in a small dead-end chamber
containing another sneaky snake, some Harspud drinks, and a rounded

o--Rounded Chest--o
[Bronze Sallet]
[Incognito Mask]
7) Backtrack to the west, then head into the 'Abandoned Mine' room
further west, where we flushed out a few Bandits just a moment ago. The
loot is strong in this room-particularly on two counters-one on the
eastern side of the room holding some fruit and a Coin Pouch (1000 G),
and the one on the western side of the room holding a Small Coin Pouch,
a Coin Pouch, and a Large Coin Pouch (4600 G). Beyond the western
counter sits an ornate chest, full of quality looting. To the south
you'll find a locked door near a defunct smithy, which can be opened
using the 'Quarry Key' we found earlier. Although this seems to confuse
matters, never fear-both the southern tunnel to the east and the
tunnels beyond this door eventually link up in the same place.

o--Ornate Chest--o
[Reinforced Longbow]
[Thousand Troops]
8) Continue south past through the door we just unlocked to reach
regular, smooth-cut, wooden-braced tunnels, which shortly split. I'll
ignore the minutiae and again brush with broad strokes-to the west
you'll find plenty of ore veins, Shadowcap mushrooms, and other bits
of loot. These tunnels are guarded by Undead, Undead Warriors, and
Giant Bats. To the east these smooth tunnels run parallel to the larger,
less-tidy, southward-running tunnel to the east. Windows and a doorway
connect the two south-running tunnels, but stay out of the larger
tunnel and flip a lever to open a door, which will allow us to continue
9) Continue south past the door we just opened and smite whatever
Undead/Undead Warriors lurk beyond. Continue south until your path is
blocked by an elevated ledge, and turn east to spot a doorway, and
beyond, the reason we're sticking to these narrow tunnels and not the
larger ones to the east. In the larger tunnel beyond the doorway lurks
an Ogre. Sure, we've killed a few by now, but they're still quite
strong, so why fight them fairly when we can use the narrow doorway to
our advantage? Provoke the Ogre and kill it from afar, if you've got
ranged attacks. If not... well, you really have no option but to
engage it. Try to avoid attacks like Bolide and Comestion, as it can
destroy the wall here and allow the Ogre to access the tunnel.
10) Once the Ogre is dead, head into the wider eastern tunnel and begin
looting your way back north to cover ground we passed by earlier. You
can find some goodies along the 'windows' built into the western wall,
as well as a rounded chest near the southern-most window, which can
contain some goodies. Another rounded chest lurks in the north-western
corner of the chamber, near the tunnel that links it to the north,
itself containing the 'Final Journal Entry'. When you're done exploring,
head to the souther where another pressure plate-operated gate awaits.

o--Rounded Chest--o
[Bronze Bangles]
[Iron Bracers]
11) You know the drill-stand on the pressure plate until it depresses,
opening the way to the south. After it opens, we can technically turn
the quest in to Alon... but why leave before we've explored the rest
of the quarry? Beyond the gate a surprised Goblin will chuck a torch at
you.-dispatch it and occupy the tunnel to the south. A side-tunnel runs
to the north-west shortly south of the gate, which just leads back to
the tunnel where we meekly opposed the Ogre. Continue south until you
find some Spiders lurking around some stones we can climb, leading to an
elevated ledge. Kill the bugs, but ignore the ledge to the south for
now. Instead, follow the tunnel (which has now turned west) until you
reach a ramp back east. Again, ignore the distraction and continue west
until you reach a chamber occupied by a half-dozen Goblins. Smite them
and loot their home, which contains White Sage, ore veins, and two
rounded chests.

o--Rounded Chest--o
[Battle Greaves]
[Ring of Gules]
o--Rounded Chest--o
[Downcuffs & Cuisses]
12) Backtrack back east and head up the ramp we ignore earlier to reach
a wooden door. For once, we're on the side with the brace on it, which
you can smash to open the door. Do so and head through it, immediately
turning east, where you'll find yet another Ogre roosting. All in all,
it's best to engage it from the doorway if you're not confident in
victory, from which pot-shots can be made. Otherwise, go boldly forward
and smite it. Once it's dead loot a chest opposite (south of) the door
we opened to get up here to find a square chest, then explore to the
east, where you'll find the Ogre's nest overlooking the Spider ledge we
passed earlier.

o--Square Chest--o
13) From the Spider-infested ledge near where the second Ogre lurked,
head south-east a short distance until the path forks. Don't worry
yourself too much-it's just a loop. Head down the lower path to the
east to find yet another Ogre skulking in the distance, at the eastern
end of the loop. Handle it however you must-along the southern wall of
the northern tunnel loop you can find some stone, which can be scaled
for sanctuary, but it can be hard to attack from here. In any event,
once the Ogre is dead, climb the stones previously mentioned to find
a loot-filled square chest lurking in an alcove. Another loot-bearing
square chest awaits your attentions along the northern wall of the
northern tunnel, as well.

o--Square Chest--o
[Eden's Warden]
[Ferric Talon]
[Scalding Razors]
o--Square Chest--o
[Bronze Cuirass]
[Helical Archistaff]
[Iron Lorica]
[Ogre Bone]
14) Return to the Spider-infested ledge where we found the second Ogre.
From here if you continue south-west you'll reach the door leading to
Devilfire Grove, where we'll go shortly. First, however, return north
to the Estan Plains exit, where Alon waits to hear the good news. Give
it to him, and he'll say that merchants will now have an easier time
reaching the capital-a good thing for buyers and sellers alike. What
does this mean for us? Well, first we'll get a quest reward, of course,
but in addition the Ancient Quarry will now be considered a civilized
area-enemies within will never respawn (although chests and ore veins,
among other bits of loot will!) and we'll never consume Stamina while
we're in the Ancient Quarry, making it a very nice shortcut, indeed.
In addition Alon can now be found in the 'Abandoned Mine' room, where
he'll sell a variety of rare and expensive items, including the White
Hawk set and the Swordsman's set-the former is an elegant suit of
full plate, while the latter is a rugged suit of partial plate. To buy
one full set of each will run you 531,170 gold-not including the White
Hawk's Talon (Sword) which costs another 109,000 gold. Despite the
costs, these suits of armor are painfully mediocre-but can only be
obtained here. He also sells a variety of other goodies-but these are
the most interesting ones.

Note: If you return here later (for me, it took until after the
Wyrmhunt quests were done) the miners will have excavated a few new
areas, allowing you to get at new loot. From the 'Ancient Quarry North
Entrance' head south until you reach three forks. The eastern fork
leads to the first pressure plate, beyond which is the room where we
found the 'Quarry Key'. The central fork leads deeper in to the mine,
while the western fork leads to a dead end... or at least, it did.
The eastern and western paths will now continue further, where you
can find new loot and ore veins. The eastern fork hides two square
chests, while exploring the western fork will yield a square chest and
a rounded chest. Just something to keep in mind for the future.

When you're ready, carry on south to reach Devilfire Grove. If you need
to return to Gran Soren to stash loot/rest, do so. On the other hand,
there's the 'Rest Camp' in Devilfire Grove where you can do your

o--Square Chest--o
[Iron Cuisses]
[Iron Headgear]
[Iron Helm]
[Iron Manicae]
[Iron Vest]
[Sectional Iron Plate]
o--Rounded Chest--o
[Bloodthirsty Beak]
[Ferric Talon]
[Mounted Pale]
[Steel Greatsword]
[Thousand Troops]

(For clearing the Ancient Quarry)
EXP		5000
Rift Currency	15
Gold		8500

|								       |
|		        Exploring Devilfire Grove		       |
|								       |
Sequence of Events:						{WLK016}
		1) To the Rest Camp
		2) Lake Hardship
		3) Through the Saurian-Infested Forest
		4) Into Goblin Territory
		5) The Shadow Fort
		6) Boulder-Walls to the South
		7) Where the Drake Prowls...

Devilfire Grove
1) Once you exit the Ancient Quarry via the south exit, you'll find
yourself in the north-eastern corner of Devilfire Grove. Our first stop?
The 'Rest Camp' in the south, to link up our current explorations with
the previous ones. Follow the cliffs to the east, then south, and
finally west to reach the 'Rest Camp'. Along the way you can score some
ore veins along the cliffs, find a few junk-bearing square chests, and
of course, fight off many Saurians, who dominate the eastern reaches of
Devilfire Grove. When you reach the 'Rest Camp' do you business and get
ready to explore this place, proper-like.

Lake Hardship
2) From the 'Rest Camp' explore north a bit to discover a large lake,
'Lake Hardship' which occupies the center of Devilfire Grove. Don't
that just because this is an inland, fresh-water lake that it's free
of Brine... yeah, by now we know it's just a navigational gimmick.
Capcom was too lazy to allow us to swim, is all. Also, Where's there's
water, there tend to be Saurians, and so it is-Saurians are as thick
here as they are anywhere else in the game, so be ready for a fight. If
you do a quick run-around the perimeter of the lake you'll find little
of interest-some Saurians and a handful of meagre fishing spots.
3) Again from the 'Rest Camp', head east to discover some apple trees
bearing sustenance, and beyond them, a road which we'll loosely be
following for a while. The road initially runs to the north-east, but
will turn north, then north-west as you run through the Saurian-infested
forest. Be wary of monster-luring trip-wires and search around for the
meagre pickings to be had. Note that you can expect to encounter more
Saurians at night than during the day.
4) Eventually the road will turn westward, and in the distance you'll
see a wooden cage surrounded by rocks and ruins. Unlike most such
devices, this one can actually house a captive, being tormented by
Goblinoids. Loot a junk-filled square chest west of the ruins around
the cage and from there head north, where you can find a junk-filled
rounded chest north of a short section of ruined wall. Once done
looting, continue west. This cage marks an important shift in Devilfire
Grove. The Saurian presence ends abruptly, to be replaced by Goblinoids,
which is only to be expected, considering a 'horde' of them lurks
5) Stick primarily to the road as you continue west, where Goblinoid
presence grows the further you travel. Along the way, don't be afraid
to venture to the cliffs to the north to score some ore veins and climb
the various boulders that litter the forest, as junk-filled square
chests like to hide atop them. Also, you can gather a bounty of plants,
fungi, and other natural treasures. Be wary of the tripwires as you
explore and eventually you'll reach the Shadow Fort, looming in the
north-western corner of Devilfire Grove.
6) Gaze in wonder at the Shadow Fort, but don't head inside yet. While
the Shadow Fort is our ultimate goal, it is not our immediate goal-which
is to explore Devilfire Grove. Kill Wild Boars wandering around outside
the Shadow Fort if you're hungry for some bacon and head south. Large
boulders come close to forming a wall in this direction. Follow a rocky
path between two large boulders, then under a fallen tree. Continue
south-east to find another boulder-wall which-save for a gap in the
center-nearly succeeds at being a wall. Seriously, stick a door on it
and you're good to go. Beyond this second and last line of rock you'll
find wooden cage-the area beyond is crawling with Goblinoids for you
to smite.
7) Kill at will, but try to avoid getting lured south by conflict.
Instead, from the wooden cage head east along an unscalable cliff to
the north. Shortly you should see Lake Hardship to the north-east.
Continue south-east around some boulders near the lake and continue
through a forested, trip-wire laden grove to the east. This place will
later be occupied by Hobgoblins and a Drake-one of the strongest
creatures you'll encounter in all of Gransys. It's just as well one
isn't here yet, as we probably aren't capable of defeating such a foe
anyways. Keep going east and you'll find the road that leads back to
the 'Rest Camp'.

Note: If you have the bad fortunate to encounter a Drake here, you
are probably better off not fighting it. It's the strongest foe you'll
encounter before the Dragon, and can easily wipe out a mid-level party.
The earliest I've seen it here on the first playthrough is immediately
after clearing the Shadow Fort.

|								       |
|		     Routing a Monster Infestation		       |
|								       |
Sequence of Events:						{WLK017}
		1) Looting Outside the Fort
		2) Ser Robert the Useless
		3) Infiltrating the Shadow Fort
		4) Clearing the Gatehouse Towers
		5) Cyclopes and Ballistae
		6) The Station Room
		7) Obtaining the Shadow Fort Lever
		8) Forcing a Retreat
		9) Into the Citadel
		10) Battle on the Battlements
		11) Strategic Falling
		12) Platform Plundering
		13) Lupine Veil
		14) Clearling the Citadel
		15) Confronting the Commander
		16) Ser Robert's Reward

Shadow Fort: First Floor
1) Rest up and stash loot as necessary, and when read head to the
Shadow Fort in the north-western corner of Devilfire Grove... you should
have no trouble getting there now. Once inside, note some large stairs
to the north-west that lead to a massive gate. We won't be getting in
that way, but south of the stairs sits a squad of soldiers, apparently
waiting for someone else to do their jobs for them. Before talking to
them, you can indulge in some looting-warrior remains lie scattered
around, as does the odd fallen tree.

o--Warrior Remains--o
[Grievous Horns]
[Silver Ring]
o--Warrior Remains--o
[Ring of Purpure]
[Silver Ring]

|VIDEO|A Fortress Besieged				      |{VID027}|
|LINK |https://www.youtube.com/watch?v=in4hIFkTH-w		       |
2) After you're done securing your dubious bounty, talk to the soldier
about to suffer from an impending stroke. This Ser Robert will tell you
that since his troops lack the materials and time to batter down the
front gates, his crack squad of loyal, well-trained, shock troops in
service to the benevolent duke are going to launch a dangerous invasion.
Oh, no, wait... that's what they want you to do-head through a hole in
the ground to invade a fortress with unknown enemies of unknown quality
and quantity inside. But don't worry, he trusts you'll prevail. Is
everybody in this duchy useless but you? Yes. That's why you're the
Arisen, see?

Shadow Fort: First Level Underground
3) So, head on into the tunnel, snag some Fiend's Perch mushrooms along
the way, and dispatch some pesky Giant Bats. Jump up some ledges and
you'll find yourself in a square storage room of sorts. Dispatch a pair
of Goblins and Hobgoblins, then loot the room for various bottled
goodies, and search a rounded chest that may contain worthwhile loot,
if you're fortunate.

o--Rounded Chest--o
[Ogre Bone]
[Over-Knee Boots]

Shadow Fort: Third Floor
4) So far so good-the Goblins were smart enough to tunnel under the
defenses, but not smart enough to guard agains their own tunnels. Find
some stairs leading north-east and head up to the first landing. See
the pretty door up here? Ignore it and continue up more stairs until
you reach the roof, where you'll be welcomed by some Goblins and
Hobgoblins. Once you're destroyed your foes, look around. To the
north-west you'll find the keep looming in the distance and on the walls
of the keep are some ballistae. Unfortunately they're in the hands of
Goblins, who will shoot at your ceaselessly if they catch sight of you.
On the sorry wooden planks that count as a roof over the stairs you'll
find a square chest worth looting (you'll have to jump on some crates
to reach the roof, but your Pawns love smashing them.) South-east of the
stairs you'll find an empty lever-slot. You should understand what's
expect of you, by now-we find the lever, put it in, and we can open the
main gates. Behind some crates to the south-east you'll find a square
chest that's always given me junk-unless you considering a strategy
scroll worthwhile, which it is, but it's not wearable. To the north
you'll find a shattered bridge that once connected the two gatehouse
towers. If you leap to the northern tower, you can dispatch a group of
Goblinoids. This is a good idea, even if it will certainly provoke the
ballistaes on the keep, as there's a ballistae on this gate-tower, as
well. If you're going to get fired upon by ballistae-and you will-it
might as well be from only one direction.

Note: It is possible to snipe the Goblins on the keep's ballistae, with
a very lucky shot using a Bow or Longbow. I've never had any luck with
ballistae, although you could certainly give that a try, if you wish.
Just be warned that there's two of them, and one of you, and if your
ballistae takes enough hits from their exploding bolts, it will be
destroyed. Firing a ballistae is simple, you aim with the right analog
stick, fire with the right trigger. Switch to 'Explosive Shot' with
"Y" [XBOX]/"Triangle" [PS3], or back to 'Normal Bolts' with
"X" [XBOX]/"Square" [PS3]. Explosive Bolts do more damage, but take
longer to reload. Hit "B" [XBOX]/"Circle" [PS3] to get off the ballista.

o--Square Chest--o
[Cyclops Veil]
5) Once you're done clearing the northern gatehouse tower, search the
south-western battlements to find a ladder leading down. Once on the
ground again, head north-west under the ruined bridge connecting the
two gatehouse towers to reach the interior grounds. A few wooden
watch-towers dot the area, but your goal is a shoddy structure
north-west of the southern-most gatehouse tower. If you try the front
door, like all sensible people, you'll find that it's barred. A ladder
exists on the north-western wall of the structure, but you'll have to
contend with a pair of Cyclopses (one helmeted, one not), Goblinoids,
and, of course, the ballistae. There are two fair ways of dealing with
the forces arrayed against us-both involve negating the ballistae. First,
you can run right up to the keep walls (the door is locked, so don't
think about being clever) and fight underneath them, where the ballistae
can't hit you. Second, you can fight south of the structure we need to
scale, where the ballistae also can't hit you. All things considered,
it's probably safest by the keep, where you'll have the most room to
maneuver around the Cyclopses. If you're extra foolhard, there are
warrior remains to loot north-east of the structure we aim to enter.

Note: You'll notice that there are a bunch of holes in the ground here-
Goblin holes. If your Arisen is of sufficiently diminuative stature, you
can enter these holes, which provide a great boon in navigating the
Shadow Fort. You can use these holes to simply run to the structure
we're aiming to enter, as well as another structure along the northern
edge of the keep. No climbing ladders, no need to worry about ballistae
and Cyclopses-at least, not yet. As for hidden treasure, you can score
some ore veins and a rounded chest in the tunnels. This is the only
such size-related benefit I can think of in the game, otherwise, size
doesn't matter.

o--Warrior Remains--o
[Hide Armor]
[Silver Ring]
[Steel Greatsword]
o--Rounded Chest--o
[Bandit Stalkers]
[Barreled Helm]
[Bone Armor]

Station Room
6) Kill the beasts and scale the ladder on the north-western wall of
the structure. Once you climb the ladder you'll be on a wooden platform
with a square chest on it, which may contain loot. Drop down into the
structure and smash the bar holding the door shut. Once done, loot the
two rooms that make up this poor excuse of a building for some plants
and potions. In the south-eastern room you'll find an ornate chest,
which also contains loot.

o--Square Chest--o
[Chainmail Skirt]
[Downcuffs & Cuisses]
o--Ornate Chest--o
[Feather Cape]
[Harpy Cloak]
[Steel Greatsword]
7) In the northern room of this structure (marked on your 'Area' map as
the 'Station Room') you'll find a door to the south-west (opposite the
barred door leading back out into the courtyard.) Open the door to find
a dungeon lurking beyond. Go through another barred door and smite some
Goblinoids at the end of a hallway to the south-east. More Goblins lurk
in the nearby cell-dispatch them all, then loot the rounded chest in
the hallway to find the 'Shadow Fort Lever'. Before you go, search the
southern-most cell to find another rounded chest which contains some
loot, and then hit the northern-most cell to find another Portcrystal.

o--Rounded Chest--o
[Scale Coat]
8) Your next move should be pretty obvious-time to head back up to the
top of the southern gatehouse tower and use the 'Shadow Fort Lever' you
found. Once you do, the Gran Soren soldiers outside will storm the
gate and engage a host of Goblinoids outside the keep. Your task now
is simple-kill as many Goblins and Hobgoblins as you can. They'll
initially be engaging the soldiers in the middle of the courtyard,
but as you thin their ranks, Goblins will continue to come from the
tunnels near the keep. Once you've killed enough of them, the cowardly
creatures will fall back into the keep-giving you an opening to

Note: Goblins will continue to spawn from the Goblin holes near the
keep until this quest is completed.
9) Head into the keep and slay whatever Goblinoids you find therein.
Grab a square chest up some stairs to the south-west before taking the
stairs up to the north-east. Enter a room to the north-east and make use
of some more stairs, cross a wooden bridge to the north-west, and then
continue up another flight of stairs. Ignore the rounded chest beyond a
close gate-we'll get to it later-and, well, go up some stairs opposite
the gate. This time a spiral staircase, wee.
10) Once atop this tower you'll find a doorway leading to the
battlements of the keep-where you can finally take your revenge on the
ballistae Goblins that have been tormenting you. Be wary, though;
Hobgoblins and an armored Cyclops also occupy the battlements. The
fight against this Cyclops need not be a chore-if you have any sort of
ranged attack, you can simply attack the thing from the tower-it should
oblige you by coming to the door if you make yourself known to it.
11) Clear the battlements and you should spot another tower to the
south-west, with a doorway opposite another ballistae. This is our
destination, but first, some treasure, which requires a bit of running
around, and strategic jumping. Or falling, rather. First, head to
the north-eastern end of the battlements, and jump on the edge of
the wall. Look over and you should see a square chest glowing merrily
on a wooden landing. From this platform, drop down off the north-eastern
edge to land on another platform, below it. It's difficult to spot
this lower platform from above, but if you creep off the edge of the
higher platform, you should be fine. Drop of this lower platform to the
north-east to reach the interior of a locked structure along the
northern edge of the keep. Inside you'll find a rounded chest, some
Harspud Juice. There's also a Goblin hole smaller characters could have
exploited to reach this area more easily.

o--Squard Chest--o
[Bronze Gauntlets]
[Bronze Sabatons]
[Direwolf Bow]
o--Rounded Chest--o
[Red Leather Cap]
[Scale Greaves]
[Silver Ring]
12) Exit the structure, breaking a bolt to ensure you can always just
use the door from now on. Once outside, immediately turn north-west to
spot a square chest behind some crates. Continue south-west along the
edge of the keep to spot an elevated wooden platform, near which are
some crates (if they weren't destroyed in the fighting) you can
climb these to reach the top of the platform, where you'll find a square
chest lurking. If these crates are gone (your Pawns love smashing them
from under you), you'll need to take a more painful route. Mount the
battlements of the keep again, and this time head to the edge of the
wall near the northern ballistae. There's a collapsed portion of wall
near the ballistae, which you can drop down to reach a wooden platform
belowthat holds another square chest. You'll take some damage with this
approach, so make sure you have a few hundred Hit Points to spare.

o--Square Chest--o
[Assembled Sleeves]
[Red Leather Glove]
13) Head up to the keeps' battlements again, this time exploring along
the south-western walls. You'll find a breach in the battlements
south-west of the southern ballistae, which you can drop down to reach
a rocky ledge which houses an ornate chest. This chest always contains
a Lupine Veil, for those of you who prefer to look absurd. That was the
last bit of loot distracting us from the southern tower. Climb the
battlements one last time, and head into the keep via the southern

o--Ornate Chest--o
[Lupine Veil]

Shadow Fort: Second Floor
14) Go down another flight of spiral stairs, killing whatever Goblinoids
dare stand in your way. At the bottom of the stairs head north-west
under a raised gate, then turn north-east down a hallway. Continue
north-east past a closed door to find the rounded chest beyond the gate
that taunted us earlier. Teach it a lesson by robbing it, then head
back to the door we just bypassed.

o--Rounded Chest--o
[Feather-Light Pelta]
[Grievous Horns]
[Red Leather Hood]
[Scalding Razors]

Commander's Antechamber
15) Head through the door to reach the 'Commander's Antechamber', where
the ruling Hobgoblin has taken up residence. It's a bit stronger than
its kin, but it should prove no more challenging for it. Thrash it like
any other bit of Hobgoblin trash, and when it's wounded it'll babble
doom and gloom about the Dragon before jumping out the window. Note
that if you're foolhardy enough you can chase it out the window. The
drop will set you back a few hundred Hit Points, but you can catch
the Hobgoblin commander if you hurry and finish him off. He's worth
9,766 experience if you're playing solo-less with Pawns.
16) Ser Robert will announce your victory shortly after the Hobgoblin
flees or dies, whichever you effect. Talk to him and he'll express
concern about the horde of Goblinoids, which bodes ill for the future
of Gransys. Your real reward will come from Ser Maximilian, but Ser
Robert will hand you a few items for your help: Greenwarish, Mithridate,
Interventive, Harspud Milk, Harspud Juice, a Conquerer's Periapt, a
Demon's Periapt, a Ferrystone, and a Giant Coin Pouch (10,000 G). Not

(For routing a monster infestation)
EXP		20,000
Rift Currency	20
Gold		18,000

We'll be back at the Shadow Fort later, which, like all areas, restocks
its loot regularly. On subsequent visits, however, the place will
function like a 'civilized' location-no Stamina consumption... and there
will be decidedly fewer Goblinoids inside. Ignore the Goblin holes for
now, however-we'll wait until we've got a good excuse to bother
exploring the Frontier Caverns. Now it's time to explore the Verda
Woodlands. We'll never get a good excuse to explore Gransys'
south-western most reaches, so we'll take our current proximity as good
enough. Return to the 'Rest Camp' in Devilfire Grove and stash your
loot, we'll continue from there.

|								       |
|		      Exploring the Verda Woodlands		       |
|								       |
Sequence of Events:						{WLK018}
		1) Dueling the Drake
		2) The Verda Woodlands
		3) Specters Near the Healing Spring
		4) Verda Woodlands Healing Spring
		5) Cliffside Loot
		6) Conquerer's Sanctuary
		7) Battle in the Valley
		8) Searching the Southern Hills
		9) Bloodwater Beach, Below
		10) Nabbing the Noonflower
		11) A Generous Cave
		12) Campsite in the Pass
		13) Big Fish at Bloodwater Beach
		14) To the Tomb of the Unknown Traveler
		15) Beast of Stone and Magick
		16) The Sword in the Stone
		17) Treasure On the Seaside Cliffs
		18) Into the Chasm
		19) The Caverns of Delusion
		20) Signs of Conflict
		21) The Miner's Toolshed

1) From the 'Rest Camp' head west along the road leading away from it.
Follow it as it turns south-west, then south. After exiting the first
rocky pass, note the area to the south of the road, where Hobgoblins and
Cyclops lurk (at least at night). North of the road is the grove where a
Drake lurks. Again, you may want to seriously consider avoiding this
foe now, as it's quite powerful. Still, I will remain a slave to the
chronological order in this instance, and discuss fighting the creature
here. A wise Arisen would wait until they had better gear and a few
more levels under their belt, however.

The Drake is a Dragon in miniature-in fact, killing a Drake is good
preparation for the Dragon, as the two use many of the same attacks
and tactics. Two big, scaly reptiles with wings and fire breath fight
the same, who knew? In terms of power and resilience, you will not find
a more dangerou foe until you fight the Dragon-just look at all those
health bars!

Winged Death
The Drake is a threat on multiple levels-its fire breath can damage at
a range (albeit a rather short range), it has shout attacks which will
kill Pawns outright and inflict the Arisen with Spell Stifling. If you
are off to its left it'll swipe at you with its claw, if you're in
front of it or to the right it'll try to grab you. If it grabs your
Arisen it'll look at you with disdain and slam you into the ground. If
it grabs a Pawn it'll speak to them and try to dominate them-if it
succeeds the Pawn will turn hostile and you'll have to put it down to
bring it back under control-not a good thing if you've got powerful
Pawns. If you're in front of it, it'll try to bite (which affects an
area in front of it), perform a breath attack (while backing up or
advancing) wing-buffet (which will stagger you briefly), or spin around
in an angry circle... which does negligible damage if you're close to
its front. If you're a distance away it'll charge at you-the charge
itself can inflict a bit of damage, but sometimes it'll be in a somewhat
more bitey mood-if you run away from its charge, it'll sometimes
continue to charge to the extent of its territory... the beast is
tenacious, if nothing else. If you're behind it, it might swipe at you
with its tail. Finally, it also will actually use its wings to... you
know, fly around. The one attack you need to worry about if you're
close-by is its flying slam, where it rises quickly into the air, then
tries to land on its foes below. Other than this it'll hover in the
air, keeping a fair distance from you, while it shamelessly tries to
blast you with its fire breath. The way to knock it down? Hit it, of
course. The heart is the best target (more on this later) but the wings
and head also work well... and as usual, Bows and Longbows are the best
way to do this, since you'll have better range and free aim. Sorcerers
and Mages will just have to make do-getting behind something when it
retaliated with its breath weapon, and Fighters and Mystic Knights will
just have to use Burst Strike. Warriors, well... good luck.

Know Your Role
The key to fighting the Drake is knowing its attacks, and your
limitations. If you're a Mage or Sorcerer, you're best off hiding
behind or on a rock, and generally just trying to avoid tangling with
it in melee. Miasma and High Gicel work wonders on the beast, if you
can hit it in the heart... and actually get the spell off. Archer types
can try to stand back and avoid it, but it'll do all in its power to
close ground. All in all, I think the safest place is in front of it,
where its attack routines become predictable. In fact, your positioning
will influence its responses-if you can predict its attacks you'll find
that they're all easily avoidable, or, in some cases, are just simply
incapable of hitting you if you remain close. Another perk of being
close by and in front of it is the fact that you'll have access to its
most vulnerable part-the heart... which bring me to the next topic...

The Heart of the Matter
As I mentioned before, the heart is the most vulnerable part of the
Drake's body. You can hit it elsewhere, but it'll do very little
damage (aside from the heart the head is the next best target.) So...
the heart it is. This requires you to be able to aim, and, preferably,
be close to its front... which again, is probably the safest place if
you know what you're doing. Great attacks include Gicel, Miasma,
Burst Strike, Heavenward Slash, and multi-shot bow skills.

Forged by Dragon Fire
Beside the experience, the Dragon materials, and the practice for the
Dragon, the best reason to tangle with a Drake is to Dragon-Forge your
gear. While I maintain we haven't found anything terribly worth
Dragon-Forging yet, I might as well explain it. You can visit shops and
pay to have gear enhanced (from one to three stars). This costs money
and materials. Dragon-Forging is the fourth-and ultimate-upgrade step.
Killing any draconic creature gives every item a chance to become
Dragon-Forged... don't take the Achievement/Trophy literally, you don't
need to get hit by fire to do it. You do, however, need to have
upgraded an item previously to have a chance for it to be Dragon-Forged.
Un-upgraded gear will not be Dragon-Forged, and the more stars it has,
the higher the chance to Dragon-Forge. When you fight the Dragon later,
everything you're wearing will automatically become Dragon-Forged,
whether its upgraded or not. If an item is Dragon-Forged you'll get the
Achievement/Trophy 'Dragon Forged'.

|VIDEO|Drake Takedown		 	     	    		       |
|LINK |http://www.youtube.com/watch?v=1r584qu7fD8		       |

Verda Woodlands
2) Eventually the road will turn south-east for a bit, shortly
thereafter turning south again. Be watchful for Goblins and Hobgoblins
at this point. What? You thought we were done with them? Sorry, they're
a staple. We'll be fighting them until the end of the game, I'm afraid.
Eventually you'll reach a fork in the road, which strangely enough
Pawns find fit to roam around on. At the fork, turn west into more
forested hills. Follow the road as it gradually turns south to find
another fork. Stick south-west until the road terminates shortly. We
now are firmly in the Verda Woodlands. To the north you'll find
wooded hills crawling with Hobgoblins. At an indeterminate point this
stops being the Verda Woodlands, and turns back into Devilfire Grove.
There are plenty of natural goodies in the forest to the north, if you
care for such materials. Your foes will be Goblins, Hobgoblins, and
perhaps the odd Chimera, depending upon your luck. The odd boulder
might hide bits of loot, but all in all, it's a pretty dull trek up
north. Our focus should, then, be more westward.

|VIDEO|Exploring the Verda Woodlands			      |{VID017}|
|LINK |https://www.youtube.com/watch?v=GrnPmhWFP_w		       |

Traveler's Camp
3) From the end of the road, continue westward between two boulders to
find a small campsite, befouled by the presence of Goblinoids. This is
marked on your map as the 'Traveler's Camp'. Route the Goblinoids and
take loot the nearby junk-filled rounded chest for whatever goodies it
may possess. Like the woods to the north, expect this area to be
crawling with Goblins and Hobgoblins. Especially at night, I swear you
can't turn around without another half-dozen Goblinoids spawning. In
the woods to the north here you can also find a third form of
incoporeal undead-the Specter.

A bit different from their P-named counterparts, Specters aren't into
that whole possession thing. They still have the annoying incoporeal
lunge attack, but even this will, oddly enough, give you the boon of
increased Strength. If you approach too closely, they'll contract in
on themselves and let loose a damaging wail. I really don't see how the
game can justify their superior experience value, considering these
things are hardly a threat at all.

Healing Spring
4) From the Traveler's Camp head north, north-west, uphill and through
forest, slaughtering Goblinoids as you go... and perhaps the odd
Specter. eventually, near the cliffs that bound the Verda Woodlands to
the north and west you'll find the third of Gransys' three Healing
Springs. Although this spring is swarming with Goblinoids and, at night,
Specters, it's still a welcome spot for healing, one you should
remember for the rest of the Verda Woodlands, as there's still lots of
exploration left. On that note, should your inventory fill up while
exploring, do not be shy about running back to the 'Rest Camp' to
stash loot.
5) Head north from the Healing Spring until you hit the cliffs, which
you should then follow west, then south. Eventually, the cliff you're
following will sink to ground level. To the west rises another
cliff, which continues to bound the area as it runs south-west. Ignore
it for now and head up a hill, which on your mini-map loots like a
little dagger (the cliff you were following earlier lies of the eastern
edge of this hill. At the northern-most point of this hill lurks a
bush, which obscures a ledge beyond it to the north-technically off the
map. Jump onto this northern, lower cliff and head past another bush
to discover a square chest, calmly waiting for you to loot it.

o--Square Chest--o
[Horned Helm]
[Mahogany Cape]
[Reinforced Longbow]

Conquerer's Sanctuary
6) Slide down the cliff to the east... and continue following the cliffs
to the south-west until further progress in that direction is impeded by
elevation. At this point, turn east to see a large valley, occupied by
Goblinoids and a pair of Cyclopses-one armored, one not. Appears to be a
theme. This is marked on your map as the 'Conquerer's Sanctuary'. Before
you descend down these cliffs, note that there are more Goblinoids on
the hills east and south of the valley, and they have ballistae...
wooden pickets built along the ledges should stand out. Put aside any
plans to explore for a bit, as we'll need to clear the area before
searching it, and ignore the Goblinoids and Cyclopses in the valley, as
the foes on the cliffs with the ballistae are more annoying. Slide down
the ledge cliff to the east and run across the valley to the south-east,
ignoring the Cyclopses and Goblinoids. Head up a ramp that heads uphill,
between the sheer rocky faces of two cliffs-one to the south-west, and
one to the north-east. Make the south-western hill here your priority,
as it's occupied by Goblinoids with a ballista. Dispatch the Goblinoids
that man the ballistae (and chuck exploding barrels on them to destroy
them, if you wish to ensure they aren't operated by any Goblins you
might miss.) You could, of course, always man the ballistae yourself,
but even at this point in the game, if ballistae are doing more damage
than you are, you probably need to spend some time leveling. Once clear,
do a circuit north around the valley and clear out the Goblinoids on the
hills overlooking the valley. On the hill north-east of the ballistae-
bearing, Goblinoid-infested hill to the south you'll find a square chest
on top of a rock formation. You'll find another ballistae overlooking
the valley to the north of here, on a lower ledge near the northern
pass to this valley.

o--Square Chest--o
[Rose Ring]
7) Once the opposition around the valley is destroyed, head into the
valley and obliterate the Goblinoids and Cyclopses there. Once done,
stand in the center of the valley, as we'll do some geography. There are
three passes that lead to the Conquerer's Sanctuary-to the north, to the
south-east (which leads to the hills we cleared) and to the south (which
leads to Bloodwater Beach.) We came down from the cliffs to the west.
For loot, head to the southern end of the valley, near the pass that
leads to Bloodwater Beach. You'll spot a rock formation under the cliffs
of the southern Goblin-infested, ballista-bearing hill, upon which lurks
a square chest.

o--Square Chest--o
[Frame Plate]
[Padded Armor]
8) Our first destination-and I apologize ahead of time, but some
backtracking is necessary to scope out every nook and cranny here-is
back on the ballista-bearing southern hill overlooking the 'Conquerer's
Sanctuary' valley. There's a junk-filled square chest near the
valley-facing side of the cliff to loot near a wagon and some crates.
Once searched, head south-east from the cliff face to find a large
boulder surrounded by Grandgrapes (surrounded in this case means two
bushes with six clusters of grapes.) Climbing upon this boulder will
provide you with a good vantage point of the area. To the south-east
you'll see some standing stones, which we will avoid for now. Due south
the land stretches out to form a pennisula over-looking the sea. You can
score some warrior remains down there, and another square chest, both of
which yield junk. There's also quite a haul of Grandgrapes, if you care
for such things.
9) Continue along the seaside cliffs until you spot a lower ledge to
the south-west. Jump on down (or simply walk down via more even ground
to the north) and explore the southern end of this area, as well. Here,
near a large rock formation, you'll find Shiverberries, Grandgrapes,
Southron Oregano, Strongwarish, and an ore vein. Look over the edge of
the cliff west of the rock to spot a beach, below. Bloodwater Beach.
We'll get there shortly.
10) Follow the irregular contours of the western cliffs while heading
north, which eventually trends downhill sharply, ending shortly
thereafter. Jump onto a lower ledge to the north, then immediately turn
west. Across the chasm is another grassy ledge. It's a jump you can
make, athough one less nerve-wracking if you have Double Vault or
Levitate. Make it to this ledge and scour the warriore remains here for
goodies. More importantly, grab the Noonflower near the ledge. This is
the only such plant in the game, there are no other locations where it
grows. Despite its name, however, you can find it at any time, day or

o--Warrior Remains--o
[Magick Buckler]
11) Head west along this ledge to spot another ledge beyond another
gap. Jump over to it, score an ore vein past some bushes, and explore
the north-western cliffs to find a cavern. Down a short tunnel you'll
find an abandoned lair, complete with two chests and a Giant Coin
Pouch (10,000 G) hidden in a nook. Thank your generous, myterious
benefactor and return to the ledge.

o--Rounded Chest--o
[Fine Magick Buckler]
[Navy Leather Gloves]
[Red Longkilt]
12) Look over the edge of the ledge to find another ledge below you,
overlooking a campsite. Drop down to the lower ledge to the east and
search behind some bushes to score another Giant Coin Pouch (10,000 G).
One thing this area is not, is hard on your finances. Drop down to
reach the campsite to the east, where you'll find a square chest, and
just north of the campsite, two warrior remains.

o--Warrior Remains--o
[Feather-Light Pelta]
o--Warrior Remains--o
[Direwolf Bow]

Bloodwater Beach
13) From the campsite in the pass, continue south to reach Bloodwater
Beach. This is the chosen destination of many escort requests, and, as
you can see, it's not a simple trip... which is why I suggested
ignoring most of them. Bloodwater Beach is, however, quite lucrative,
with an escortee or not. Searching some sacks north of a boulder on
the eastern side of the beach can yield some goodies, the fishing spots
along the shore can contain Giant Fish, searching the interior of the
beached ship can score you Large Coin Pouches (3,500 G), Rotten Giant
Fish, or the surprisingly rare Wooden Plank. Under a shelter along the
northern cliff lie no less than three chests, one of each type. The
rounded an ornate ones contain loot worth mentioning. Along the western
end of the beach you'll find some warrior remains, which can also give
up some gear. All in all, quite a lucrative beach.

o--Ornate Chest--o
[Chain Mail]
[Divine Axis]
[Font of Fire]
o--Rounded Chest--o
[Hunter's Jacket]
[Red Leather Hood]
o--Warrior Remains--o
[Over-Knee Boots]
14) Backtrack up north through the mountain pass, keeping an eye on the
eastern cliffs. Past the campsite, where the pass stops running
north-east, and turns north-west, you'll see a ledge to the east that
slopes sharply downward. Scale it (Double Vault makes this easy,
although it can be picky about Levitate) to find some warrior remains
you can loot. To the south you'll find another ledge uphill, which you
can reach by jumping. This will lead you to where you jumped to reach
Noonflower ledge. From here, just head north up another ledge and
turn east to reach the southern ballistae hill over-looking the
'Conquerer's Sanctuary' valley. We'll now follow the cliffs eastward,
until we reach the Vestad Hills, which will end our exploration.

o--Warrior Remains--o
[Mummer's Wear]

Tomb of the Unknown Traveler
15) Continue along the seaside cliffs, heading east as much as possible.
You'll eventually reach the small penninsula upon which the standing
stones lurk, which is marked on your map as the 'Tomb of the Unknown
Traveler'. Here you'll find a curious mass of stones... which turns out
to be a new foe-the Golem-in its passive state.

The Golem matches the Ogre and the Cyclops in power, and is perhaps
the most difficult foe we've yet faced. First off, if you rely on
magick damage (Mage/Sorcerer), you're out of luck. The Golem is immune
to magick. Second, it's not a straight-forward fight for a physical
damage character, either, as Golems are not foes you can simply smash
into submission. Instead they have magical discs on their body which
must be destroyed. Since this either requires climbing or ranged
attacks, the Golem is a foe the Strider/Ranger/Assassin excels at
killing... even moreso than most everything else.

Going For the Glow
The Golem has many discs on their body, as follows; one on the bottom
of its left foot, one on the lower back, one on the right hand, one on
the front of the right thigh, one on the left shoulder, one on the right
breast, and one on the back of its head. Seven in total, all must be
destroyed in order to stop the Golem. There is a problem, however-it's
nearly impossible to hit the disc on its hand and the one on its foot
while it's standing. Smashing a disc will knock it down if it's
standing... or cause it to freeze in place, go dormant temporarily,
and shortly awaken in a berserk state. It's a gamble, but here's the
order in which to tackle a Golem. First smash the disc on its lower
back, then when it falls forward, attack the one on the foot. Wait for
it to get up and don't attack it until it does, if you destroy more
discs while it's on its hands and knees, it could go dormant, and we
don't want that. Next, shoot the disc on its hand until that breaks.
All the 'difficult' discs now broken, finish it off as you wish. If it
goes dormant now, it's just giving you time to attack it.

Yes, Lasers
The Golem's attacks include swipes with each arm (which can hit you
while you're on its back), ground-punches, stomps, and... lasers. Yes,
it can shoot lasers, which explode after a delay. Sometimes short
bursts, sometimes in long, sustained streams. Heh. Anyways, its attacks
aren't any different while it's berserking, only more frequent. Even
experienced adventurers should avoid it while it's berserking.

|VIDEO|Golem Takedown		 	     	    		       |
|LINK |http://www.youtube.com/watch?v=fcsywtrRDpQ		       |
16) Once the Golem falls, search around to find a stone with a sword
stuck into it. Yeah, yeah, the old sword-in-the-stone bit. Search the
sword to find... well, you're apparently king Arthur, except instead of
Excalibur, you only score a mediocre bladed weapon. Feel free to search
to the southern end of the pennisula to score some Southron Oregano.
Due north of here you'll find the northern of the two southern hills
overlooking the 'Conquerer's Sanctuary' valley. Upon a large boulder
you can find a junk-filled square chest.

o--Sword In the Stone--o
[Eden's Warden]
[Scalding Razors]
[Steel Greatsword]
17) Return to the standing stones around the 'Tomb of the Unknown
Traveler' and continue east. Drop down a ledge and follow the cliff
south, and follow it as it wraps around the penninsula, above. You'll
find plenty of Southron Oregano. Where this ledge terminates you'll find
an ore vein and a Large Coin Pouch (3500 G) hidden in some bushes near
a pillar of stone to the south. Now head back to the north, but be
careful-the path here is treacherous.
18) Along the lower area east of the 'Tomb of the Unknown Traveler'
you'll find some Grandgrapes, and plenty more further north. Signs of
harvesting the Grandgrapes exist nearby-stools, buckets, and so on,
meaning either Goblins are harvesting grapes, or this area was overrun
recently. East of some rocks you'll find some warrior remains worth
looting. Further east, however, you'll find a chasm with a natural
stone bridge. Head over to the bridge, but do not cross it. Instead
stay on the western side and follow the chasm northwards, heading
downhill to the end of a ledge. Drop down off the edge of the ledge to
reach the bottom of the chasm safely.

o--Warrior Remains--o

Caverns of Delusion
19) Head to the northern end of the chasm first and score a Wakestone
Shard on the ground, past an ore vein. Once done, turn south until you
reach a beach, where many goodies await. Loot a junk-filled square chest
on the northern end of the beach, then scour the fishing holes, which
often contain Giant Fish. Search the western cliffs at the southern end
of the beach to find another cave, which predictibly contains two
chests, one square, one rounded.

o--Square Chest--o
[Adventurer's Cloak]
[Golden Ring]
o--Rounded Chest--o
[Barreled Helm]
[Chainmail Bracers]
20) Leave the beach and head north back up the chasm. Pay attention to
the western cliffs to find a series of ledges you can climb to make it
back to the low ground east of the 'Tomb of the Unknown Traveler'.
Cross the natural stone bridge over the chasm and continue east to reach
some rocky hills littered with the signs of battle, now occupied, as
much of this area is, with Goblinoids. We've pretty much seen everything
worth seeing out here, but we'll discover one last area before heading
back to Gran Soren.

Miner's Toolshed
21) Continue along the seaside cliffs to the east, scoring the odd junky
square chest and plant-life along the way, and of course, killing
Goblinoids. There's always more Goblinoids to kill. Eventually you'll
find a gravestone near the edge of the cliff, where you can score some
Capeflowers. From here head due north. Again, there are plenty of
chests to find, but they contain uninteresting loot. When you come
across a road follow it north until you see a small building to the
west. Inside you'll even even more Goblinoids, some warrior remains,
and a square chest. Nothing too interesting, but since it's marked on
the map as the 'Miner's Toolshed', it's worth discovering.

With that done, it's time to return to Gran Soren-perhaps using the
Ferrystone Ser Robert gave us? When you're back in Gran Soren, stash
your loot and look presentable-it's time to see the duke.

|                      Rise of the Fisher Knight                       |
|								       |
|		      Hearing the Duke's Directive		       |
|								       |
Sequence of Events:						{WLK019}
		1) The Wyrmhunt Ends
		2) Sycophants, Fools, and Madmen
		3) Pantomiming Stupidly
		4) The Duke's Directives
		5) An Illicit Invitation
		6) The Northern Wing
		7) The SOuthern Wing and The Dungeon
		8) Audience Chamber
		9) Visitor's Chamber
		10) Gathering Hall
		11) Duke's Solar
		12) Chamberlain's Office
		13) Storehouse
		14) A Bridge Too Far
		15) Fedel's Request
		16) Nothern Observation Room
		17) More Northern Treasures
		18) Southern Observation Room

1) Talk to Ser Maximilian and select the option 'Hear the Duke's
Directive'. If you're following the guide, by now you've done all four
Wyrmhunt quests and have explored all of northern and southern Gransys,
only leaving the eastern and western-most extremes. It's time to move
on. Anyways, the duke wants to commend us for our valor, since we're
apparently the only competent person in this entire duchy. We will,
however, have to give up our Wyrm Hunt License when we meet the duke,
as such tasks will presumably thereafter be beneath us. Click through
Ser Maximilian's conversation where Capcom does everything in its
power to inform us that there's no going back, then, when your Wyrm
Hunt License is gone, head through the gate to the castle.

Come to Court

|VIDEO|Come to Court					      |{VID031}|
|LINK |https://www.youtube.com/watch?v=2z3Rmzvufow		       |

The Duke's Demense
2) For some reason, the good duke doesn't allow Pawns on the castle
grounds. Odd, for a former Arisen to shun the company of Pawns, but
perhaps the old man has his reason, eh? Head up the stairs to the east
and enter the large wooden double-doors to enter the castle. Across]
the antechamber to the east you'll see a red-and-yellow clad dwarf
jester named Feste, who will harrass you as you approach, make some
fish puns, and end up embarassing you in front of the duke's court.
Ignore the stupid hat (there's nothing you can do about it) and when
the cutscene ends stride boldly forward to confront the duke. If he's
Iola's age, he certainly doesn't look it, lending further credit to the
Arisen = immortal idea. When you get near the duke, he'll make a pun
that elicits a phony laugh from his sycophantic court before standing
and knighting you. Afterwards, your official business with the duek is
done. Reflect on the underwhelming affair as you score the
achievement/trophy 'Come Courting'.

Duchess' Gardens
3) Exit the throne room via the doors you came through, then continue
westward and return to the castle's porch. As you go to head down the
stairs your attention will be drawn to the gardens to the north, where
the duchess Aelinore tends her gardens. Ignore the peril of mingling
with the spouse of your betters and head over there. She'll comment on
your 'crown' and compliment your plain appearance. Your character will
make stupid faces, because they can't talk. Fun.
4) Now head over to the gate leaving the castle grounds to initiate
another conversation, this time with Ser Alvert and the duke's
chamberlain, Aldous. The former will tell you that you now have access
to the castle-and you'd better behave yourself therein. So... don't
hit anybody, and don't come here after night, essentially. Aldous
comments on the duke's erratic behavior before catching himself, and
tells you that he'll be dispensing royal orders (quests) as you come
to undertake them. Essentially, instead of Ser Maximilian, now you have
to go to Aldous for the story-advancing quests. You'll get a quest
reward for sitting through this exercise in social advancment and
courtly excess.

(For hearing the duke's directive)
EXP		10,000
Rift Currency	20
Gold		20,000

There's more exploration to be done here, which we'll get to
immediately. You should, however, understand how this guide works by
now-we'll ignore main story advancement in order to do as many side-
quests as possible, and do them economically. In order to pick some of
these quests up, you'll need to leave the castle and return, whereupon
some members of the court will be more talkative. If it's night-time,
be sure to rest at the Gran Soren Union Inn until morning before
returning to the castle. No sense in getting thrown in jail... yet.
5) After leaving and returning to the castle, head back up the stairs
and through the wooden doors to reach the antechamber. Standing in the
south-eastern corner, you should spot a lady with a quest for you. Talk
to her, this Mirabelle, and she'll tell you that her lady-Aelinore-wants
to 'speak' to you, in private. Must have made an impression. She
mentions that some might considering such a 'meeting' unseemly,
considering her vows to the duke, and will ask you to meet her in the
gardens, at night.

Arousing Suspicion
6) Now to paint with broad strokes. Ignore the throne room for now and
turn your attentions north. Through a doorway you'll find a small mess
for the servants, where you can snatch a bit of food, smash some crates,
and loot a junky square chest in the south-western corner of the small
chamber. Continue east down a tunnel and you'll pass through a
perpendicular tunnel which, if you turn north will take you out to the
northern gardens, and if you turn south will take you to the throne
room. If you continue east you'll find a larger mess with more mundane
lootables, including another square chest in the south-eastern corner
of the room.
7) Backtrack to the antechamber and explore down a tunnel to the south
this time. You'll shortly reach a chamber, otherwise barren save for a
few crates lying around. If you head east you'll reach another
perpendicular tunnel. Going north here will take you to the throne
room, south leads to the southern grounds, and to the east lies the
treasury, locked and guarded. Back in the square chamber south of
the antechamber you can find another tunnel in the south-western corner
of the room, which will lead down to the dungeons. Here Ser Jakob keeps
watch. Talk to him and you'll get a grasp of his scruples, or lack
thereof. In the south-eastern corner of the room preceeding the cells
you can find another square chest, hidden behind some crates. This
chest always contains a Skeleton Key, which is worth grabbing.

Audience Chamber
8) Return to the antechamber again, and proceed into the throne room,
marked on your map as the 'Audience Chamber.' Depending on the time of
day, you'll likely find Feste, the duke, and Aldous here. The former two
have little to say to you, and we need not start any of the latter's
quests. Head up the stairs east of the throne to reach the balconies
overlooking the Audience Chamber. Head south and turn west.

Vistor's Chamber
9) The south-eastern-most room up here is marked as the 'Visitor's
Chamber', and it's where you'll find Julien-the suspicious person we
tracked for Mason earlier, whom we also spotted in the Catacombs during
our investigation of Salvation. At least, he'll be here when he's not
conspiring in a tower north of the castle. Anyways, search this room
for some goodies, including a 'Set of Salvation Robes' that can always
be found under some drawers along the northern side of the room. They're
not really being subtle, are they?

[Set of Salvation Robes]

Gathering Hall
10) The room to the west of the 'Visitor's Chamber' is marked on your
map as the 'Gathering Hall'. It's where the high-rollers eat. You can
grab a junky rounded chest in the south-western corner of the room,
but otherwise, it's not a very interesting place.

Duke's Solar
11) Exit the 'Gathering Hall' and continue west. There's a small
chamber in the south-western corner which contains nothing of value,
so turn north and continue walking around the balcony that surrounds
the throne room. Go through a doorway to the west to find the 'Duke's
Solar', where the duke hangs out early in the morning. You can grab a
few trinkets from the tables, and if you search around the chair behind
the duke's desk, you'll find approximately eight 'Tufts of Hair'.
Either the duke has a really frustrating job, or he's going bald.

Chamberlain's Office
12) Exit the 'Duke's Solar' and continue north. The chamber in the
north-western corner of this level has some meagre lootables. Turn
east and continue along the northern balcony. The first room you'll
come across here is marked as the 'Chamberlain's Office', which looks
like less of an office and more of a dining room.

13) Finally, it's time to enter the last room up here-the north-eastern
most room is marked as the 'Storehouse' on your map. There are some
potions to grab, a Coin Pouch (1000 G) lies in the south-western
corner, and two junky rounded chests lurk behind some crates. Better
than nothing, I suppose.
14) Leave the 'Storehouse' and continue east, down some stairs, at the
first landing turn north to spot a doorway. Enter the tower beyond and
head upstairs, going through another doorway after ascending three
flights. You'll now stand before a large stone bridge leading to a
tower in the distance. This is the duchess' prison... I mean, quarters.
Something to keep in mind for later indiscretions.
15) Now that we've covered all the ground inside, let's look for
somebody specific. We're looking for a white-clad, somewhat chubby
man named Fedel, whom you might have see wandering around the throne
room or, more likely, its upper levels. Talk to him and he'll say he
needs to talk to us privately, after dark, in the courtyard. Seems
like we made all kinds of impressions last time we were here. Must have
been the hat.

The Conspirators

|VIDEO|The Conspirators					      |{VID040}|
|LINK |https://www.youtube.com/watch?v=84StwPYM1aQ		       |

Observation Room
16) Leave the castle and follow the walls surrounding it to the
north, then east. You'll find two places worth exploring. First is a
doorway that leads to a tower that is marked on your map as an
'Observation Room'. Here you might just observe Julien talking to a
Gran Soren guard. Probably about the weather. Head to the top of this
tower to reach the walls-you can find a junk-filled square chest atop
the tower, and precious little on the walls.
17) Exit the tower and continue east to find a door, which leads to a
small chamber filled with treasure chests-three ornate chests, to be
exact. All three of these chests can contain low-level gear, or junk.
Still, better than nothing. Back to the west there is a stone
pavillion, in which you'll find another ornate chest, which tends to
contain a periapt of some sort.

o--Ornate Chest--o
[Trusty Sword]
o--Ornate Chest--o
[Iron Shield]
o--Ornate Chest--o
[Short Bow]
[Sylvan Bow]

Observation Room
18) Finally, let's finish up by exploring the courtyard south of the
castle. Here you'll find another tower marked as an 'Observation Room',
which also leads to the walls around the castle if you follow it... but,
as there's no treasure to be had, there's really no reason to bother.
There's also another stone pavillion which hides an ornate chest,
containing another periapt.

With that, it's time to leave the castle. We'll deal with the castle
quests later. For now, return to Gran Soren. We've only just scratched
the surface of the new quests available to us.

|								       |
|		      More Missions in Gran Soren		       |
|								       |
Sequence of Events:						{WLK020}
		1) More Salvation Suspicions
		2) She's a Witch!
		3) Caxton's Request
		4) Madelin's Mission
		5) Bronze, Silver, and Gold
		6) Strong-Arming Salvation
		7) Notice Board Quests of Note
		8) To the Frontier Caverns

1) Exit the castle and find Ser Maximilian in his customary spot. He,
too, has a quest for us. Apparently something has been concerning him
lately, and he wants to ask us to look into it-not as party to the
duke, but as a personal favor. Seems that there have been Skeletons
creeping about near the capital lately, and Salvation is still active.
He thinks the two are connected somehow-an observation that, based on
our experience in the Catacombs seems terribly obvious. Despite
expressing concern about Salvation, he knows where they are meeting...
he just can't be bothered to follow up on it. Protect and serve, right?

Note: This quest will only be available if you completed the quest
'Seeking Salvation' earlier.

Rise of the Fallen
2) Return to the Fountain Square and chill out north of the fountain.
If you completed 'Lost and Found' earlier, you should see three peasants
talking about the hexer in the Witchwood. Apparently the duke has sent
out a search party to find her. Scenes of Monty Python might just be
playing in your head, and if so... you're not too far off. This search
party doesn't intend to ask Selene nicely about her supposed ability to
understand Wyrmspeak. Talk to the merchant named 'Brice', who will pass
on all kinds of crazy rumors about the witch. Rumors which, we can
guess, the members of the duke's search party also subscribe to.

Witch Hunt
3) Now talk to faithful Caxton, the owner of Caxton's Armory. He'll lure
you in with the promise of new, awesome gear, so hear him out. He'll
talk about some master weaponsmith, and long story short, he wants to do
business with him. Problem is, the weaponsmith is picky about who he
sells to. Only those exclusive few who possess an idol can get his
wares... of course, he's not exclusive enough that he actually cares
who gets said idols, or how... but, you know what? I don't care to pick
this silly quest apart. Get such an idol, and Caxton will reward you
for it... plus, you'll be able to buy new, superior gear from him, which
makes this a very worth-while quest.

Idol Worship
4) Before you get too comfortable, though, head down to Madeline's
shop and pay her a visit. 'Lo and behold, she has the same desire. Get
her an idol, and she'll expand her stock. Seems we have a bit of a
decision to make...

Supplier's Demand
5) So... two people want these idols, who do we support? Depends on your
Vocation, really. If you're a Mage/Strider/Assassin/Magick Archer, or
playing a female character, you probably want to help out Madeline, as
she'll get some of the best armor you can find in the game... again, if
you're female. She also specializes in Daggers, Bows, Staffs, and Magick
Bows. Caxton sells superior heavy armor, Swords, Shields, Maces,
Archistaffs, Longswords, Warhammers and Longbows. Considering I always
play a female character, and either an Assassin or Sorcerer, it's an
easy choice for me-Madeline gets first dibs.

Fortunately, however, we can complete both quests, as there's more than
one type of idol. By now we should have found two Bronze Idols (one was
at Selene's house during the quest 'Lost and Found', and another was in
the Dragonforged's Sanctum during 'The Cypher') and one Gold Idol
(gained by optimal completion of the quest 'Escort Duty'.) Obviously,
the better the idol, the better their inventory will be.

So, here are the options-there are two people who need idols, there are
three grades of idols to give them (Bronze, Silver, Gold). We have two
of those right now-the Silver Idol can be obtained by completing the
Pawn Guild Notice Board Quest 'Put the Eye Out'. Give the best idol you
have to the merchant you most prefer. For me, this would be a Gold Idol
for Madeline, and whatever else I can spare for Caxton. You can try to
be sneaky and pay Mountebank a whopping 187,500 gold to duplicate the
Gold Idol, but his forgery fails us this time. As a general tip, any
time you forge something and it has 'forgery' in the name, and doesn't
stack with the original, chances are it won't work like the original
(see Wakestone Shards, Salomet's Grimoire, etc.) Since the forged idol
will not get you results, I suggest just going Gold/Silver.

Some notes that might affect your decision-you have until you complete
all of Aldous' Royal Orders to collect the Silver Idol and decide.
That's quite a long time. Of course, the sooner you do this, the sooner
you'll have access to superior gear... but honestly, you'll probably
find better (or the same) stuff on upcoming quests... except for the
'Sultry Cowl' and 'Sultry Pareo' Madeline will sell after giving her
a Gold Idol. Also, the merchants keep their stock on subsequent
playthroughs. Granted, you probably won't need their gear later, but
if it really matters that much to you, give one the Gold Idol this
playthrough, and give the Gold Idol to the other on the next. Do
whatever you wish, whenever you can, I'll record the quest rewards

(For giving a forged idol)
EXP		1000
Rift Currency	10
Gold		3000

(For giving a Bronze Idol)
EXP		3500
Rift Currency	10
Gold		10,000

(For giving a Silver Idol)
EXP		7000
Rift Currency	10
Gold		15,000

(For giving a Gold Idol)
EXP		10,000
Rift Currency	10
Gold		20,000
6) Before we head off to complete any of these quests, let's advance
'Rise of the Fallen' so it's out of Gran Soren, at least. The 'meeting'
you're supposed to investigate takes place under the middle bridge
connecting the Venery to the Urban Quarter, on the Urban Quarter side
(this bridge is just above the 'Venery' text on the 'Area' map.) Head
there to find two robed figures skulking about... at least, you will
if you come here at night. What, you can't do secret cult stuff in
the day! It would ruin the mood! Anyways, you'll get to watch a
cutscene between the two-Tagert and Dillan. You'll overhear them talk
about the Skeleton menance-Salvation's attempt to draw the attention
of the duke, apparently (unless it's a pork chop, and in his castle,
I don't think the duke is paying any attention to it.) Then they'll
mention some 'High Conclave', reveal that the Skeletons aren't
necessarily Salvation-friendly, and complain about their former jobs.
Approach them after the cutscene ends. One of the cultists is dumb,
and sticks around, while the other is smart, and runs away. Tagert
shows his loyalty to his new cult by admitting he only recruited for
them to score some coin... and speaking of which, he'll try to sell
you a key you need for 10,000 gold. Or you can just take it by force.
There's a little more at play here than meets the eye-if you pay him
you'll get the 'First Key to Salvation'. If you take the key by force,
you'll get the 'Second Key to Salvation'. They open different doors in
the Catacombs, but access the same area. Do whatever you wish, but
personally, I'd rather keep my money and take the Second Key to
7) Now that we've picked up a host of new quests, do one more thing
before leaving Gran Soren-check the Notice Boards at Arsmith's Alehouse
and the Pawn Guild. If you've been doing quests regularly, there are
two new Notice Board quests worth mentioning, despite my filthy lies
earlier in the guide about not talking about them again. The quest
'Put the Eye Out' offers the Silver Idol as a reward for completion.
The task? Kill a Cyclops in the Frontier caverns, one of the few places
left to explore in southern Gransys. There will be another quest
there, much later, but Notice Board quests give us the only excuse
we'll get to explore the Frontier Caverns, so we'll be sure to do so
shortly. Another quest worth noting is 'The Secret Admirer', which
directs you to obtain 'Ophis's Badge of Amity' at 'Heavenspeak Fort'.
Also intriguing is 'Parcel Service', which asks us to recover ten
'Parcels' from 'Soulflayer Canyon'. New places to explore-keep them in
mind, we'll go there as soon as we get more reason to do so.
8) We have four areas calling for our attention-two quests in the
castle, at night, Selene needs us back in the Witchwood, Ser Maximilian
wants us to check out Salvation, who is still lurking around the
Catacombs, and at some point we should probably return to the Shadow
Fort and explore the Frontier Caverns. Since we're still familiar with
the Shadow Fort, I'm going to opt to explore the Frontier Caverns,
first. It'll be a very short trip, as the Frontier Caverns aren't too
complicated and... again, we were just there, so it should be simple
enough to tell you to return to the Shadow Fort. 

Note: If you want to maximize your gains for this trip, rest at the
Gran Soren Union in for about a week. This should cause all the loot
to respawn in the Ancient Quarry and the Shadow Fort.

|								       |
|	Exploring the Frontier Caverns and Fighting Off Assassins      |
|								       |
Sequence of Events:						{WLK021}
		1) Marked For Death
		2) Hunting the Hunters
		3) Phantom, Ghost, Soul and Spirits
		4) Raven, Hawk and Condor
		5) Into the Goblin Holes...
		6) Goblinoid Genocide
		7) The Proving Grounds
		8) Putting the Eye Out

1) Exit Gran Soren via the southern gate (near Fountain Square). We've
one more quest to pick up as we set out. On the bridge outside of Gran
Soren, talk to the guard to the north-one 'Ser Rickart'-and he'll tell
you about some trivial matter. Apparently somebody is looking for you,
and doesn't want you to know you're being sought. We'll be given an
'Unsigned Letter' that, if you look at it, reads "Let the Arisen's only
peace be death." The camera will zoom out and reveal a group of
unsavory characters watching the bridge we're on. It seems we've made
some more friends.

Nameless Terror

|VIDEO|Nameless Terror					      |{VID043}|
|LINK |https://www.youtube.com/watch?v=RreVw245osE		       |
2) This is an annoying quest, as the game is purposefully vague. It's
likely one of the most often-missed quests in the game, as you'll only
get quest markers after encountering some of your assassins... which is
good, I suppose, in case you forget where they were. These assassins
tend to come in small groups, and their encounters-although static-range
from the Deos Hills to Seabreeze Trails. We'll go out of our way a
little bit to deal with them during the next two walkthrough Sequences,
but remember, they'll only show up at night. So... run back to Gran
Soren and rest until night if it's not night already... and even if it
is-resting specifically until nightfall will ensure that we'll
encounter some assassins.
3) Our first stop on this trip will be to the Deos Hills... which is a
little bit out of the way, considering out destination is the Shadow
Fort, but it's a smaller detour now than heading back to Cassardis
later will be. After you cross the bridge separating the Deos Hills
from the Estan Plains, continue north-east along the road until you hit
the split. Near the rocks between the branching roads you'll find your
first few assassins-Phantom, Ghost, Soul, and Spirits. Two of them are
spell-casters, and two are Strider-types. There will be plenty of
Skeletons popping up, as well. Still, it's night-time, which means
'Bloodlust' will be boosting our offenses... if you bothered to get
it, which you should have done by now, regardless of Vocation or build.
4) Once these 'nameless' men are dead, make your way to the Ancient
Quarry North Entrance. Instead of merchants begging us to clear some old
mine for them, we'll find another group of assassins-Raven, Hawk, and
Condor. Two more Strider-types, and another spell-caster. Dispatch them
and head into-and through-the Ancient Quarry. Loot as you please, and
remember, there should be new passages now that we've cleared the mine
and some time has passed. In any event, you should know the way back to
the Shadow Fort from here.
5) When you reach the Shadow Fort again, loot as you please. when you're
ready to head off to the Frontier Caverns, find a large Goblin hole
near the walls of the citadel. This particular hole is south-west of
the unmarked structure along the northern tower of the citadel, east
of the front gates, and immediately in front of some wooden scaffolding
alogn the wall. Drop down into the hole and follow the tunnel
north-west until you reach the...

Frontier Caverns
6) Ah, the Frontier caverns, presumably these are the tunnels from
whence the Goblinoids came. When you enter you'll score the
tropy/achievement 'Into the Frontier Caverns'. Head north, then east to
reach a chamber crawling with Goblinoids-both normal and Hob, of all
different fighting inclinations. If there are so many Goblinoids
camping out near an open tunnel to the Shadow Fort, it would take a
serious force to hold the place... but, from what we've seen of the
duke thus far, it seems more likely that our victory in the Shadow
Fort earlier is likely going to be squandered. Slaughter your way to
the east to reach a small side chamber. Ignore a long-running tunnel
to the north for now and loot some ledges to the south and east, which
contain treasure. On the eastern shelf lies two Coin Pouches, two
Large Coin Pouches, and a Giant Coin Pouch (for a grand total of
19,000 gold.) The southern one is crammed with pots, explosives, and
Foreign Knives.

|VIDEO|Exploring the Frontier Caverns			      |{VID032}|
|LINK |https://www.youtube.com/watch?v=QFbY83Ze_5I		       |

Proving Grounds
7) Now peruse the northern tunnel we neglected earlier. It's a long,
narrow run, packed with Goblinoids heading south. Cut your way through
them (they seem less intent on attacking you than heading south) to
reach some stairs. Head down and you'll find yourself in a spacious
arena marked on your map as the 'Proving Grounds'.
8) This room is occupied by about a half-dozen Goblins and an armored
Cyclops-the target of the quest 'Put the Eye Out', our frail pretense
for coming here. By now you should know what to do-kill the Goblins,
scale the Cyclops to get it to remove its helmet, then shoot it in the
face a bunch. Once the Cyclops bites it, you'll score the 'Silver Idol'
if you started 'Put they Eye Out'. Before you leave, note the large gate
to the north and the smaller one to the east-neither of them will open
yet, but it's worth noting that there's more to see and do here...
later, at least. Search the perimeter of the room, as two chests lie
along the wall east and west of the large northern gate, both of which
can contain a wide variety of loot that's of excellent quality for this
point in the game.

Once done, return to Gran Soren. Time to prepare for our next, longer,
journey, this time we'll be returning to the Witchwood to aid Selene...
which will also bring us back to Cassardis and the Encampment. With any
luck, we'll complete 'Nameless Terror' while we're down there, and
grab a few new quests, too.

o--Rounded Chest--o
[Assembled Breeches]
[Assembled Sleeves]
[Bespoke Longbow]
[Fluted Bow]
[Gryphic Gauntlets]
[Master's Merle]
[Runic Bangles]
[Violet Neck Wrap]
o--Rounded Chest--o
[Crescending Roar]
[Divine Axis]
[Fiery Talon]
[Fine Magick Buckler]
[Frozen Tomorrow]
[Scorched Pelta]
9) Back in Gran Soren, stash what you need to stash, and in general get
ready to explore. Before you head out, make sure you are playing a
Vocation that can deal physical damage at a range. Not your Pawns. You.
This might be tricky if you're playing a Mage build, but we'll be
fighting foes that simply cannot be defeated with magic. You can always
return to Gran Soren before leveling up to change your Vocation back,
if necessary. Just keep an eye on your experience as you play. Also
be sure to rest until nightfall, so we can get another assassin

Note: Before you leave Gran Soren, you should make sure you have a
couple of items in your stash, namely Sour Ambrosial Meat (which you
should know how to get) and a Pilgrim's Charm. The latter can be
purchased from either Fournival or Madeline for a hefty price, but
we'll need it to complete a quest later, and it would be bogus to have
to run all the way back to Gran Soren just to buy a trinket.

|								       |
|		     Saving Selene, and Other Stuff		       |
|								       |
Sequence of Events:						{WLK022}
		1) Darkness
		2) Rouge and Noir
		3) Back to Selene's House
		4) Guardian Golem
		5) The Deeper Depths of the Witchwood
		6) The 4th Mist Totem
		7) Golem Graveyard
		8) The 5th Mist Totem
		9) Uninspired Loot to the West
		10) The 6th Mist Totem
		11) Mage's Tools of the Trade
		12) Meniscus
		13) The 7th Mist Totem
		14) Guardian's Grave
		15) King Bay Leaves
		16) There and Back Again
		17) Metal and Magick
		18) More Cryptic Texts
		19) Zero
		20) Home Again
		21) Providing for Valmiro
		22) Farewell, Valmiro
		23) Weeding out the Truth

Now, our stated mission is to check in on Selene, but I'll be up front
here. We will in fact be doing two runs through the Witchwood (one is
very brief, and more of a back-track.) We will also be checking on the
Encampment and Cassardis, where we'll get more quests. Why not make the
most of our trip back there, right?

1) Make your way back through Moonsbit Pass, where you'll get your
third assassin encounter. This time around you'll find a lone Mage
named Darkness. His exact location varies a bit, I've encountered him
as far north as the ledge overlooking the gate to the Estan Plains,
and as far south as the fork leading to the eastern short-cut.
2) On Manamia Trail, you'll get your fourth assassin encounter. This
occurs on the road north of the Encampment, at the bend where the road
begins to run south-east/north-west. Here you'll encounter Rouge and
Noir, two Strider-types. Dispatch them, and continue on your way.
3) I'm going to be somewhat lazy here, since I already covered the
Witchwood once, and simply tell you to make your way back to-and
through-the Witchwood. All the loot should have respawned if you haven't
visited since last time, so if you need to scroll back up to find your
way back there, and more importantly, back to all the loot within, feel
free to do so. No sense in me repeating what's already been covered,
however. This guide is already big enough. I'll pick up at the valley in
which Selene's house sits.

4) When you approach the 'Witch's House' you'll see an enlightened mob
of soldiers and peasants outside of Selene's cottage screaming
platitudes like "burn her!", "hang her!" "damnable hexxer!" What a
bunch of nice folk. Approach Selene's house and the strange rock
formation nearby-which we should recognize as a Golem by now-will
animate and attack. Good thing we got some practice fighting Golems
back in the Verda Woodlands, right? You should know how to kill it, but
if things aren't going well, you can always catch your breath in
Selene's house. The peasants, for all their bravado when it came to
facing a little girl will run off at the mere sight of the Golem. I have
faith in your ability to defeat this foe without the need for much
discussion on my part-I was able to take one down with a solo Sorcerer
moon-lighting as a Strider for this occassion.

|VIDEO|Witch Hunt					      |{VID033}|
|LINK |https://www.youtube.com/watch?v=V7VIdzxrw1U		       |
5) Once the Golem is vanquished, loot it for the Magick Medals and
ore it drops, then search the roots of the tree the 'Witch's House' is
built upon. You'll find a door south-west of the house, which leads
inside an enormous tree stump, which just happens to contain a spiral
ramp leading down into the deeper depths of the Witchwood. Just beyond
the door, after the first bend, you'll find another Portcrystal waiting
to be adopted. Head down until you exit a cave back into the forest.
You're now south-east of the valley in which Selene dwelt. More forest,
more mist, more exploration. Let's get on with it.
6) Continue south-east and keep your eyes on to the south. Follow the
trail until-shortly after a tree-you spot a pass leading south through
the rocks. Our quest calls us east, but you should know by now that
means I intend to put it off as long as possible in favor of
exploration. Note the pass south, we'll be heading there shortly, but
first, let's get rid of a nuisance, shall we? Follow the trail east but
keep looking south. A very short distance eastward, the short cliff
face to the south will become passable on foot. When it does, turn
south off the trail and head uphill towards a large tree overlooking
a river valley to the south. Search the southern branches of this tree
(yes, that means 'look up') to spot a mist totem hanging in the
branches. Dispose of it to clear a substantial bit of fog away.
7) Now that we've done ourselves a favor, as far as navigation goes,
head back north to the trail and backtrack to the west. When you find
the pass south again, head down it to reach a river. This place is rich
in sylvan materials-keep an eye out for fallen branches and ore veins
to exploit. I'll make no more mention of them, individually. Walk south
from the pass to reach the river bank to stand next to a dormant Golem.
This place is littered with hibernating Golems, but fear not-they won't
activate at the moment. You should also note a small island to the
south-east, in the middle of the river, where another, golden Golem
slumbers. Something to remember, surely... I like to call this place
the 'Golem graveyard', although it has no such official designation.
8) You should be standing on the northern beach opposite the pass. Cross
the river to the other side (south) and spot a tree that looks like it's
soon to have its perch eroded from underneath it. Search the southern
side of this tree to find a mist totem hiding. Smash it and score a
square chest to the south, and grab a Small Coin Pouch (100 G) on a
nearby stone. Note that this chest can yield a 'Master's Merle', one
of the strongest Magick Bows we can currently obtain, if you're of that

o--Square Chest--o
[Common Archistaff]
[Fluted Bow]
[Master's Merle]
9) Now continue west-there a bit of stuff to loot, but little of it
is exceptional. There's a crappy fishing spot by the waterfall, and
another Small Coin Pouch (100 G) sitting on the rocks nearby. Worth
heading down here to reveal on your map, but otherwise, kind of a waste
of time.
10) Head east now, past the mid-river island, then follow the river
south-east. Pass a tree to the south that looks like it's on the verge
of taking a bath, and pass the alcove beyond it, as well, heading back
into the mist. The river will turn east again, but keep your eyes to
the south, where eventually you'll see a tree on a rocky ledge
overlooking the beach below. Along its westward-facing branches is yet
another mist totem. Smashing it will buy us precious little visibility.
11) Continue eastward in the river, which begins to trend north-east.
To the south you'll see another tree clinging stubbornly to the edge
of the river bank-the eastern bank. Head onto the eastern beach past
the tree and climb a ledge to discover a square chest bearing goodies.
This chest contains all kinds of potent staffs, for the aspiring Mage.

[Anchor to Heaven]
[Divine Axis]
[Unspoken Grace]
12) From the chest, turn north to spot an elevated ledge with a tree
on top across the river. Cross the river and ascend to the top of this
grassy hill by means of its navigable western side. Atop this hill
you'll find a rounded chest on some rocks, which always contains
Archistaff 'Meniscus', one of the most powerful Archistaffs one can
obtain presently. Sorcerers everywhere, rejoice. Near the tree to the
east, Skeleton Knights may spawn, often several of them in lazy

13) Continue north along this ledge to find the final mist totem in
this area. Smash it, and the entire area should be revealed to you. You
can head back into the water to explore the river to it's extremity,
but don't expect much in the way of loot. Once you're done fooling
around, backtrack to the pass that connects the path to the river. Once
back on the path, all you need do is follow it eastward. If you feel
like gobblin' some bacon, Wild Boars tend to occupy this part of the
forest. Mmmm... Bacon...

Guardian's Grave
14) Eventually the path will end at a gravestone standing in front of a
large tree. Here stands Selene and some ghostly figure who looks an
awful lot like... Selene. Talk to Selene and she'll admit to being
a Pawn, her 'Gran' was nothing short of her Arisen, who apparently gave
her part of her soul. Talk to this ghostly 'Gran' to straighten things
out. Gran-rather, Sofiah, will clarify-she was once Arisen, Selene once
her Pawn. Over time her Pawn assumed her Arisen's form... which explains
The Dragonforged and The Fool-Arisen and Pawn from a bygone age. This
'bestowal of spirit' between Arisen and Pawn isn't just cosmetic,
according to Sofiah-she hopes Selene will one day become fully human.
Sofiah will then ask you to help Selene get away from her past as a
Pawn, incapable of doing aught but the Arisen's will by... allowing her
to crash at your house in Cassardis. Makes sense, somebody might as well
use it, since we apparently can't. The two will babble on, and when
they're done, the quest will end. This is a pretty important story
point-no fanfare, no warning, in the style of Dragon's Dogma, important
events like this are entirely up to you to discover. Still, remember
it. It'll come up again.

(For checking up on Selene)
EXP		10,000
Rift Currency	30
Gold		20,000
15) Don't worry about Selene, she'll find her own way to Cassardis, just
as soon as you leave the Witchwood. Villagers will never think to look
for her in a village! Whatever. We've got stuff to do. First, loot the
two chests nearby. The rounded chest contains a one-time drop of a
Ferrystone, while the square chest contains random, underwhelming
loot... although the Alchemical Cloak looks pretty snappy. Grab the
three King Bay Leaves near the gravestone-this is the only place in
the game to get them. Search behind the gravestone-tree to find another
rounded chest, which contains some lootage.
16) With that, you're done in the Witchwood... well, almost. Okay,
not really. Don't use that Ferrystone you just found, either. Instead,
exit the Witchwood via the shortcut to Seabreeze trail. Don't be a
boner and drop off the ledge, however. Once you're out in Seabreeze
Trail, turn around and head back into the Witchwood. Return to the
depths of the Witchwood, to the Golem graveyard along the river. 
Approach the island where the gold-colored Golem lies dormant to find...
well, that it's no longer content to slumber. The Metal Golem will
activate, and a new quest begins.

Mettle Against Metal

|VIDEO|Mettle Against Metal				      |{VID035}|
|LINK |https://www.youtube.com/watch?v=gCOcKf6Mbek		       |
17) An odd quest with no introduction that most people (save the
dedicated loot-grinders who return to the Witchwood on their own)
likely miss. Hopefully you're still playing a class that deals
physical damage at a range. Seriously, have a Bow or Longbow, or go

Stronger than even the Golem, the Metal Golem is always in a state
of rage, making it far more dangerous, still. The Metal Golem is also
immune to direct attacks of all kinds. The only way to kill it is by
destroying its magical discs which power it. Superficially like the
Golem, the Metal Golem's discs are disembodied, scattered around the
battlefield. You must avoid the Metal Golem at all costs while seeking
out these discs and destroying them.

A Dangerous Scavenger Hunt
There are no 'stages' to a fight with a Metal Golem, it has no soft
spots, there is no elaborate take-down strategy. You must merely find
all its power discs and destroy them. The discs themselves are immune
to magic, and are often out of reach, making the Bow or Longbow the
only viable means of destroying them. Simple enough, perhaps, it's the
massive, tireless, aggressive metal behemoth chasing you around
everywhere what complicates things. It'll punch, pound, stomp, and
shoot lasers like it's rocky counterparts-it'll just do so more often,
and hurt more when it hits. You can find the locations of the discs
by tracing their energy trails, which periodically flow to the Metal

Mobility is Key
The Metal Golem can't be defeated head-on, so keeping away from it is
definately the key to victory. In this particular arena you can do
yourself some favors. Get high ground-if it can't reach you, it must
resort to shooting lasers, which can be dodged if you pay attention.
Be wary, it's awfully tenacious, and can sometimes surprise you by
following you places you thought it wouldn't be smart enough to reach...
Being lightly encumbered and staying out of water can help you
greatly. Water will not slow it down, and it will not tire. Running
away from it with a heavy load, through waist-deep water is just a good
way to run out of Stamina and get pummeled. Each time you destroy one
of its discs, it'll fall down for a while-keep that in mind. Also,
each destroyed disc has a chance to drop a Magick Medal or Electrum.

Not All That's Dormant Is Dead
As you run around the river bank, trying to stay one step ahead of the
Metal Golem, be warned that not all the regular Golems here are fully
asleep. Dealing with a Metal Golem can be troublesome enough, but if
it has a friend join it... Well, life could start to suck quickly.

(For Slaying the Metal Golem)
Rift Currency	30
Gold		30,000
18) Only one more thing to do here in the Witchwood, then you can leave
it forever... at least for this playthrough... if you don't care to
grab any more King Bay Leaves or treasure... Anyways, head back to the
'Guardian's Grave' where Sofiah once lurked. Now you'll find a man
named Rowland (if you forgot, he's the guy who was getting attacked
by Southron Bandits along Manamia Trail. He gave us the tip that
Salomet's Grimoire could be found with the Bandits. No?) He claims to
be resting... seems like an awfully silly/dangerous place to rest.
You'll also notice an 'Ancient Tablet' sitting in front of Sofiah's
grave. Grab the hefty thing, and Rowland will comment on it. He suggests
we see a priest about it, as a man of letters might be able to help us
make sense of the thing. So starts yet another quest. We're done in the
Witchwood now. Really, truly, and forevermore. If you go there again,
it'll be on your own time. Exit via the Seabreeze Trail shortcut and
make your way back to Cassardis.

The Dragon's Tongue

|VIDEO|The Dragon's Tongue				      |{VID036}|
|LINK |https://www.youtube.com/watch?v=7te2iH7v5hA		       |
19) Just outside of Cassardis you'll encounter the eleventh, final, and
most dangerous of the assassins-their leader, Zero. Unlike the other
assassins, he's not a Strider or a Mage-he's a Warrior, and he can do
massive damage if he can catch you... I've had him deal nearly 1000
damage to a level 70 character before. Still, he's slow, and if you
have any ranged option at all, you should be able to just avoid him.
Take him down and he'll recognize you for a 'true Arisen' before he
dies. Reader the 'Tightly Folded Letter' you get when he dies, which
states "All children of the true god know the Arisen is the end of
hope, not its source. See this evil expunged." Ah, moral relativity,
and for every 'true' god there are countless 'false' ones... Whatever
the case, this quest is over.

(For defeating the assassins)
EXP		12,000
Rift Currency	30
Gold		30,000
Item		Tightly Folded Letter

20) Continue on into Cassardis. It's been a while since we've been home,
but don't worry, there aren't any more quests in the well we need to do,
but there are still a few things around town to look into... First,
store whatever you need to get rid of at Pablos' Inn. Once done, be sure
to rest until morning, to cure you of any ouchies (and to set the time
so we can score some quests.) Finally, grab a few specific items out of
your stash-one dose of Potent Greenwarish, one Lantern, one piece of
Sour Ambrosial Meat, and one Pilgrim's Charm. We might just need those
21) Head over to the eastern side of the 'Fisherman's House' northeast
of 'Your House' (in which Selene should now reside, if you ever have
need of her again.) On a grassy bluff overlooking the sea stands
Valmiro, who has another quest for us. Poor Valmiro has been struck
by another bout of wanderlust, it seems, and wants us to find him the
supplies he'll need for his perilous journey. Honestly, I don't think
they make anything that can keep him safe-he couldn't even make it to
the Encampment in one piece, and Quina made it all the way to the
Witchwood. This quest is a just a series of fetch tasks. Strangely
enough, we just happened to retrieve everything he wanted all in one
go. How odd. Anyways, here's what he wants in order:

1st: Potent Greenwarish x1
2nd: Lantern x1
3rd: Sour Ambrosial Meat x1
4th: Pilgrim's Charm x1

Of all the items there, only the last-the Pilgrim's Charm-is difficult
to get at this point in the game. One way to score such an item is to
simply buy it off Fournival... for 70,000 gold. Madeline-if her stock
has expanded enough-can also sell them, at a more reasonable 56,000
gold. With luck they can also be found around, but there's no guarantee
one will have such luck. There are a few places where they always spawn,
but we've not explored there, yet. So, just buy one if you haven't been
fortunate enough to find one, or wait. Valmiro isn't going anywhere.

Farewell, Valmiro

|VIDEO|Farewell, Valmiro				      |{VID034}|
|LINK |https://www.youtube.com/watch?v=OXo7huK7o5A		       |
22) Once you give Valmiro his four items (whenever this may be, you
stingy bastard) he'll decide that saving his life three times and
funding his ill-advised meanderings wasn't quite enough-he wants you
to carry his luggage down to the beach. Valmiro will then vanish, and
in his place will appear four crates. The goal here is simple, yet
tedious. Drag Valmiro's baggage down to the beach and set it near his
boat, which you should see along the shore if you look to the
south-east. When you're done with the task, Valmiro will ask you to
join him for a drink... which actually turns out to be one of the
nicer cutscenes in the game. Valmiro will bare his heart and explain
his wanderlust, playing the both of you off as two humble folk born
in a small finishing village destined for greater things. When it's
over, you'll get your quest reward (including some rather rare
materials) and Valmiro will be gone.

(For sending Valmiro off)
EXP		12,000
Rift Currency	25
Gold		15,000
Items		Malecryst x1
		Black Freakish Scale x1
		Hydra Gallstone x1
23) There's one more quest to grab while in Cassardis. Early in the
morning you should find a little boy running around between 'Chief
Adaro's House' and 'Pablos' Inn'. During the afternoon he'll be running
around the beach. Wherever you find him, this 'Tomlin' will complain
about his father, who has gone missing. His father was a gardener at
Duke Edmun's castle, which provides us with an awfully convenient
place to look. He'll give you a 'Gardener's Permit', which you should
keep handy. You can't complete the quest without this item.

An Innocent Man

|VIDEO|An Innocent Man					      |{VID038}|
|LINK |https://www.youtube.com/watch?v=cPyauO5PGpQ		       |

Anyways, that's all there is to see and do in Cassardis-in all of
southern Gransys-for now. Make your way back to Gran Soren, where
we'll start on some of the castle-based quests we picked up.

|								       |
|		         Questing the Castle			       |
|								       |
Sequence of Events:						{WLK023}
		1) Nocturnal Admission
		2) A Budding Conspiracy
		3) Adulterous Assistance
		4) Internal Affairs
		5) Sneaking into the Bedchamber
		6) Death or Detection
		7) You Fought the Law...
		8) Uprooting Ansell
		9) Escaping the Dungeon
		10) The Short Arm of the Law

1) Once back in Gran Soren, rest until night at the Gran Soren Union
Inn (if it's not night already) and grab one Skeleton Key from
storage. This is kind of important for doing things all economic-like,
so be sure you have one. Also make sure you have the 'Gardener's Permit'
in your inventory. Once done, head to the magical land of the duke's
2) Along the way, you can talk to a wandering guardsman named Ser Jakys,
or a peasant named Flavian, both of whom will tell us about the gardener
we're looking for. You don't need to talk to anybody, but Ser Jakys in
particular will, point us towards the castle, where our simple
plant-handler has apparently been imprisoned. How convenient for us!
Maurin, the peasant who pointed us towards Hillfigure Knoll much earlier
in the guide also has a bit of information to say about the missing
3) Now, it's night-time, and you no longer have the first-time grace
here. If a guard spots you, you'll be arrested. It's a temporary
set-back, sure, but still annoying. Just something to keep in mind while
you do your clandestine business. From the gates head north into the
'Duchess's Gardens', where you'll find Mirabelle-Aelinore's handmaiden-
standing on the southern end of the stone pavillion. Talk to her and
she'll lavish praises on you for your ability to follow simple
directions. She'll comment on the uniqueness of the situation, and
remind you of the duchess's marital status, and the need for secrecy.
4) Before we run off to see the duchess, however, we've one more bit of
business to pick up. Head to the un-named grounds south of the castle to
find Fedel standing near the southern pavillion, along the eastern side.
(If Fedel isn't around, you may have to wait a few minutes for him to
arrive.) Talk to him and he'll tell you the score. He's been keeping an
eye on the duke's army in secret, and after years of internal
observation, he's finally discovered a potential misdeed. One company
is stockpiling supplies, and has stopped being a bunch of lazy
garrison troops and actually started to work themselves into shape for
war. Unfortunately for Fedel, he wrote these observations in a letter,
which never made it to the duke. Why did Fedel just tell the duke in
person? Who knows. If the letter is found, however, and knowledge of a
potential military coup spreads, it could be bad for morale... and of
course, if their enemies know they know about the coup attempt, the
court will lose the element of surprise. Anyways, some flying monster
that nests near Greatwall are the likely culprits. This quest gives us
an excuse to explore a number of previously unexplored lands, so it'll
be our next goal... once we're done fooling around in the castle.
5) It's time to infiltrate the duke's castle, which is far simpler than
it might seem. Head through the front doors, continue east through the
antechamber and the 'Audience Chamber' and scale the northern stairs
behind (east of) the throne. Again, keep your eyes open for guards. You
have a longer sight range than they do, so if you spot one, just wait
for them to move on. And if you're playing an Assassin, in case you were
wondering-no, Invisibility will not fool guards. Anyways, up the stairs
you go, through a doorway and up more stairs. Reach the top of this
tower and go through another doorway to reach the bridge connecting this
tower to the duchess's tower, to the north-east. You'll notice the guard
by the door is now gone (he only leaves after talking to Mirabelle),
allowing you to gain access to the tower, unseen.

|VIDEO|Arousing Suspicion				      |{VID039}|
|LINK |https://www.youtube.com/watch?v=makxER9TycE		       |

Duchess's Bedchambers
6) Why does this area location sound so naughty? Whatever, head on
inside and watch a cutscene. Aelinore will try to pretend she's not a
hussy, but before anything steamy happens, the Duke and Feste will
arrive on the scene. Aelinore acts cool, and you hide behind a dressing
screen. Feste will decide not to interrupt the 'duchal proceedings' and
stay outside. Inside, however, the encounter between the duke and
Aelinore doesn't go so well-he starts assaulting her (while drooling
like some deranged beast), and begging forgiveness from somebody named
'Lenore'. Our duke is an obviously troubled man.

You have two choices on how you want to handle things, here-you can
leave the safety of your screen and confront the duke... or you can just
wait. Waiting will result in Aelinore being killed by the duke, who
comes to afterwards and flees the scene. This causes the quest to fail
and, obviously, prevents you from doing any Aelinore-related quests in
the future. There's only one more, but it grants you access to another
area, which otherwise remains inaccessible for the whole game. In
traditional Dragon's Dogma fashion, this high-profile murder won't get
much attention.

Since there's really no point in letting Aelinore die, scamper out of
cover and confront the duke. He'll stop with the choking business and
glare at you with confused malice. He'll snap out of his frenzy, and
Aelinore will go into spin mode... and set the blame on you. She'll
summon the guard and an obviously still out-of-sorts duke will let his
very forunate wife call the shots. You'll find yourself in prison,
under the attentions of one 'Ser Jakob', who chastises you for your
adulturous inclinations. After you take your beating, Aelinore will
show up, beg forgiveness, and give you two Skeleton Keys with which you
can effect your escape.

7) When you're back in control, note that you'll have scored two more
Skeleton Keys, and a 'Set of Prisoner's Rags'. If you took out a
Skeleton Key before coming here, we can complete two quests now. The
game will give you a few messages about prisons-simply put, if you harm
somebody in Gran Soren, you'll be arrested, and you'll either have to
break out (two Skeleton Keys required) or pay the jailer 5000 gold. At
the moment you cannot check your inventory or change your gear-you must
escape prison before you get to change out of the ol' orange jumpsuit.
Since that's the goal, let's get on with it, eh?
8) Open the door to your cell (using up a Skeleton Key) and head out
into the hallway. You were in the north-western cell, and the smart
guess is that you can't simply walk out the front door. Head to and
unlock the south-eastern cell, which holds 'Ansell', Tomlin's father.
So long as you have the 'Gardener's Permit' in your inventory he'll
trust you and open up. He overheard a conversation between a royal aide
and a nobleman, only to wind up under arrest for spying. Apparently it's
dangerous working around paranoid folks. Anyways, he'll end up begging
you to save him, and since we're breaking out ourselves, we might as
well take him out with us...
9) Turn around and unlock door to the south-western cell, which uses up
a third Skeleton Key. In this cell you'll find a tunnel heading south.
Funny how they'd have a cell with an obvious escape tunnel in it... and
that the duke's guard would be foolish enough to miss our Skeleton Keys.
Best not dwell on where we hid them. Head down the tunnel and drop down
a ledge to reach the sewers. Change your gear, since you can, and get
ready to fight your way out. Don't worry, your foes are simple critters
like Spiders, Large Rats, and Snakes. Head south to reach an east-west
running tunnel, then turn east, since the west path is shortly a dead
end. Kill pests until you get the chance to turn south again, where
you'll find the gate that leads out of the sewers. Once out you'll
immediately get a reward for completing 'Arousing Suspicion'.

(For escaping the dungeon)
EXP		6,000
Rift Currency	20
Gold		10,000
10) You'll now find yourself in the slums beneath Gran Soren. Continue
west to reach the 'aquaduct', which you should follow south. Eventually
you'll reach Tomlin, and father and son will reunite. They'll babble
for half an eternity before walking off. Once they escape the city,
you'll get your quest reward... which is the same as for 'Arousing
Suspicion'. Anyways, you flirted with the duke's wife, got caught,
tortured, then escaped and took another criminal with you. Does anybody
around Gran Soren care about any of this? Nope.

Anyways, we're done in Gran Soren for now. Fedel's quest, 'The
Conspirators' as well as a notice board quest 'Parcel Service' both
require us to go to a new area-near Greatwall, but more specifically,
to Soulflayer Canyon. This gives us a great excuse to finally explore
areas of north-western Gransys which we've ignored up until now-like
the Wilted Forest, Cursewood, Souflayer Canyon, Heavenspeak Fort, and
the Barta Crags. But first, let's see to Ser Maximilian's request,
which takes us to more well-known territory-the Catacombs.

Note: After completing 'Arousing Suspicion' you'll be able to return to
the 'Duchess' Bedchambers' any time thereafter, where you can score some
loot by searching behind the screen (the one you hid behind when the
duke went all nuts) and by searching under the bed. Does it seem odd
that somebody who was thrown in the dungeon for supposedly trying to
mess around with the duchess would later be allowed to walk freely into
her bedchamber later? I suppose we've just got special status for being
the Arisen-Duke Edmun sure isn't going to get off his ass and kill
another Dragon.

[Lady's Corset]
[Set of Servant's Garb]
[Silk Lingerie]

(For rescuing Tomlin's father)
EXP		6,000
Rift Currency	10
Gold		20,000

|								       |
|		        Returning to the Catacombs      	       |
|								       |
Sequence of Events:						{WLK024}
		1) The Keys to Salvation
		2) Tattling Tagert
		3) Another Scavenger Hunt
		4) First Gem of Salvation
		5) Second and Third Gems of Salvation
		6) Phantoms and Skeletons in the Tunnels
		7) Fourth Gem of Salvation
		8) Fifth Gem of Salvation
		9) Recap
		10) Bouncing Balsac

1) You should know the way to the Catacombs by now. There are numerous
ways to get where you're going, but for my money, the fasted route is
by simply heading up through the Deos Hills to reach the formal
entrance to the Catacombs... you know, the way we went earlier? Once
inside, head to the elevator that leads from the 'Catacombs: First
Floor' to the 'Catacombs: Second Level Underground'. Since it's our
second trip here, the bar blocking the door should have been smashed,
meaning you only need to go a short ways south from the entrance and
turn east to find our elevator. Once at the elevator, your route varies
depending upon how you dealt with the Salvation cultist-Tagert-in Gran
Soren. If you paid him for his key you'll have obtained the 'First Key
to Salvation'. If you took it by force, you should have the 'Second Key
to Salvation'. There are two doors that lead to where we want to go,
and two keys. Since there's no treasure or monsters unique to either
route, whichever you chose is immaterial... just a bit of randomness
thrown in by Capcom to make the game seem less linear... and to force
me to do more work. I'll be favoring the 'Second Key to Salvation'
approach, since it's cheaper and more sensible, but if you got the
'First Key to Salvation' instead... well, the area isn't terribly
complex, and I'll summarize in Step #9 what needs to be done. First,
however, how to get to the doors.

First Key to Salvation: From the elevator, find a door to the south,
which leads down some stiars. Your key unlocks this door. Simplicity

Second Key to Salvation: Take the elevator down to the 'Catacombs:
Second Level Underground'. Once down, head west into a south/south-west
running hallway and follow it until you reach a gate. This is where
your key goes.

|VIDEO|Rise of the Fallen				      |{VID041}|
|LINK |https://www.youtube.com/watch?v=EbMy-dbZN6Q		       |
2) You'll hear Tagert pleading with forces unknown beyond the gate.
Open it and dispatch a horde of Stout Undead immediately beyond. Once
all the undead are re-dead, continue south until you reach some stairs
running west. Tagert shows up and tells you the job's not finished yet,
you need to kill the one that's 'controlling them'. Sure. Head up the
stairs to the west, then find some more stairs heading up north.

Catacombs: First Level Underground
3) The stairs will open up into chamber, which is occupied by about a
dozen Skeleton Mages. Nothing new, nothing terribly dangerous, just in
greater numbers than we've yet encountered. Put them down before
searching the room. There's an open-wall supported by columns to the
east, which over-looks a lower level (where we were in the last step),
and a few sarcophagi to loot. Head north opposite the stairs to find a
doorway which, if searched, will yeild this text; "'Tis shut tight. The
door bears five small hollows..." Yep. Another scavenger hunt.
4) South of the stairs is a tunnel that starts out west, bends south,
wraps around back east, and finally turns north and runs parallel to the
Skeleton Mage-filled room from the previous Step. As you go through
these tunnels, loot sarcophagi. In the southern-most east/west running
tunnel you'll find a sarcophagus in the south-western corner that
contains the 'First Gem of Salvation'. Numbered gems... five small
hollows in the door back north... yeah, you see where this is going,
5) Now explore the north/south running tunnel on the eastern side of the
map. Along the eastern wall you'll find two standing sarcophagi. Inside
the northern-most one you'll find the 'Second Gem of Salvation'.
Continue north until you find a wooden ramp running to the west, which
leads to an elevated chamber overlooking the Skeleton-Mage occupied
room. It also houses a sarcophagi which contains the 'Third Gem of
6) Return back down the ramp to the east and, once back in the hallway,
continue east down a sarcophagus-lined hallway running east/west. Loot
as you please and continue east until the hallway turns north. Watch
out for Phantoms and Skeletons as you explore and eventually the hallway
will open into a small chamber with a few short tunnels leading off it.
The path to the north leads to some stairs, which in turn terminate at
the door that requires the 'First Key to Salvation' to open. That leaves
us with two options-a path to the south-west and one to the south-east.
7) From the chamber here, head into a tunnel to the west, which quickly
turns south, then west again before terminating. Here you'll find a
rounded chest and two standing sarcophagi. Search the southern-most one
for the 'Fourth Gem of Salvation'.
8) Return to the chamber and explore down a tunnel to the south-east.
Follow it until it terminates. Dispatch two Skeletons and loot a 
sarcophagus to the north to score the 'Fifth Gem of Salvation'. Before
running back to the door north of the Skeleton Mage room, search behind
some rocks to the south to find a Giant Coin Pouch (10,000 G).
9) Now, to recap the locations of the Gems of Salvation for everybody,
mostly as a favor to those 'First Key of Salvation' kids out there.

First Gem of Salvation: In a sarcophagus in the hallway south of the
Skeleton Mage-occupied room. This particular sarcophagus is in the
south-western corner of the hall.

Second Gem of Salvation: In a standing sarcophagus in the north/south
running hallway east of (and parallel to) the Skeleton Mage-occupied

Third Gem of Salvation: Along the northern end of the north/south
running hallway east of (and parallel to) the Skeleton Mage-occupied
room you'll find a wooden ramp running up to the west. It'll terminate
at a small chamber which houses a sarcophagus, in which lies this

Fourth Gem of Salvation: South of the stairs opened by the 'First Key
to Salvation' you'll find a chamber with several branching tunnels
leading off it. At the end of the western tunnel you'll find two
sarcophagi. This gem is in the southern-most one.

Fifth Gem of Salvation: South of the stairs opened by the 'First Key
to Salvation' you'll find a chamber with several branching tunnels
leading off it. At the end of the south-eastern tunnel you'll find a
sarcophagi, wherein lies this gem.

Confessional Chamber
10) With your five gems, return to the sealed door north of the stairs
in the Skeleton Mage-occupied room. Activate it to use up your gems and
open the door, then head into the chamber beyond-the 'Confessional
Chamber'. The door will seal behind you and a Salvation-member named
Balsac (heh, ball-sack) will do the typically evil-villian thing and
spill the beans. Salvation indeed was behind the skeletons assaulting
Gransys-a bit of an experiment. Now that you're here, however, they've
found a fitting bag of bones to lead the undead horde they're creating.
Blah, blah, blah, he attacks.

This fight is pretty simple-Balsac is a magic-user, and will continually
cast spells. He's not terribly strong (Magick-wise), nor does he cast
uncommonly fast. His Miasma can suck, but he's really not very
dangerous. He does, however, have a bit of health, and, as you should
expect, his Magick Defense is pretty good. The annoying part of this
fight is that he'll summon Skeletons and Skeleton Mages continuously.
Don't waste your time on them, as they're endless as long as Balsac is
alive. If you focus on Balsac, he should go down pretty quickly, so do
that. Once he's dead he'll explode dramatically, his undead will
similarly falter, the door back south will open, and a chest lurks to
the north. When you're done in the Catacombs, all you have to do is
report back to Ser Maximilian to claim your reward.

Once you're done with this quest, it's time to go searching for Fedel's
letter. I know I'm repeating myself, but I'd rather be tedious than
sparse. We're using this trip as an excuse to explore several areas
along the way to Soulflayer Canyon... in essence, we'll be exploring
all of north-western Gransys now. The areas we'll hit, in order, are
the Wilted Forest, Cursewood, Heavenspeak Fort, the Barta Crags, and
finally, we'll go through Soulflayer Canyon on our return trip.

o--Ornate Chest--o
[Crimson Teeth]

(For smiting Salvation's skeletal scourge)
EXP		15,000
Rift Currency	25
Gold		20,000

|								       |
|	    	     Exploring the Wilted Forest 	               |
|								       |
Sequence of Events:						{WLK026}
		1) To the Wilted Forest
		2) An Awfully Dull Place
		3) A Pair of Ogres
		4) Sulfur Saurians and Undead
		5) Prayer Falls
		6) The Abbey
		7) Quina's Potential
		8) Deer, Deer, and More Deer
		9) Monsters Amongst the Rocks
		10) Handing Off the Blessed Flower
		11) Not Quite Done Yet...
		12) Clarus' Request
		13) Farewell, Quina

Wilted Forest
1) The Wilted Forest lies west of the Estan Plains, putting it pretty
close to home. To reach it head to the Ancient Quarry (following the
road leading west from Gran Soren.) At the Ancient Quarry, follow
another road north, through a small gorge. When you hit the forest
icon on your 'Area Map', you'll have transitioned from the Estan Plains
to the Wilted Forest. In the actual game, the transition is much less
obvious. This road runs west through the northern tip of the Wilted
Forest, and ultimately leads to a fordable spot along the river, which
leads to the Cursewood. All along this road you can find plenty of
Crows, should you need to hunt them for some Notice Board quest.
2) Now, let's discuss the Wilted Forest in broad terms... because it's
an awfully dull place, and unworthy of the same attention we gave to
other areas. In general, the Wilted Forest is much safer during the
day than at night. In fact, except for along the eastern edge of the
forest, your worst foes during the day will be Deer. At night, Undead
prowl nearly the entire forest, and there can be as many as six Ogres
lurking about-they'll be found in three areas, in groups of two. There
are plenty of chests, warrior remains, and various sylvan goodies lying
around. Sadly, the chests lying around in the forest are garbage. You
might score a Cursed Carving (a rare material), but no gear, and hence,
nothing worth recording. Also be on the lookout along the cliffs and
rocks for ore veins.
3) Let's focus on the area north of the road for now-starting east at
the beginning of the forest and working our way west along the coast.
Along the cliffs to the north (which overlook a depressed river),
near where the forest begins you'll remember a campsite occupied by
Sulfur Saurians, during the day. At night the campsite will be home to
two Ogres-foes we should know well by now. Dispatch or avoid them as
you will, but remember, as Ogres take damage they grow frenzied. You
probably don't want two angry Ogres attacking you at once, so try to
take one out before injuring the other too much.
4) Once you're done playing fist-tag with Ogres, continue west, limiting
your wanderings to the road in the south and the cliffs in the north.
Traverse the hilly, rocky landscape, score apples and other plants,
loot chests, and in general, raid as much as you can. The river winds
south-west, greatly limiting our roaming area as we continue west.
Eventually you'll reach the spot where the road hits the river. The
rocky ford is littered with sun-bathing Sulfur Saurians, to dispatch as
you please. The road here will be polluted with Undead and Undead
Warriors at night.

Prayer Falls
5) Head into the river and follow it south-west until you reach the
'Prayer Falls', a popular escort-request destination. You can't wander
up to the waterfall itself as... ZOMG THE BRINE!, but once you discover
the falls you've no reason to continue on. Instead, head south onto a
rocky beach near the Prayer Falls and follow the cliffs south.
Eventually the cliffs will turn south-east, then east, finally
terminating at a rocky ledge, upon which a walled stone building sits.
North of here you'll find a ring of 'Loneflowers', which surrounds a
'Cursed Carving'. The flowers will respawn, but the Cursed Carving will
not. If you're here at night, you'll also find two Ogres prowling
around. You know what to do by now.

The Abbey
6) Follow the ledge upon which the structure stands to the north, then
east. Continue around until you find a hill leading up to the building,
marked on your map as 'The Abbey'. Seems like an awfully stupid place to
build a church... but I'll never accuse religion of making sense. At
night, Undead swarm outside (north) of the Abbey. You'll find Undead,
Undead Warriors, and Stout Undead here. Smite Undead if they're there,
if not, head up into the Abbey. It's a simple enough place-there's the
church itself, which houses many of the nuns at any time of day...
although there's absolutely nothing interesting inside. In front of the
church is a Riftstone, should you need to use one. To the south is a 
smaller building where the nuns keep kip. Crows line the walls and lurk
a few other places inside the Abbey, and a cemetery sprawls north and
west of the church. Undead may crawl up from the ground of the cemetery
at night, so keep on your guard. The one bit of loot here is south-west
of (behind) the church, in a square chest.

o--Square Chest--o
[Bronze Gauntlets]
[Cleansing Earring]
[Common Archistaff]
[Crimson Glare]
[Mahogany Cape]
7) There is one interesting encounter here. If you completed 'Lost and
Found', Quina will be here now, having joined the faith as a nun. I knew
I never liked her, and now I have a reason why. Anyways, although she
doesn't have a quest-migraine, if you talk to her she'll tell you that
she came here with the ambition of getting promoted to the Grand
Cathedral in Auldring-she's still looking for information on the Dragon,
and apparently thinks it's wise to look for it in the service of the
people who are trying so damn hard to keep everybody else in the dark.
Now she'll score herself a quest-marker, so talk to her again and she'll
ask you to deliver a healing flower she cultivated to somebody who might
be able to judge its value. Yeah. She becomes a nun, and grows magical
healing flowers. Could she be any more stereotypically JRPG female?
Talk to a nosey nun in the Abbey named Clarus (she'll have a quest
marker over her head) and she'll point you to either the priest in Gran
Soren or Cassardis. This quest is timed-the flower will eventually
wilt and become worthless... but we're not too far from Gran soren,
and there's precious little left to do in the Wilted Forest.

Note: The 'Blessed Flower' that Quina gave you grants 'weal' while it's
in your inventory. While this status-effect is in... effect... you'll
get double the experience from foes you kill. Too bad the damn thing
wilts. In case you're wondering, you cannot combine it with an Airtight
Flask, although you CAN duplicate it perfectly-butit'll cost you a
whopping 180,000 gold to do so.

Talent in Bloom 

|VIDEO|Talent in Bloom					      |{VID049}|
|LINK |https://www.youtube.com/watch?v=A3AsqUZ3EsM		       |
8) Leave the Abbey and head around to the eastern side to reach the
cliffs that form the southern boundary to the Wilted Forest. Follow the
cliffs as they head south-east and east. If you're worried about the
massive block of forest we skipped (you know, the entire center of the
Wilted Forest?) let me summarize; junk-filled chests, Deer, Undead
(at night), rocks, Spiders, and more Deer. Don't believe me? Come back
and check for yourself... but not now, we've got a flower to deliver!
9) Anywho, continue following the southern cliffs south-east and east.
At the southern-most reaches of the Wilted Forest, near the eastern
edge of the forest (as portrayed on the 'Area Map') you'll find a clan
of Goblins lurking around, guarded by their pet Chimera. At night, you
will find two Ogres here-making it a bit of a fight no matter when
you come here. Once you've killed whatever opposes you, continue east
along the cliffs. Shortly you'll find the cut stones marking the
beginning of the quarry. You'll find a few junk-filled chests to loot,
and eventually you'll read the ledge overlooking the Ancient Quarry. 
10) With that, we're done exploring the Wilted Forest-now we need to
hand off Quina's stupid flower. Since Gran Soren is closer than
Cassrdis... why not just head there? Go back to Gran Soren, stash your
loot, head to the 'Gran Soren Cathedral' and talk to Geffrey. He'll
babble about Quina's 'gift' and you'll be prompted to hand over the
Blessed Flower. Do so and he'll talk about how awesome Quina is, after
which you'll be prompted to return to her. She'll be exactly where you
left her-when you talk to her, she'll celebrate her own awesomeness, as
she percieves it, and you'll get a quest reward.

(For revealing Quina's blooming talent)
EXP		10,000
Rift Currency	30
Gold		15,000
11) We're finally done with the Wilted Forest... wait... what? We're
not? There's another quest here at the Abbey? *Sigh* It's true, I'm
afraid. It won't trigger just yet-run back to Gran Soren and rest for
a day before returning... oh, and be sure to pick up a Pilgrim's Charm
while you're there. Fournival and Madeline both sell them.
12) When you return the head nun-Clarus-will have a quest marker for us.
She'll inquire about your past with Quina before asking if you'll take
on a task for Quina's benefit. Accept and she'll tell us how successful
Quina has been-success that has achieved the end Quina was hoping for;
she's been granted transfer to the Grand Cathedral in the mainland. For
such a person to come out of a little island monastery is a great honor,
and the nuns here wish to give Quina a parting gift... they just need
somebody else to gather the materials. That somebody is you. Oh, and
this is supposed to be a surprise, so don't go blabbing to Quina, eh?

A Parting Gift

|VIDEO|A Parting Gift					      |{VID050}|
|LINK |https://www.youtube.com/watch?v=osL_TA6jqN8		       |
13) With great foresight, you've already managed to secure what they
need-a Pilgrim's Charm! What an awesome guy (or gal) you are. Talk to
Clarus again and hand over the trinket. A small little ceremony will
start for Quina, where Clarus and Quina will exchange favorable words.
When the gift has been given, Quina will wisely deduce that you were the
one who did all the running around for this gift. She'll gush about what
great friends she has, and swear to return with the knowledge we need to
kill the Dragon. When the cutscene ends, Quina will be gone.

We're finally done with the Wilted Forest... For real this time. Next
stop is Cursewood, which you should reach by crossing the river to the
north. Using the ford gives us an easy landmark to reference, so that's
where we'll pick up. Be sure to go to town and store items/rest as you
need. I won't bother telling you when to do this-it's likely not going
to be the same for you as for me. I will say, however, that I didn't do
this run all on one health bar or inventory limit, so you shouldn't feel
compelled to do so either.

(For giving Quina a farewell gift)
EXP		10,000
Rift Currency	20
Gold		20,000
Item		Ne'er-Do-Part x5

|								       |
|	 	Exploring Cursewood and Heavenspeak Fort     	       |
|								       |
Sequence of Events:						{WLK026}
		1) Bandits in the East
		2) The Beast Cave
		3) Cliffside Bandit Camp
		4) Plundered Parcels
		5) The Skeleton Supreme
		6) Bandit Boulder
		7) The Eastern Entrance
		8) The Treacherous Mountain Path
		9) Misandrist Bandits
		10) Fashion AND Function
		11) Ruined Tower Loot
		12) Customary Attire in the Western Lands...
		13) Opening the Gate
		14) Daggers to Die For
		15) Earning Ophis' Admiration

1) Cross the river to the north to exit the Wilted Forest and enter
Cursewood. To the south-west the land trends uphill, to the north-east
you'll find the Sulfur Saurian-infested beaches where a Snakeskin
Purse can commonly be found... which was already covered when we
explored the Deos Hills. There's a triangle of forest (as seen on the
'Area Map') east of the north/south running road that runs through the
Cursewood, south of the east/west running road through the Deos Hills,
and west of the Sulfur Saurian beach that we'll explore quickly. These
grassy, wooded hills have little in the way of loot, and during the
day you might spot a few scattered groups of female Bandits lurking
around. Not so interesting, we'll try our luck to the west, next.

|VIDEO|Exploring the Barta Crags			      |{VID011}|
|LINK |https://www.youtube.com/watch?v=1PjyokvEYV4		       |

Beast Cave
2) Return to the ford and follow the cliffs along the northern shore of
the river to the south-west. You'll find yourself heading continuously
uphill, into forested land teeming with Deer, Grandgrapes, and other
mundane sources loot. You can also score Reminishrooms here, which are
native to Cursewood. As you continue south-west and near the cliffs that
mark the western boundary of Cursewood, you'll find a cave, marked on
your map as the 'Beast Cave'. Despite the name, you'll encounter little
in the way of beasts here, but the cave does provide shelter to a clan
of Bandits-very strong Bandits, at that. They're more or less as potent
as the ones we encountered in the Northface Forest, so however much
trouble they gave you, expect the same, here. Once your foes are dead,
search the Beast Cave to find a rounded chest.

o--Rounded Chest--o
[Black Matter]
3) Leave the cave and continue west until you hit the cliffs that mark
the western extent of the Cursewood. Follow them north and keep your
eyes peeled for various bits of loot-Grandgrapes, ore veins, etc. After
a while you'll find another Bandit camp atop a hill. These poor guys
have no cave to keep them safe, however, just a pair of tents. They
vary more in strength, but include a rather rare Magick Archer in
their ranks... which is more noteworthy for being unusual, rather than
for being dangerous. Once they're dead, explore up a grassy ledge
south-west of the camp to find some apple trees. South-west of these
trees lies a scalable rock formation, upon which sits a rounded chest.

[Iron Headgear]
[Sectional Iron Plate]
[Unspoken Grace]
4) Now, as fun as all this Bandit-slaying, forest-exploring undoubtably
is, it's time to leave it behind and head due east, until you find the
road again. Nothing stops you from wandering into the forest and
searching for goodies. For now, though, our path lies along the road.
Head north until the roading running north/south through Cursewood
intersects with the east/west road running through the Deos Hills. At
the intersection you'll find a smashed wagon. Get close to it and you'll
trigger a cutscene showing the carnage in detail, before showing a grey
creature flying off towards the mountains. After the cutscene ends,
search around the wrecked wagon to find two 'Parcels' lying on the
ground. A quick note about the foes here-female Bandits stalk around,
and will continue to be a pain for a while yet. Keep in mind that,
although they're of moderate potency, they shun the Fighter/Warrior
classes, so expect to find only Striders (bow or daggers) and Mages.
There are also Wolves aplenty lurking about, and, at this intersection,
usually an armored Cyclops... although while this quest is active you
shouldn't see one.
5) Continue north along the road. If it's night out, veer off the road
to the east for a bit of a treat-a new foe, the Skeleton Lord. Dispatch
it and continue north. The road heads uphill sharply, and gently rolling
hills are briefly replaced by rugged cliffs. The road switch-backs up
the mountain, turning south-west for a bit before twisting again back
to the north.

Ornately armored, bearing a tower shield, wearing a crimson cape,
Skeleton Lords are tough, tenacious foes, masters of the skeletal
caste of undead. They are Mystic Knights, and will often cast various
elemental counter spells on their shields. Failing that, they'll use
various sword attacks (like Blink Strike), hit hard, and block often.
Getting behind them is the key to damaging them. They're not terribly
sturdy, and are weak to all the traditional skeletal scourges-fire,
holy, bludgeoning.
6) Continue north until the road turns north-east again. Where it turns,
a large boulder lies just north of the road, crawling with female
Bandits who just so happen to have a sparse campsite atop it. For a
brief, profitable, and dangerous detour, head west from the large
roadside rock and follow the cliffs north of you as you go. Eventually
you should come across a Chimera, who prowls around up here. Exterminate
it and search its lair-a rocky, desolate, debris-littered northern
projection near the cliffs, where a rounded chest sits. If it's night,
you may also encounter another Skeleton Lord stalking about these woods.

o--Rounded Chest--o
[Gran Soren Shield]
[Tight Cinquedea]
7) Return to the road near the big rock and follow it north-east. The
road will turn north briefly, then bend sharply to the west. If you veer
off the road to the east at this point, you'll likely encounter another
Skeleton Lord (at night) and, if you continue east you'll discover a
ledge, down which lies the 'Soulflayer Canyon East Entrance'. Don't get
too excited, however-we're not going in this entrance. Instead, this is
where I plan to exit after exploring Soulflayer Canyon from a different
vantage. Just keep it in mind... and kill whatever female Bandits are
around, if you feel like it.
8) Head back west until you reach the road again. This time, we follow
the road until we reach our destination-Heavenspeak Fort. No more
detours. The path is trivially easy to navigate-a sheer cliff falls in
the south and rises in the north. These cliffs will bound your travels
for a while yet. Follow the mountain path as it meanders... in a more
or less south-westerly trend. Along this mountain path you'll have to
find groups of female Bandits at various points, which vary from trip
to trip, day to night. You need to worry about the archers shooting you
(or your imbecile Pawns) off the ledge, which will of course result
in massive damage, if not death. A more troublesome encounter occurs
along a long southern run uphill, where an armored Cyclops blocks the
path. A Cyclops isn't a terribly dangerous foe anymore, but the fact
that it can knock you around-at any level-means it's capable of
knocking your (or your Pawns) off the cliff. There are often female
Bandits lurking on the rocks beyond (south of) the Cyclops, which can
complicate the fight a bit. Once the Cyclops (and possibly Bandits, if
there were any) climb on the rocks they were camping on and loot a
square chest.

o--Square Chest--o
[Adventurer's Cloak]
[Iron Lorica]

Heavenspeak Fort
9) Continue uphill to reach Heavenspeak Fort. Here you'll have to be
wary of boulders. After dodging them, search around a rock formation
south of the larger one the Bandits were squatting on to score a hidden
Large Coin Pouch (3500 G). After that, just continue to the south-west
to reach the gate leading to Heavenspeak Fort. Sadly, the portcullis is
lowered, so we'll have to find another way around. Fortunately, a
perfectly obvious path to the south-east exists. Follow it uphill until
it loops around to the west, where you'll find a camp full of female
Bandits. Don't worry, though, like the male Bandits at Aernst Castle,
these ones aren't interested in gutting you on sight... yet.

Before we go exploring this area, some information that might come in
handy. The leader of the female Bandits here is a woman-warrior named
Ophis. She is, simply put, into women. Furthermore, she's a rabid
misandrist. Her banditas are cool enough, but if she spots anything
that stinks of the maleocentric maleocracy, she'll turn hostile... and
then so will her bandits. There are two ways to avoid trouble here-play
as a female, and hire all-female Pawns, like I do. Or... well, you can
buy a 'Set of Lady's Garb' from the Black Cat for about 6200 gold.
Cross-dressing for the win! Doing this will get you the
achievement/tropy 'A Queen's Regalia'.
10) There are two towers calling out to us-one to the west of the
clearing in which the Bandits have set up their tents, and one to the
north. Go through the doorway to the west and head up some stairs to
reach the top of a small, squat, intact tower, where you can find a
square chest waiting for you to loot it. I should note that the chests
in Heavenspeak Fort contain some of the best armor available at this
point in the game... if you're playing a female character, and is worth
save/loading to make sure you get something decent from each chest.

o--Square Chest--o
[Maiden's Petticoat]
[Summery Cowl]
[Summery Pareo]
11) Once that chest has been suitably looted, head north-east along some
battlements to reach another, more impressive tower. Head up the ruined
stair case beyond as far as you can go and climb atop the crumbling
exterior wall along the stairs. Once up there, turn west to see a
mostly-collapsed level of the tower with an ornate chest lurking on it.
You'll need to jump from the ruined wall to the floor upon which the
ornate chest sits to peruse its contents.

o--Ornate Chest--o
[Hunter's Bow]
[Purple Long Kilt]
[Red Over-Knee Boots]
12) Drop down onto the lower level again (be careful not to drop down
into a hole in the floor below, which will result in an extended,
painful, fall.) Once back on the lower floor head down two flights of
stairs to reach a fully interior room with a table and three chests-two
square chests filled with junk, and an ornate chest containing goodies.

o--Ornate Chest--o
[Maiden's Camisole]
[Nimble Earring]
[Noblewoman's Corset]
[Scarlet Cape]
[Silk Lingerie]
13) Head through a doorway to the south-east to reach the walls over the
gate impeding our progress. If you turn to the south-west you'll find a
ladder that will safely take you down to the Barta Crags-beyond the
lowered portcullis. On the other hand, if you turn north-west you'll
reach a ruined square tower where Ophis resides. Ignore it for now and
activate the lever on the outside wall of the tower to open the
portcullis. We can now simply walk through Heavenspeak Fort for the
rest of the game... although why would you opt to ignore all the loot
14) Now, one more thing to do before we bug Ophis. Note the doorway
leading to the interior of the square tower she resides in. It's
ruined, and the north-eastern section of the doorway is easily scalable.
From there, jump to the more elevated south-western side of the door,
and from there, jump onto a rounded-chest-bearing ledge further to the
south-west. Loot it and down down into Ophis' tower, where another
junky chest resides.

Note: Bardiche Daggers are the most potent Daggers available to us at
this point in the game. Dedicated Dagger-users would be well-advised to
try to score them. For Magick-build characters, Galvanic Razors are
high-end enhanted Daggers.

o--Rounded Chest--o
[Alchemical Cloak]
[Bardiche Daggers]
[Galvanic Razors]
[Thick Fur Greaves]
15) Talk to Ophis, who, if your Arisen is female (or is cross-dressing)
will admire your feminine wiles. Being the poon-hound that she is, she
will offer you a position with her theives... if you complete a task for
her. Yeah, this is just like Maul's Southron Bandit quest, you have two
options; kill a bunch (10) of Maul's male Bandits. You know where they
are-you don't actually have to kill the ones in Aernst Castle, but you
should try to kill the ones outside of it, at least. Or... head back
along the wall to the south-east, then turn south-west and head down
the ladder. Welcome... to the Barta Crags. But we won't count it just
yet, because I'm lame like that. Follow the road to the south-west a
short distance and find another she-Bandit, named Betiah, on lookout.
Note the quest marker and talk to her. She'll mention one of Ophis'
pets-a Cyclops-that Betiah is supposed to feed. Problem is, the thing
is kind of stupid, and liable to eat anything it gets its hands on, be
it proper food, or human being. She's understandably wary about
performing this duty, and wishes somebody would do it for her. This
updates 'Thick as Thieves'-either feed the Cyclops or kill some Bandits.
The latter should be simple enough, if that's how you want to go, but
feeding the Cyclops takes more doing... and hence, more explanation.
It's also local to the Barta Crags, so it's the method I'll describe
in detail when we reach the appropriate area. Again, feel free to run
to southern Gransys and take the easier (Bandit-killing) route, but
it won't be discussed in any depth.

Thick as Thieves

|								       |
|		        Exploring the Barta Crags	     	       |
|								       |
Sequence of Events:						{WLK027}
		1) Into the Barta Crags
		2) The Miasmic Haunt
		3) Snow Harpies and Coin
		4) The Fourth Journal Entry
		5) An Isle Surrounded by Death
		6) Saurians, Skeletons, and a Chimera
		7) Following the Western Cliffs
		8) Ophis' Domain
		9) Hobgoblin Hill
		10) More North, More Direwolves
		11) A Sarcophagus-Littered Forest
		12) More Putrescent Ponds
		13) The Western Entrance
		14) Greatwall Encampment

1) The Barta Crags lie before you, and includes all the land west of
Heavenspeak Fort. A short ways south-west from the gate the path will
fork one running uphill, one running downhill. Follow the southern,
downhill path for now. As you go, watch for boulders lining the cliffs
to the south which will, of course, fall as you approach. Continuing
follow the path until it terminates at a lake full of foul, blackish
water, marked on your map as the 'Miasmic Haunt'.

Miasmic Haunt
2) The dangers around this lake are manifold, and for once, they do
not include the Brine. This entire body of water is fordable, but
contact with it is extremely detrimental to one's health-the waters
will inflict Blindness, Poison, and Silence upon any who enter... which
usually means your Pawns, since they're too stupid to avoid anything.
Not only is the water toxic, but the lake is teeming with adversaries;
Snow Harpies in the air, and Sulfur Saurians on the ground. At least,
during the day. At night the water is harmless, although Phantasms
lurk over the waters. Perhaps at night the wretched spirits infecting
the water come out to frolic? Another amusing thing-during the night
the water doesn't... well, it doesn't get you wet, so it's like
Healing Spring water. Strange. In any event, search a boat along the
north-eastern shore of the lake to find a square chest within it, which
may contain loot (the lake is roughly circular on the map-if you think
of it as a clock, (with the river along the northern end acting as a
convenient '12:00' location) the chest is at about 2:00).

o--Square Chest--o
[Hunter's Bow]
3) Now that we've already used the idea of a clock as a navigational
aid, let's continue that by exploring around the edge of the lake
clock-wise. At about 4:00 you'll find a large rock upon which a Giant
Coin Pouch (10,000 G) sits. You should have encountered little in the
way of Sulfur Saurians by now, but Snow Harpies have certainly begun
to pester you.
4) Continue counter-clockwise until you reach the southern end of the
lake, where you'll find a campsite, complete with three tents, four
chests, and a nice little fire. Who the hell would camp out here?
Clearly nobody who is still alive. Search the chests, which will
disappoint you with their contents, but the rounded one contains the
one-time treasure, the 'Fourth Journal Entry'. We've nearly collected
them all now.
5) North of the campsite, across a narrow strip of water, you'll find
a small island. A short distance clockwise you'll find a small beached
ship that serves as an excellent bridge by which you can reach this
island without getting your feet wet. On this island you'll find a
largely variable number of Sulfur Saurians... and likely attract
whatever Snow Harpies still loom above the lake (it's worth noting that
neither are immune to the effects of the lake, and the sight of 'drunk'
Sulfur Saurians wandering the waters in a stupor or flailing out against
imaginary foes are quite common.) At night you'll find a Wight haunting
this island, although without its usual retinue of subordinate undead.
Dispatch whatever foes lurk here and search a rock formation along the
southern end of the island. South of these rocks you'll find a square
chest, and upon them you'll find an ornate chest. Other than that,
there's a wooden cage which contains warrior remains for you to loot.

o--Square Chest--o
[Sight Earring]
6) Return back to the campsite along the southern shore of the beach
and continue around it clock-wise. Be on guard as you walk around the
western shore of the lake, as Sulfur Saurians are rather thick in the
forest nearby-around a half dozen of them, by my counting. Continue
clockwise until you reach a stream along the northern end of the lake,
which presumably feeds it. Follow the stream to where it connects to
the lake to find a junky square chest lurking amidst some rocks. You
need not fear such a feeble amount of water-it's harmless... The Chimera
that prowls along the stream, however is not. Dispatch it as your means
allow and note that the northern path from Heavenspeak Fort (which we
ignored in favor of the southern one) terminates near this stream. For
the sake of completionism, follow the road back to Heavenspeak Fort-it's
only an interesting trip at night, where you'll encounter Skeleton
Knights and Skeleton Sorcerers. What? New foe? Damn...

Sorcerers > Mages, hence Skeleton Sorcerers > Skeleton Mages, right?
Yeah, pretty much. They're not much tougher, and also tend to prefer
simple elemental spells... so... mostly pointing them out just because
they are different, although you probably won't know what you're
fighting until the experience pops up.
7) Return to the stream and follow it north until it terminates. From
here, if you examine the cliffs to the north you should see a
fortification in the distance. This is Greatwall-our ultimate 
destination (in more ways than one...) It's where we're going to end
up, but we're going to take a round-about route to ensure we see
everything in the Barta Crags. Backtrack to the lake and follow it
counter-clockwise until you're at about 9:00 (along the western edge).
From here, head west through the woods until you find the cliff that
bounds the Barta Crags. You can, if you search well enough, find a
junky square chest in the woods here, but our real goal now is to
follow the cliffs as they run north and west.

Ophis' Doman
8) Follow the cliffs faithfully and you should find a palisade (that's
a spikey wooden wall, for you dummies out there.) Continue around the
edge of the palisade-around which Goblins and Hobgoblins lurk-until you
find an entrance. Kill one of the Goblinoids and grab its corpse
(for smart points, you'll grab the last one, so its buddies won't be
bothering you as you abscond with the body.) Drag the deader into the
palisade, marked on your map as 'Ophis' Domain'. Here you'll find a few
neutral female Bandits and Ophis' pet Cyclops. It's time to feed the
creature. Be brave and walk up to the beast, standing near it for a
moment until it notices you-and the treat you've brought for it. It'll
reach out to take it from you, but, like Betiah warned, it's not too
bright-it'll gladly grab you instead. You must drop the corpse just
before the Cyclops reaches you. The annoying part is-if the Cyclops
grabs you it'll take a bite. The damage sucks enough, but the delay
this causes will cause the corpse to rot away, forcing you to find
another. If you succeed, the Cyclops will grab the Goblinoid instead,
and will enjoy itself a disgusting little snack. If the timing just
isn't working for you, check out the video I made, below. Once you've
fed the Cyclops, you can turn this quest into Betiah, then to Ophis
(if you just killed the Bandits, you only need to talk to Ophis).
Whichever route you take, the experience rewards are below. Before you
leave the palisade, search along the southern cliffs to find a trio of
chests-two square, one ornate.

o--Square Chest--o
[Black Gaiters]
[Silver Vest]
o--Ornate Chest--o
[Forest Tunic]
[Ingot Club]
[Thunder Kite Shield]

(For appeasing the Heavenspeak Bandits by killing their Southron rivals)
EXP		8000
Rift Currency	30
Gold		10,000
Item		Ophis's Badge of Amity

(For appeasing the Heavenspeak Bandits by feeding Ophis' Cyclops)
EXP		12,000
Rift Currency	30
Gold		17,500
Item		Ophis's Badge of Amity

|VIDEO|Feeding Ophis' Cyclops				      	       |
|LINK |http://www.youtube.com/watch?v=1-VOVYfE-LU		       |
9) Leave the palisade and follow the road north until it forks. Time for
a profitable little detour. Follow the south-eastern fork, which will
shortly veer east before running downhill and terminating in a ditch. If
you follow said ditch south-east, you'll see a natural stone bridge
running over the low ground. That bridge is our destination, which
requires you to walk along the southern ledge of the ditch. Cross the
bridge to the north to find a plateau occupied by Hobgoblins (Snow
Harpies will also be floating around during the day.) Note the obvious
cage in the middle of this area. Slaughter your foes, then loot some
Warrior Remains east of the cage. West of the cage, along some rocks,
sits a square chest, and north-west of this you'll find a rounded
chest, also near a (much larger) rock. Circle to the northern end of
this rock to find yet another rounded chest.

o--Warrior Remains--o
o--Rounded Chest--o
[Animistic Robe]
[Ring of Sable]
[Thick Fur Greaves]
10) Backtrack to the palisade, then follow the road north, this time
taking the northern fork, which mirrors the cliffs to the west. We'll
head uphill steadily at first before the elevation levels out a bit. Our
foes here will be Goblinoids near the palisade, the odd wandering Snow
Harpy, and, as we continue north, Direwolves. Eventually you'll spot a
natural stone bridge spanning a dried up river channel. The road begins
to turn east and runs over this bridge, which you should follow. Once
on the bridge, drop off it to the north and into the river basin-it's
time to explore the forest in the north.
11) In the ditch under the bridge you'll find Hobgoblins roaming about,
and more in the sarcophagus-littered forest up north. At night, you'll
find a Wight with a full retinue of Skeleton Knights to keep you busy.
Kill whatever needs some death, then search the bogus chests nearby.
Also loot the sarcophagi strewn about, which are more generous than the

[Solar Numen] 
12) Now return south, running along the dried up river basin and under
the bridge. Our goal is to continue following this river channel south
until we reach one of the stagnant, toxic, miasma lakes it connects to.
The map doesn't always give you cues to keep you on track, but to put
it simply, if you ever find yourself going uphill, you're not going
the right way. When you reach the lake you'll find that it's surrounded
by Hogbolins. Like the Sulfur Saurians to the south-east, they're not
always wise enough to stay out of the polluted waters. Snow Harpies
fly overhead as well, so stay on guard. At night the lakes-again like
the one to the south-east-have Phantasms swarming over their waters.
13) Head east along the northern short of this lake-across the lake to
the south you'll spot the plateau from Step #9. There's not much to see
or do here, save loot a junky square chest near two small rocks just
before the lake terminates in the east at an acute downward slope. If
you head down the slope to the east, you'll find another, smaller lake.
East of this lake is a small pass that leads to the 'Soulflayer Canyon
West Entrance'. It's where we'll be heading soon enough-but not yet 
(it's also worth noting that this small pond is just north of where the
northern road running from Heavenspeak Fort terminated.) Near this
smaller lake, between two rocks along its south-western side, you'll
find a loot-worthy square chest.

o--Square Chest--o

Greatwall Encampment
14) From the larger, western lake uphill, turn north and look... even
further uphill. You should spot a mighty fortification, surrounded by
a more humble palisade. Head north up the steep side the mountain from
the lake until you find a gate in the palisade... your Pawns might
mumble something cryptic about not forcing a confrontation with the
Dragon... why? Because beyond Greatwall-this massive fortress-lies the
Tainted Mountain Temple we explored with Savan in another lifetime.
Fear not, we're not about to confront the Dragon yet-the time is not yet
ripe. We can, however, peruse the services of the Greatwall Encampment,
the area enclosed by the palisade, but outside the might stone walls
to the east. There's a Riftstone near the gate, and opposite it, near
some tents, you'll find a merchant named Mathias, who sells some rare
goodies. At this point in the game he sold Gryphic armor and the Cyclops
Veil helmet. The former is stylish heavy armor which might be worth a
buy... although we'll be able to find it shortly. West of Mathias is
a Gran Soren soldier-Ser Alfonso-who will stash items for you, allow you
to rest (for 100 G) and gives you the option to learn/set skills.
Empty your inventory and rest up, as Soulflayer Canyon awaits us, and
you're going to want to carry all the fine loot you'll find therein.
If you've got a Portcrystal handy, you might as well drop one somewhere
in the Greatwall Encampment, as we'll be coming back here later, and
it's an awfully tedious journey by foot.

|								       |
|		      Exploring Soulflayer Canyon	     	       |
|								       |
Sequence of Events:						{WLK028}
		1) Into Soulflayer Canyon
		2) Letter Sniping Gargoyle
		3) A More Practical Way
		4) The Cyclops Bridge
		5) Seeking Shelter
		6) Water-Sliding Fun!
		7) Getting Rid of the Gargoyle
		8) Recovering Fedel's Letter
		9) Leg Armor Loot
		10) Leaper's Ledge
		11) More Loot on the Ledge
		12) Leaving Leaper's Ledge
		13) The Hobgoblin Tunnel
		14) Sulfur Saurian Ledge
		15) Ledges and Bridges
		16) Backtracking for Treasure
		17) Cliff Crawling in Cursewood
		18) More Intrigue at Court

Soulflayer Canyon: First Floor
1) Leave Greatwall and head to the 'Soulflayer Canyon West Entrance'.
We've teased Soulflayer Canyon enough, time to penetrate and explore
its depths. Yes. That was a sexual pun. Anyways, you'll get the
achievement/trophy 'Into Soulflayer Canyon' when you enter. Soulflayer
Canyon is one of those obnoxious, multi-level, vertical dungeons. Death
by falling is not uncommon here, especially since Snow Harpies lurk
about the upper reaches, and love grabbing silly little bipeds that
invade their home. It's also the most lucrative dungeon we've yet set
foot in, so keep the idea of save/loading for premium loot in mind... or
plan to run through multiple times (after resting for about a week in
between runs to respawn goodies). There are, of course, various plants
to grab and ore veins aplenty scattered throughout Soulflayer Canyon.
Now that I've given them obligatory mention to remind you to use that
Pickaxe of yours, I'll go about ignoring them from now on. I will
apologize about something ahead of time, however-there is no way to
explore this entire area without doing a little bit of back-tracking, so
bear with me.
2) From the entrance head north-east until you come to a fork in the
tunnel. Ignore the northern path for now-we'll get there shortly.
Instead, head east to reach a ledge overlooking the canyon. You should
get a cutscene showing our sneaky letter-stealing Gargoyle lurking
around. We'll get there shortly. A ruined bridge extends a short ways to
the east and holds a rounded chest which contains the 'Fifth Journal
Entry'-the final one. Hobgoblins prowl around, but more dangerous are
the flocks of Snow Harpies that roost around. One of them can grab a
character and drop them into the abyss, making them the most dangerous
foes here... and don't think they won't try if you let them. To the
south extends an intact, Spider-infested bridge that terminates at a
smaller rocky ledge. Loot the square chest here, and grab a 'Pilgrim's
Charm'. We needed one of these for the quest 'Farewell Valmiro', and if
you were being cheap... well, this is a way to get one for free.

[Arm Crest]
[Chimeric Armet]
3) Search the north-eastern side of the ledge to find a ladder leading
down. Mount and descent to reach another bridge. Loot a square chest
near the bottom of the ladder. Now, you can turn north and head along
the bridge, eventually working your way to the bottom of the canyon...
but there's a more practical way to go about exploring Soulflayer
Canyon. So, backtrack up the ladder, head north back across the Spider
bridge, and return west back to the fork. This time, explore up the
northern fork.

o--Square Chest--o
[Bastard Sword]
[Crowned Hood]
[Plain Longbow]
4) Smite whatever Hobgoblins lurk along the way and follow the tunnel
when it turns north-east. You'll find a long, watery, natural stone
bridge running across the canyon to the north-east. Along this bridge
skulks a Cyclops, and if you set out on the bridge to engage it, Snow
Harpies will also join the fray. This entire situation serves one 
purpose-to increase the odds that you'll be knocked off the bridge and
into oblivion. The Cyclops certainly has no problem knocking you off
with its attacks, and Snow Harpies can, of course, grab and carry you
or your Pawns to their demise. The safe course here is to run up and
provoke the Cyclops on the bridge, then run back to the relatively safe
covered tunnel back south-west (using missile fire or spells to get the
attention of the Cyclops is, obviously, the best option.) If you're
clever, you might also be able to trick the Cyclops into falling off
the cliff itself
5) Once the Cyclops is removed, the safest thing to do is just run
across the bridge without stopping. The Snow Harpies will spawn and move
to attack, but running into the safe tunnels at the north-eastern end of
the bridge will prevent them from dropping you from any dangerous
height, hence turning them from a legitimate threat into a mere
nuisance. Once the Snow Harpies are dead, search the bridge to find a
square chest.

o--Square Chest--o
[Rex Lion Padding]
[Sage's Robe]
6) Leave the bridge again and head into the tunnels to the north-east.
Here you'll find a square chest along the northern wall. Opposite of
it to the south you'll find a watery ramp you can (and should) slide
down. Once on a small ledge between two watery ramps, creep to the
south and look down over the next watery ramp, which descends much
further than the first. You'll notice that the watery ramp leads to
two ledges-one to the east, and one to the west. For now, take the
shorter slide down south while sticking to the east. Once on the ledge
here, turn east and slide down another short ramp, then finally turn
north and descend down a longer ramp.

[Bespoke Longbow]
[Fluted Bow]
[Master's Merle]

Soulflayer Canyon: First Level Underground
7) You're now on an east/west running watery platform, where a few
Snakes may lurk. Along the southern wall in the middle of this platform
you can find some potions, sconces to loot, and a Coin Pouch (1000 G) as
well as an ore vein... but other than that, there's not much of interest
up here. Head to the western end of this platform and turn south to
find another long ramp that leads two two ledge. This time stick west
to reach the watery ledge upon which our wayward Gargoyle lurks.

Gargoyles are superficially similar to Harpies... because, well... they
fly. They'll do swooping fly-by attacks, but their most dangerous
attack is a flying-charge grapple, by which they employ their tail
sting, which can cause petrification, a fatal infliction unless you
have Cocatrice Liquor, Secret Softener, or a Sorcerer with High
Voidspell. As with Harpies, the best way to take down a Gargoyle is
with ranged attacks or spells. They're quite a bit sturdier than
Harpies, though, so don't expect to put them down so easily.
8) Once the Gargoyle is defeated, loot the ledge upon which it nested,
as goodies abound. First, obviously, are the Parcels and the
'Confidential Letter' that Fedel wants. Once you have them all-the
letter and at least ten (of a possible twelve) Parcels, loot the nearby
ornate chest before heading back to the south-east, where, along the
southern cliff near the ramp you'll find one of each type of money
pouch (Small, normal, Large, and Giant) worth a total of 14,600 gold.
When ready, slide down the watery ramp to reach a ledge, then turn
north-west and slide down a final ramp to reach the watery bottom of
Soulflayer Canyon.

o--Ornate Chest--o
[Steel Beak]
9) This watery platform is occupied by Phantasm at all times-day or
night. To the south you'll find a square chest, to the north you'll
find a rounded chest, and between them, in the eastern cliffs, you'll
find a Hobgoblin-filled interior chamber. First, however, head up a
ramp to the southwest, down which flows a small stream. On some raised
rocks along the way sits a square chest. Loot it and continue south-west
until you spot a ladder. This leads back to the western entrance, which
we've already explored and have no need to explore again. At the ladder
turn south, then head west between two rocky ledge to find a large
ramp leading down. Great treasure lies beyond, so slide down this ramp
to read the 'Leaper's Ledge'.

o--Rounded Boots--o
[Fine Over-Knee Boots]
[Raptor Cuisses]
[Red Longkilt]

Leaper's Ledge
10) This ledge is absolutely overflowing with loot, so try to bear with
me as I describe where it all lies-although for simplicity, you could
just loot everything here. South-east of the ramp are some warrior
remains which can yeild Kunai. From these remains turn south-west and
walk to an animal corpse near three piles of hay. Past this corpse are
two more warrior remains-the ones north-west of the corpse may contain
Master's Bracers, and the ones to the south can give up a Plucked 
Heart (the most potent Archistaff you can find at the point in the
game.) On a ledge to the north sits an ornate chest.

o--Warrior Remains--o
o--Warrior Remains--o
[Master's Bracers]
o--Warrior Remains--o
[Plucked Heart]
o--Ornate Chest--o
[Animistic Robe]
[Terminal Gyre]
11) From the animal corpse between the warrior remains, head south-east
across a stream. Here you'll find some more warrior remains near another
pair of animal corpses and a hay pile. These warrior remains can be
searched twice-and always gives up a Misshapen Eye the second time it's
searched, and can also drop either Alchemical Hosen or an Alchemical
Vest. Head south-west from here and score some more Warrior Remains near
the edge of the ledge. Now turn south-east to find a ledge upon which
sits a rounded chest. Along the south-western face of this ledge sits
another collection of Warrior Remains, which might give up a Crowned
Hood and Pleached Limbs-the strongest Bow avaiable currently.

o--Warrior Remains--o
[Alchemical Hosen]
[Alchemical Vest]
o--Rounded Chest--o
[Triple Tooth]
o--Warrior Remains--o
[Crowned Hood]
[Pleached Limbs]
12) West of the ledge upon which sat the rounded chest you'll find a
series of scalable rocks to the north. Upon the eastern-most low rock
sits some Warrior Remains. Continue scaling the rocks until you reach
a ledge upon which sits a square chest. Loot it and turn north. Slide
down a very short ramp to reach the area above Leaper's Ledge again.
It's now time to head back north and enter the Hobgoblin-infested
tunnels we ignored earlier.

o--Square Chest--o
[Chimeric Gauntlets]
[Knight's Mantle]
13) This cavern runs north/south and, like I said earlier, is occupied
by Hobgoblins. Exterminate them and get to looting. Along the northern
end of the cavern are a pair of Warrior Remains-the northern-most of
which can be looted multiple times, and only yeilds mundane items.
Along the eastern wall you'll find a box full of potions, and in the
south-eastern corner sits a square chest. Once done, head to the
southern end of the cavern and turn west to find another passage out.

o--Warrior Remains--o
[Ingot Club]
[Rusted Magick Shield]
o--Square Chest--o
[Free-Spoken Earring]
[Iris Ring]
[Ring of Sable]
14) Here you'll find another large, watery platform occupied by
Phantasms. Smite them and continue south past a watery ramp to reach
the dry, elevated southern end of this ledge. Be wary of the several
camouflaged Sulfur Saurians that lurk around here. Dispatch them and
loot some Warrior Remains at the edge of the water, then head up to
where the Sulfur Saurians lurked and turn east to find a ledge you can
climb. Before you climb it, score a square chest south of this ledge
for some goodies.

o--Warrior Remains--o
[Silver Vest]
o--Square Chest--o
15) Once on the ledge turn north-east and head across the fallen ruins
of a wooden bridge. Climb up to another ledge upon which stand the
feeble remains of the bridge littering the ledge below. Continue north
to find yet another ruined bridge above you, crawling with Giant
Spiders. Before climbing on this next ruined bridge turn east to score
an Angel's Periapt sitting along the cliff. Scale the bridge and follow
it north until you find a ladder. Head around the ladder to the north
to find a square chest hiding.

o--Square Chest--o
[Chimeric Half Plate]
[Crowned Hood]
[Scarlet Cape]
[Thousand Stings]
16) Now, we can climb the ladder to reach the eastern exit of Soulflayer
Canyon and be quit of this place... but there's one last bit of loot to
be gained if you're willing to backtrack to the western entrance of the
canyon. Backtrack down to the southern Phantasm-haunted watery platform,
head through the Hobgoblin cavern, then travel south-west up through the
northern watery platform. Scale three ladders, turn north, and recross
the Spider-infested bridge. Follow the stream west until you reach
the fork, then head north, cross the Cyclops-occupied natural stone
bridge and return to the watery ramps. Drop down the short, first ramp,
and when faced with the second, larger watery ramp, descend while
sticking to the west this time. After a long slide you'll find yourself
on a ledge with a square chest. Score a Light Cure behind the chest, and
a Seeker's Token to the south before sliding down another ledge to the
west. Not a terribly rewarding detour, but at least we've seen all there
is to see. Head south along the open-air ledge and note a collapsed
wooden bridge to the west. There's a ladder down nearby-but we have no
need to descend deeper into the canyon again. Instead, turn south-east
and follow a stream until you reach the exit.

o--Square Chest--o
[Free-Spoken Earring]
[Golden Ring]
17) You're now back in Cursewood, just outside of the 'Soulflayer Canyon
East Entrance'. If you've been gone a while, expect foes to have
respawned. Head south-east and loot a square chest for some junk loot,
then turn south-west and search some Warrior Remains. Now turn east and
walk amidst some apple trees (yummy healing, if you were hurt in
Soulflayer Canyon). Head to the eastern ledge of this platform and head
to the northern tip to score a Coin Pouch (1000 G) hidden amidst some
trees. Grab it and walk off the ledge to the east and onto the rocky
slope. Head south along the slopes until you reach a ledge with a
bird's nest along the sheer cliff to the west. Turn north-east and
walk along the ledge to find a rounded chest, which bestows goodies
upon those who loot. Continue past the chest to the north-east until the
walkable ground ends, then slide down the cliffs to the south. You're
now west of the Catacombs entrance, and should have no trouble finding
your way back to Gran Soren from here... we have a letter to turn in,
after all.

o--Warrior Remains--o
[Leather Gloves]
o--Square Chest--o
[Iron Headgear]
[Sectional Iron Plate]
[Unspoken Grace]
18) Return to Gran Soren, stash loot, and rest until morning, if
necessary. Once done, head back to the castle, letter in hand... err...
inventory. Walk towards the castle and you'll see a cutscene of a Gran
Soren soldier very awkwardly spying on you. Either head into the
palace or go talk to the chap-if you do the latter, he'll intercept
you, so... you'll be talking to him either way. This Ser Gabrian, a
soldier of Ser Daerio, captain at the Stone of the North (Windbluff
Tower) knows an awful lot about your dealings with Fedel, and intimates
that Fedel is a snake in the grass, preying upon sympathies towards the
health of the duke that... well, you probably don't possess. Of course,
his company is the squad being investigated by the court for potentially
readying a coup, so, his story smacks of self-interest. If you give
Ser Gabrian the letter, Fedel will still have a quest marker, and will
still babble about the quest, but it's a legitimate way to complete the
quest. On the other hand, if you refuse Ser Gabrian will suggest that
you might encounter some ill fortune in the future. The reward is the
same for giving the letter to Fedel, so there's no objective reason to
favor one side over the other... and honestly, it seems stupid to get
overly concerned over who owns the duchy while the Dragon is out there
trying to burn in down.

There is, of course, a third option-visit Mountebank at the Black Cat
and have him forge the letter for 34,500 gold. The fake is marked as
such in your inventory, usually a sign that it won't substitute for the
original... but that's not the case in this instance. You can give one
of them the forgery, and the other the real letter, and score double
the quest reward... which pays for the cost of the forgery, and a bit

When you turn over the letter, we're done with this Sequence of Events.
Don't be afraid to head back to Soulflayer Canyon on your own time and
loot it again, as there's little chance you've found most of the loot
in only one run, even if you save/loaded alot. As for our next move,
we still have a few things to do up in the Northface Forest... but
thanfully there's a quest we can get from Aldous that'll take us up
in that area... two birds, and all that. Actually three in this case,
and it's one hell of a bird...

(For giving the letter to Ser Gabrian)
EXP		18,000
Rift Currency	35
Gold		35,000

(For giving the letter to Fedel)
EXP		18,000
Rift Currency	35
Gold		35,000

|		    Chapter 4: The Duke's Directives		       |
|								       |
|		Aiding the Corps on a Hunting Expedition   	       |
|								       |
Sequence of Events:						{WLK029}
		1) Griffin Hunting
		2) Bait and Smite
		3) Everything Eats Goblin!
		4) Ser Daerio's Supply Deficiencies
		5) The Arisen's Bond
		6) Playing Patsy
		7) Meloirean Armor

1) Since we're already in the castle and all, head over the Chamberlain
Aldous and talk to him. It's finally time to start doing jobs for the
duke. Right now we have two choices; 'Aid the Corps on a Hunting
Expedition' or 'Gather Evidence for an Important Trial'. These quests
aren't like the Wyrm Hunt quests-we've got two quests to do now, two
quests to do later, and we must finish the first two before we move onto
the next two. To start, pick the obtion to 'Aid the Corps on a Hunting
Expedition'. A Griffin has been terrorizing the lands, and the local
mercenaries hired by the duke (his own forces being patently useless)
aren't quite up to the task. That's where we come in. The leader of
this merry expedition will be waiting for us outside of Gran Soren's
southern gate. Prepare as you need, this quest will see us just as far
a way from Gran Soren as did the last one, but through more explored
land. Travel as light as you can... but be sure to bring the 'Ancient
Tablet' we got back in the depths of the Witchwood... with a weight of
15.80, it makes it hard to 'travel light', but we'll get putting it to
good use soon enough.

Griffin's Bane

|VIDEO|Griffin's Bane					      |{VID042}|
|LINK |https://www.youtube.com/watch?v=mFKfmSCRCz4		       |
2) Exit out Gran Soren's southern gate and cross the bridge to find a
squad of soldiers assembled on the road ahead. Talk to the quest-icon
bearing guard-Ser Georg-to get the show started. Listen to him advocate
their piss-poor plan, then follow them uphill towards Manamia Trail.
Watch as they struggle against Goblins, and you might wonder how they
ever hope to match a Griffin? If you didn't think this was all going to
be up to you already, it should be clear by now. They'll head into the
eastern-most path south, the one leading to the Moonshower Cliffs.
Follow them until the camera directs your attention to a spot on the
ground. What we need to do now is find ourselves something yummy for the
Griffin to eat and bring it to that spot. This will lure the Griffin to
us. The squad drops into what they obviously think is cover and leave
the baiting up to you.
3) So, head up into the hills to the north and find yourself a Goblin
victim. Smite it, and drag its delicious corpse back to where the
squad is gathering. Stand in the area the cutscene showed you and look
up at the sky to the south-west. Wait a few moments and the Griffin
should appear in air-you may have encountered one already, as they've
certainly started stalking Oxen in the Estan Plains by now... but this
is the first time such an encountered has been guaranteed... Still, it's
not quite time to give them their monster entry. When the Griffin turns
to face you in the sky, drop the snack for it and get out of the way.
The Griffin will land, and your squad will attack. Now, the purpose of
the fight is, on the surface, to vanquish the Griffin... and indeed my
first time through the game I ended up killing the Griffin here. But if
you injure the Griffin enough without killing it, it'll flee to Bluemoon
Tower, giving us an excuse to chase it there, and what's more, allowing
us to explore the place in its entirity. It's not necesssary, but since
many low-level characters are in fact unlikely to defeat the Griffin
here, and since it gives us an excuse to explore more, I'm going to
assume that you force the Griffin to flee here, rather than killing it
outright... which is certainly how this mission is supposed to play
out, anyways. Fight the good fight, but don't kill the Griffin, and
after a while it'll fly off. Your mercenaries buddies will condemn the
cowardly creature before deciding to chase it back to its nest.

|VIDEO|Griffin Bait					      	       |
|LINK |http://www.youtube.com/watch?v=GjYqjqwB9Yc		       |
4) The journey to Bluemoon Tower will take us back through the
Northface Forest and give us an excuse to explore the Pastona Cavern,
beyond which Bluemoon Tower lies. There's also a few quests to see to
along the way... which we'll do now, since it's on the way and all.
First stop? Windbluff Tower, the source of so much intrigue in the
realm... Here you'll find a Gran Soren soldier who happens to have a
quest for us-this is none other than Ser Daerio, whom we've recently
heard of... Anyways, hear him out and he'll give you a task-after giving
a sob story about the hardships of a soldier's life. Simply put, his
soldiers aren't getting fed, and hungry soldiers aren't happy soldiers.
He wants you to head to the capital and speak to somebody in court on
his behalf. He'll specifically say that his troops are one week in
arrears, and that they need food to boost morale for a new training
exercise coming up. He will also inform you that Lord Julien is
responsible for the supply here.

Supply and Demands

|VIDEO|Supply and Demands				      |{VID037}|
|LINK |https://www.youtube.com/watch?v=Ea7ePmZpucw		       |
5) That's one little task-but we've more to do before we head back to
Gran Soren. Return to Hillfigure Knoll and enter the Dragonforged's
Sanctum. Talk to the Dragonforged, who will speak crypically about the
cipher you found in the Witchwood before prompting you to hand over the
'Ancient Tablet'. Gleefully hand over this heavy hunk of stone, and he
will babble more. The tablet is nothing less than a disguised token
that only appears to the Arisen-a bond given form. And what better form
for such a thing to take than a ring? You'll get the 'Arisen's Bond'
ring, whose purpose the Dragonforged will explain. In effect, it's a
promise ring. Give it to somebody to massively boost their affinity
towards you. It won't ensure that they'll be your romantic partner
later in the game... but it does cover significant ground. Anyways,
be sure to loot around here before you leave-no sense in running out
this far without grabbing some goodies.

(For discovering the Arisen's Bond)
EXP		10,000
Rift Currency	30
Gold		25,000
Item		Arisen's Bond
6) Now, we've got a lot of exploration ahead of us still, and we'll
probably end up running back to town at least once while exploring
Pastona Cavern/Bluemoon Tower to stash loot... but even so, I still
prefer to get done with 'Supply and Demands' now, just so we don't have
to worry about it anymore. So, return to Gran Soren, rest until
morning if it's night-time, and head back to the castle. There are two
people we can see to complete the quest, a guard named Ser Elmest, or
Julien. Write off the guard, as resolving the quest through him will
lead to a less-than-optimal reward... which is a shame, since Julien
can't be bothered to drag his lazy ass to the castle until later in the
day (must be all that cultist crap he's involved in.) Just wait around
until Julien shows up (if you're tracking this quest, just wait until
there are two objective markers on the mini-map.) when you talk to
Julien he'll ask how many supplies they need. You have three answers;
'One week's supply', 'Enough for training exercises, ''Twas left to your
discretion.' Pick 'One week's supply' and he'll decide that two more
days worth of supplies are needed, and will give you five pieces of
Ambrosial Meat to take back to Windbluff Tower. 
7) Return to Windbluff Tower and talk to Ser Daerio. If you ordered
the wrong number of supplies from either the soldier or Julien, you'll
get the top reward. If you tell the soldier the right amount of food,
you'll get the middle reward. If you tell Julien the right amount and
bring the Ambrosial Meat back with you, you'll get the bottom reward.
From his comments it should become clear that you played the patsy in
some clandestine scheme of theirs. In addition to the quest reward, if
Ser Daerio's affinity towards you raises enough (which will often happen
if you complete the quest the best way) he'll have another quest marker
come up over his head. Don't worry-this isn't more work, just a token of
appreciation from Ser Daerio. He'll tell you how awesome you are and
fork over the Windbluff Tower Key, which we can use to open the locked
door along the southern edge of Windbluff Tower, beyond which lie two
rounded chest with very valuable loot in them-some of the best heavy
armor in the game.

If somehow you botched the quest, or his affinity just isn't there
yet, you can always butter him up with more mundane methods... like
giving him gifts. As a soldier he's partial to Foreign Knives. Once
he likes you enough, he should hand over the key.

Once we're done here, we're free to explore the Pastona Cavern without
any distractions. You'd be well served by grabbing three Skeleton Keys
before you head to Pastona Cavern... you know... just in case some
doors lie around that need to be unlocked...

Note: These chests can only be opened once per game.

o--Rounded Chest--o
[Meloirean Helm]
o--Rounded Chest--o
[Meloirean Plate]

(For botching Ser Daerio's request)
EXP		1500
Rift Currency	20
Gold		3000

(For successfully relaying Ser Daerio's request to a soldier)
EXP		3500
Rift Currency	20
Gold		5000

(For successfully relaying Ser Daerio's request to Julien)
EXP		6000
Rift Currency	20
Gold		12000

|								       |
|	 		Exploring Pastona Cavern	  	       |
|								       |
Sequence of Events:						{WLK030}
		1) Windworn Valley
		2) Through the Wind Once More...
		3) undead Ledges
		4) Into Pastona Cavern
		5) Under Fire From On High
		6) Leaping for Loot
		7) The Bandit's Den
		8) Bandits On High, Golem Down Low
		9) Skeletons and Spiders
		10) Smuggler's Pass
		11) To Bluemoon Tower

Windworn Valley
1) Run, run, run, through the Northface Forest, past Windbluff Tower,
Hillfigure Knoll, and the Abandoned Campsite areas, staying on the
road. When the road splits in the north-the northern route heading to
the Blighted Manse and the Healing Spring, take the eastern path to
reach Windworn Valley, a tiny map area not even worth it's own area.
Ahead of you you'll spot a hill with a cage on top... you remember the
place, we discussed it way back in [WLK014], Step #19. Snow Harpies,
crappy junk loot, blah, blah, blah. Kill whatever Snow Harpies fly
around, as they'll only pester you later if you don't.
2) Bid the road farewell and walk along the eastern side the
cage-bearing hill here, heading north-east. Strong winds will impede
your movement as you progress... walk when you can't run, but running
is what make headway. When you run out of north-east, turn south-east,
then south as you push your way through the pass. Once the wind is gone
admire the view to the south-west, as you can still see Windbluff Tower
and Gran Soren in the distance.
3) Turn east and, when you can, head up a ramp to the north. Atop the
ramp you'll find some Warrior Remains, and more to the south-east.
Beyond both of the lie an apple tree. You're probably going to need some
healing during this mission, so don't neglect to grab some fruit if you
don't have any. If you turn west you'll find a tree surrounded by
plants, if you continue north-east you'll walk into a dead-end which
terminates near another apple tree. On a rock at the end of this
northern reach you'll find a Wakestone Shard, making it worth exploring.
There are no foes here during the day, but at night you'll have to
contend with Skeleton Knights and Skeleton Mages.

o--Warrior Remains--o
[Fine Over-Knee Boots]
o--Warrior Remains--o
[Guardian's Hood]

Pastona Cavern
4) Backtrack to the top of the ramp and turn south-east until you find
a narrow pass to the east. Continue on to reach Pastona Cavern. Your
trip east is brief, the cavern opens up and turns south, and on an
elevated ledge lurk some of the strongest Bandits in the game-you'll
not find human foes more dangerous than the Bandits in Pastona Cavern.
They've got plenty of versatility, including a rare Magick Archer, but
their Rangers are the most dangerous, in my eyes. Even if you're
approaching level 100, these Bandits can do wretched damage, so fight
smart, and when that fails, be ready to retreat and heal, as necessary.
Once they're dead, search the ledge they operated off of to find a
room dug into the rock to the south. Inside is a square chest which
hints at the quality loot that lies in store for us during this journey.
Head back out onto the ledge and spot another room cut into the stone
to the east-on the opposite side of the cavern. A good running jump
might suffice here, but a Double Vault or Levitation will make this-and
other jumps coming up-much easier. In here you won't find much to loot
save a pile of literature but... uh... at least I mentioned it?

o--Square Chest--o
[Font of Fire]
5) Head back down to the lower part of the cavern and continue south,
but do so quickly-two asswipe archers lurk on ledges above you, and
will take great delight in raining death down upon you. Sprint into
one room cut into the northern wall to score a square chest, and then
run into a second further down the cavern to the south-east. Exterminate
whatever Bandits come to you here, safe from archer fire. When you're
confident you've killed the groundies off, head up some stairs to the
north-west. Ascend three flights of stairs, loot a square chest, and
carefully peek out the door to the south-west and spot the archers to
the west. If you have ranged attacks of your own, killing them shouldn't
be any trouble. If you're a Mage or Sorcerer, you're at a distance
disadvantage, and if you're a pure melee class... well, life sucks
sometimes. Kill them if you can, endure them if you can't.

o--Square Chest--o
[Seeker Tights]
o--Square Chest--o
[Assassin's Mask]
[Iron Headgear]
6) I should note that you can jump onto the platforms of the Bandit
archers-first west to reach the platform on the northern end of the
cavern, then from there to the southern one, and ultimate you can jump
west again to reach a lower ledge to reach another chamber cut into
the cliffs... but there's no real point in doing so, as there's nothing
of interest within. From the long, narrow ledge east of the Bandit
archer platforms (the one just outside of the room in which we found the
last square chest) turn south-east to notice another chamber cut into
the rock. The way to reach it is to sprint to the end of the ledge and
make a jump at the last second... a difficult jump that becomes
trivial with Double Vault or Levitate. In the chamber beyond you'll
find three chests-one ornate chest in the center, two square chests
on either side.

o--Square Chest--o
[Barbed Nails]
[Knight's Mantle]
o--Ornate Chest--o
[Fiery Talon]
[Red Leather Armor]

Bandit's Den
7) Loot and leave, jumping into the sloped corner between the ledge we
jumped from and the room we jumped to to slide safely down to the
cavern floor again. Continue down the pass to the south, then turn
south-east when you must. Ahead of you the cavern will open up
extensively. To the north sits another chamber cut into the stone,
containing another Square Chest, and outside of this chamber you'll
find some Warrior Remains. On your map, we are just south of the
'Bandit's Den' marker.

o--Square Chest--o
[Barbed Nails]
[Ring of Purpure]
o--Warrior Remains--o
[Iron Shield]
8) Look into the open part of the cavern lying before you to the
south-east. Any fool can see the dormant Golem sitting just in front
of us. Beyond it is a rock formation where two Snow Harpies roost. To
the south-west of the Golem and Snow Harpies are some elevated ridges
which we can use to bypass the Golem. On the highest ledges to the
south-west rest two ballistae, standing proud and useless on this
high ground. Standing by the ballistae you can look across the cavern to
the north to spot a Bandit camp on the elevated ground there. To reach
that lofty Bandit camp in the distance, kill or bypass the Golem
(keeping a safe distance away) and work your way to the eastern reaches
of this area. Turn north and you'll see a doorway cut into the rock,
beyond which lie some stairs, which lead to the Bandit's Den. The
Bandits here aren't any weaker than the ones elsewhere in Pastona
Cavern... but killing them is a good bit less lucrative. The only loot
to be found here is an Airtight Flask, a Flask of Water hidden atop some
rocks, and a junky rounded chest in a tent. Finally, to finish this
open area up, search the cliffs to the east to find an elevated chamber
cut into them. Fortunately, there are narrow ledges that can be scaled
to reach this room, in which sits a rounded chest. On the cavern floor
itself, all you'll find are some Warrior Remains south of the Snow
Harpy rocks.

o--Warrior Remains--o
o--Rounded Chests--o
9) Exit this open area by heading south. You'll move briefly through a
narrow pass before the cavern opens up again. Here you must contend
with Skeleton Knights and Skeleton Warriors if it's night... or Giant
Spiders during the day. I'm honestly not sure which I find more
annoying. No, wait. I am. Spiders. At least the undead give you
experience. If you scale some stones along the northern cliffs you
can find some loot-worthy Warriore Remains. If you head south-west, all
you'll reach is a cliff... albeit with a nice view. Nice views aren't
loot, though, and this isn't Journey, so head south-east under a large
natural arch. while under the arch, search the northern wall to find yet
another chamber cut into the cliff-face... although these chambers run a
bit deeper than the ones we explored earlier...

o--Warrior Remains--o
[Fine Magick Buckler]

Smuggler's Pass
10) Despite the name, fear not-there are no smugglers down here... not
any living ones, at least. Head down some stairs to the south-east,
ignore a room to the south-east and turn the corner to find some stairs
to the south-west. Follow the stairs down until you reach the bottom,
a long south-east/south-west running hall with rooms on each side.
Sword-and-shield armed Skeleton Knights prowl these rooms, and their
tendency to block and the narrow confines work together to make them
somewhat annoying here. I'll spare the details here because they're
unnecessary, and just paint in broad strokes-there are usually one or
two Skeleton Knights in each room. Some rooms are locked, some are
open. Skeleton Keys will make locked doors not so locked. In most of
the rooms are chests-chests with pretty good loot in them. You need
three Skeleton Keys to open all the locked doors here-and they stay
unlocked the rest of the game, so it's good sense to bring them... you
know, just in case we come this way again? One thing I will mention is
the north-eastern most chamber, as it has another chamber beyond it to
the east. The square chest in the western room before it contains junk,
but the ornate chest in the eastern room contains goodies. Also, there's
a Wakestone Shard in the south-eastern corner of this room, so, extra
goodies. with any luck you'll leave the Smuggler's Pass much more
weighed-down with loot than you entered.

o--Ornate Chest--o
[Bardiche Daggers]
[Lion-Lord's Helm]
[Scarred Sentinel]
o--Square Chest--o
[Guardian's Hood]
o--Square Chest--o
[Fine Magick Buckler]
[Scorched Pelta]
[Thunder Kite Shield]
o--Ornate Chest--o
[Black Matter]

Cutlass Cape
11) Return to the exterior and continue following the cavern downhill
to the south-east. You'll pass under another stone arch, and will have
to deal with more skeletal undead and Spiders, depending on the time of
day. Eventually the cavern will turn east and you'll see the ruins of
stone stairs on the ground you traverse, with toppled arches lining
the path. Ahead of you lies Bluemoon Tower, the remains of what must
have been a once-mighty civilization. As the road turns south again,
you'll find a square chest along the northern side of the road, and
outside the gates to Bluemoon Tower itself sits a Riftstone. At least
your Pawns can get back up to full strength before venturing on. Be
warned, though, lots of loot still lies ahead. If you're inventory is
full now, it might be worth a run back to the 'Traveler's Rest' south
of the Blighted Manse. If you're quick enough (and don't rest) the
enemies won't all respawn in such a short time... and neither will all
that tempting treasure...

|								       |
|	 		Exploring Bluemoon Tower	  	       |
|								       |
Sequence of Events:						{WLK031}
		1) Enlishment Corps. < Snow Harpies
		2) Auspicious Statues
		3) Snow Harpy Snack Time
		4) Silver Chestplate (Bra)
		5) Ascending Bluemoon Tower
		6) Drop-Down Treasure
		7) Looting the Broken Tower
		8) Precarious Walkways
		9) More Tower Treasure
		10) The Griffin Awaits
		11) A Storm Approaches
		12) Breaking Through
		13) Fleeing the Griffin
		14) A Short Reprieve
		15) Searching the southern Stairs
		16) Griffin Battle Atop Bluemoon Tower
		17) Looting the Summit
		18) Searching the Northern Stairs
		19) Planting the Portcrystal

Bluemoon Tower: First Floot
1) Bluemoon Tower... if there's any place in the entire game at this
point that can challenge Soulflayer Canyon in both quantity and quality
of loot, this is it. Head south across the bridge you start on and
score two Warrior Remains before passing under a large arch (the second
set of Warrior Remains can take a bit of time to load... but that might
just be an Xbox 360 thing.) Here you'll find members of the Enlistment
Corps. fighting a losing battle against a flock of Snow Harpies. Snow
Harpies are normally native to Bluemoon Tower-but the only reason
these ones are here is due to the quest progress of 'Griffin Bane'.
In subsequent runs, you shouldn't encounter any Snow Harpies here.
Talk to Ser Arbel and Ser Loren for a flavor update, if you care about
such things.

o--Warrior Remains--o
[Iron Vest]
2) Continue out onto another bridge-this one running east/west. To the
west you'll find a square chest worth looting. Once done, head east
where you'll see more soldiers fighting some Skeleton Knights. Again,
these monsters are native to Bluemoon Tower, but you normally wouldn't
encounter any here. Continue south across another bridge and head up
some stairs to reach a column-lined hall with more Warrior Remains on
it. Before the arch, flanking the stairs, sit two Griffin statues...
fitting, considering our prety. If you climb atop them, you can find a
few things to loot-some Harspud Juice and Secret Softener around the
base of the western one, and a Seeker's Token near the front left paw
of the eastern one.

o--Square Chest--o
[Bespoke Longbow]
[Chimeric Sabatons]
[Silver Ring]
o--Warrior Remains--o
[Silver Ring]
3) Carry on to the south, under another arch. You'll spot a pair of
Snow Harpies feasting on carrion, and on an elevated ledge above them
(and you) sits a Skeleton Mage waiting to blast you with Ingle when you
come in range. To the east lurk some slumbering Skeleton Knights and
some stairs-dispatch all your foes, loot a rounded chest near the
carcasses the Snow Harpies were feasting on, and head east.

o--Rounded Chest--o
[Iron Bandings]
[Master's Merle]
4) Reach the stairs and defiantly ignore them for now. At the feet of
the stairs turn north and spot a sliver of intact, uneven floor running
under an arch to the north-east. Use the ruined floor as a bridge of
sorts and walk onto a ledge under some more arches-and-columns and look
down. You'll see a rounded chest glowing merrily at you, but be
cautious-a Skeleton Knight lurks here as well. This chest can contain
the ultra-cool looking Silver Chestplate, essentially a muscle cuirass
on male characters, and a metal bikini top on females. While it's
attractive enough... I wish there was a muscle cuirass for both
genders. Why does the guy get a cool, full-frontal piece of chest armor,
and the ladies only get tit-holsters? Come on, Capcom, this isn't
Dead or Alive: Beach Volleyball, I want armor, not swimwear.

o--Rounded Chest--o
[Silver Chestplate]
[Trooper Outfit]
5) Return back south to the stairs and follow them up, then up another
flight to the west, grabbing a Light Cure near a torch along the way.
Up some more stairs to the east another Skeleton Mage will do his best
to act as an Ingle-turret... but fortunately there's a column you can
hide behind, waiting to attack while he's casting. When you do attack,
however, do so quickly, as a number of Snow Harpies will show up and
attack. Run to the landing the Skeleton Mage was on and hide in the
corner, picking the Snow Harpies off at a range or waiting for them to
come to you-doing this will lessen the odds that they'll pick you up
and drop you into any of the pits nearby. If it matters at all to you,
there's an Inverventive to score on the flat ledge under the arch
separating the stairs the Skeleton Mages lurked near from the ones
6) Continue south to find more stairs-which we'll be ignoring again.
Instead, walk under another arch and look down the ledge it rises over
to spot a rounded chest. Before you jump, grab some Harspud Milk to the
west and a Pickaxe to the east, if you need it. On the ledge under the
next arch to the west you can find a Salubrious Brew. When you jump
down, try to land on top of the rounded chest or one of the several ore
veins to avoid taking damage-a little trick my girlfriend taught me.
Mine the ore, loot the chest, and continue east.

o--Rounded Chest--o
[Grand Surcoat]
[Gryphic Gauntlets]
7) When you run out of east, turn north and head up some stairs.
Continue north along some arches-and-columns until the path turns east,
terminating at a collapsed stone walkway leading to a square tower. The
gap can-and should-be jumped. Grab a Light Cure on the other side and
walk the narrow ledge around the elevated platform of the square tower
to score three Bladeleaf and some Harspud Milk. Atop the elevated part
of the tower you'll find two chests-both ornate, and both very generous.
In the south-eastern corner of the tower you'll find a Panacea and a
Salubrious Brew, and in the north-western corner you'll find two Large
Coin Pouches (7000 G).

o--Ornate Chest--o
[Anchor to Heaven]
[Crescending Roar]
o--Ornate Chest--o
[Assailant's Bracers]
[Fluted Bow]
[Hunter's Bow]
8) Head back west, jump the gap again, and head under the northern-most
arch lining the walkway to the west. Another strip of floor leads to
the intact surfaces of the arches-and-columns below. Continue west to
score a rounded chest, then turn north and walk across some much more
uneven ground to find a square chest... scoring a Dose of Courage
along the way.

o--Rounded Chest--o
[Chimeric Half-Plate]
[Sectional Iron Plate]
o--Square Chest--o
[Divine Axis]
[Fiery Talon]
9) Backtrack to the last rounded chest we scored to the south, and from
there continue west along the tops of arches-and-colums before passing
under another arch to the west-scoring another Dose of Courage under
an arch to the north along the way, of course. Cross another ruined
floor to the west, then cross under yet another arch to spot another
square tower-this one with an intact walkway. Stroll around it first
to gather up another two Bladeleaf Plants and a Salubrious Brew, then
ascend to the elevated platform to find a rounded chest. Grab two more
Large Coin Pouches (7000 G) in the north-eastern corner and return to
the walkway. Follow it east, then south. Head up some stairs (another
Interventive hides under the arches east of the stairs) and turn east
to find yet another rounded chest. Once done looting jump off the
eastern side of the ledge (behind the chest) to reach the platform
where the first Skeleton Mage we took down here stood.

o--Rounded Chest--o
[Plated Coat]
[Twilight Hood]
o--Rounded Chest--o
[Gryphic Helm]
[Violet Ring]
[Vouge Daggers]
10) Head up the stairs to the east again, turn south, and rush up the
stairs to the west here. Skeleton Knights dot the stairs and landing
above, but a Skeleton Mage waits behind them. Rush past the dormant
Skeleton Knights and kill the Mage before his buddies animate to
simplify the fight. Once all the undead lie still, grab a Dose of
Strength and some Harspud Milk on the floor before turning south-east.
On top of a crate near a door sits some Harspude Juice. The caged door
nearby is barred from the other side... something we'll need to remedy
shortly. The metal door on the opposite wall, however, is open to us due
to the progress of the quest 'Griffin Bane'. Be in top form before you
head through the door, as the Griffin awaits.
11) Open the door and the weather will turn stormy... not that it
actually rains, mind you, there's no precipitation of any kind in
Dragon's Dogma... which is a shame, I think. A game like this could have
only benefited from the atmosphere added by a little weather... anyways,
you'll see a soldier standing near a ledge to the north gesturing
wildly. Head over to him and the Griffin will make its grand
reappearance and, well... will do bad things to the soldier.
12) To the west Ser Georg will call for aid-they're attempting to cut
their way through the cross-bar that seals a nearby gate-run up to the
gate and give them a hand. When the bar is destroyed, the gate opens and
you can continue past it. Another gate looms ahead, however, blocking
your path-you can either cut your way through this one, or run up some
stairs to the north-west, cross a bridge (smashing crates that block
your way as you go), and head down some more stairs to get behind the
gate. The Griffin will pick off Ser Cyrus-spare the soldiers some effort
by pulling a lever on the far side of the gate, which will open the way
for them.
13) Once reunited, continue south to the next gate. Ser Westley is the
next victim of the Griffin, who snatches him and flies out of reach to
pick poor Ser Westley to pieces before renewing the assault on you.
Attack the Griffin as you may (but try not to kill it yet) and it'll
eventually bash through the gate for you... but not before smashing the
walkway back. Once the gate is down, do not hesitate-you must run into
the camera (a cinematic cliche my girlfriend absolutely hates in games),
as the Griffin repeatedly swoops down and destroys the walkway behind
you. Flee the wrath of the Griffin, running counter-clockwise along
the walkway until the walkway ends. When it ends turn north and head
into a hallway, which will provide us sanctuary from the Griffin.
14) Grab some Harspud Juice in a nearby crate, loot some Warrior
Remains beyond them (to the north), further north still lies an
Interventive, and when the hall turns west, search the corner for a
Salubrious Brew. These potions should be sufficient to cure whatever
damage you may have sustained, if any. Head down the hallway to the
west, then south to reach a larger, columned hall running north-west.
To the south-east you can find a rounded chest hidden by crates. Loot
it and continue north-west.

Note: If you return here later you'll find Phantoms, Skeleton Mages,
Skeleton Knights, and a pair of Ogres in this area.
15) Head under an arch in the western corner of the room and follow
the hallway beyond to the north-east. It will shortly end and you'll
find yourself standing before a grand staircase running
counter-clockwise. Along the side of the stairs are various platforms
that rise with the stairs, along which various goodies can be found.
On the floor near the stairs to the north you'll find some Harspud
Milk, and on the level above it sits an Eyedropper. You can also score
some Secret Softener on the stairs itself. Keep and eye to the south
as you ascend the stairs, and when you've gained enough elevation,
note that you can leap from the stairs onto the ledge below the 
arches-and-columns that surround the stairs to the south. Do so and
follow the ledges counter-clockwise behind (east of) the stairs to
find a rounded chest. Grab your prize and score a pair of Harspud
Juices next to a pillar on your way back to the stairs. Once back on
the stairs, ascend until they terminate, then turn north and head
into what looks an awful lot like a collesium... 

Note: Again, if you return later this staircase will be occupied by
Skeleton Knights and Skeleton Mages.

o--Rounded Chest--o
[Assassin's Breeches]
[Gryphic Greaves]

Tower Summit
16) Behold, a large, rounded arena with the eastern side partially
collapsed. Here the Griffin roosts, and here we fight. The Griffin
strategy below is more general than strictly applicable to this fight
which is complicated in several ways-first we've got allies besides
Pawns, and although the Gran Soren soldiers aren't really even good
at drawing the Griffin's attention, an old friend will come through for
us in a big way... perhaps... If you completed 'A Troublesome Tome'
Steffen will show up, having studied Saloment's Grimoire in the
intervening time and put the arcane magic therein to good use. If you
gave him the real grimoire, he'll arrive and dramatically conjure fire
against the Griffin-setting it ablaze and knocking it from the sky. He
will continue to contribute rather effectively throughout the fight, as
well. If you gave him a forged tome... well, his dramatic entrance
results in nothing, much to his confusion.

This Griffin also doesn't fight like normal Griffins, who tend to have
a lot more space, and aren't averse to circling around at great
distances and performing dives or dive-and-grab attacks. This one,
instead, will be much more focused, and will spam a few attacks-a
series of short, diving attacks, a lightning blast, or a lightning
fly-by attack. Sprinting to the side is usually sufficient to dodge
its attacks, and ranged attacks should see you to victory in short
order. If you gave Steffen the forgery and don't have any ranged
options, however, this could be a tough fight...

Griffins are big, flying, lion-eagles. Strong, swift, and agressive,
they're dangerous foes, indeed. Characters with ranged attacks will
have a much easier time taking one down than melee character, as usual.
Unlike many large foes, climbing a Griffin is not a good idea, as 
they'll energetically oppose your grapple, and there's little chance
you'll actually get the opportunity to strike... and if a Griffin takes
off while you're on them, it can be a long way down... Setting their
wings on fire will prevent them from flying for a time, but avoid
lightning attacks, as Griffins have an affinity for that element.

Aerial Advantage
The Griffin is a magnificent flying beast-with speed, power, and
maneuverability that put other winged foes to shame. Even Drakes are
nothing more than clunky hoverers compared to Griffins. They will often
fly around their prey before swooping in from a great distance and
trying to snatch up morsels. Those morsels could be Oxen, Goblins,
Bandits... or you. If you're grabbed in the Griffin's dive attack,
you're in trouble-you can break free, but a long fall awaits you.
Sometimes, however, the Griffin isn't in the mood for such precise
attacks-a hovering Griffin can also resort to a series of clumsy but
powerful swoops against land-based foes, diving in, attacking, and
taking flight again before any counter-attack can occur. Other times,
they'll fly overhead and perform a lightning attack reminiscent of the
Devil May Cry boss... Griffin. Hmm...

Ground Pound
Once grounded, the Griffin is a much more attractive target-they're
still big and dangerous, however, and a grounded Griffin will content
itself by stomping at foes in front of it. Often, however, Griffins
won't remain on the ground for long, so take advantage of them while
they're in reach, and aim for the head if at all possible.

|VIDEO|Bluemoon Tower Griffin Battle			      	       |
|LINK |http://www.youtube.com/watch?v=Wt7IlHVAHas		       |
17) Once the Griffin falters you'll be instructed to head back to the
capital for your reward. You can talk to the survivors after the fight,
Ser Loren, Ser Georg, and Steffen, at least. Steffen will either boast
a bit (deservedly) or question the integrity of the tome you gave him...
without going so far as to accuse the gentle Arisen of a misdeed, of
course. Anyways, now for the looting. You'll find two ornate chests
along the western wall, and between them yet another Portcrystal (in
the original game, this was the only Portcrystal you could just find
lying around.) There's also numerous coin pouches of varying sizes,
worth a total of 46,100 gold. Not bad. There are also several Warrior
Remains lying around, and finally, in the ruins to the east, near
the remains of the southern wall by the ledge you'll find some Harspud
Milk and a Coin Pouch (1000 G).

o--Ornate Chest--o
[Assassin's Mask]
o--Ornate Chest--o
[Gryphic Armor]
o--Warrior Remains--o
[Silver Ring]
[Summery Cowl]
18) Exit the arena via the north to find another grand staircase, this
time ascending clockwise. Descend the stairs a bit and keep your eye
to the north, as we want to jump onto the ledge under the arches-and-
columns there. Once done, grab some Throat Drops and an Interventive
near a column, then turn and walk clockwise, heading behind (east of)
the stairs to find a rounded chest on the ledge under the arches-and-
columns. Head back west and jump back onto the stairs and walk off them
to the south, aiming to land on the highest platform next to the stairs,
on which sits another rounded chest.

o--Rounded Chest--o
[Red Leather Armor]
[Rex Lion Padding]
o--Rounded Chest--o
[Gryphic Cloak]
[Harpy Cloak]
19) Continue down the stairs to reach the bottom-it should be noted that
on subsequent visits both this grand staircase and the one we ascended
earlier will be crawling with Skeleton Mages and Skeleton Knights. At
the bottom of the stairs, continue clockwise until you can turn
north-west, then head counter-clockwise up a hallway, at the end of
which lies a rounded chest. Loot it and turn north to find the caged
doorway we couldn't get through earlier-smash the beam on it to open
the way back to the rest of Bluemoon Tower, which we now have explored
every inch of. It's time to head back to town and proclaim our success
to Aldous... but first, leave Bluemoon Tower on foot and place the
Portcrystal we just found outside. We'll be back here soon enough, and
dropping a Portcrystal here now will will save us a good bit of time
later. Once done, use a Ferrystone and teleport back to Gran Soren... or
walk, if you must.

Stash loot, rest if necessary, and talk to Aldous for a well-earned
reward. Our next quest is much more mundane and results in much less

(For aiding a hunting expedition)
EXP		25,000
Rift Currency	40
Gold		30,000

|								       |
|	 	Gathering Evidence for an Important Trial  	       |
|								       |
Sequence of Events:						{WLK032}
		1) A Fair Cop
		2) Fedel's Petition
		3) Symone's Petition
		4) Geffrey's Petition
		5) Jasper, Pip, and Sara Speak
		6) Incriminating Documents
		7) Reynard's Forgeries
		8) Ser Daerio's Character Witness
		9) Ansell's Testimony
		10) Fournival's Fate

1) Talk to Aldous again and select the task 'Gather Evidence for an
Important Trial' to get the details. Apparently Fournival's misdeeds
have finally caught up with him, and stands trial for a 'litany of
crimes' including bribery, fraud, abduction, and the selling of
secrets, and collusion with Salvation... typical merchant crap, but
methinks it's not what Fournival has been doing, rather who he has been
dealing with. The stakes are high-nothing less than the death penalty
awaits Fournival, and as things stand, the odds are against him. Our
task is to gather 'evidence'-in this case testimonies pertaining to
Fournival's character, good and ill. We've got several days to gather
whatever 'facts' we can. Essentially, we have to talk to various
characters and collect petitions from them... it's a good old fashioned
popularity contest!

This quest can be as simple or as complicated as you want it to be. We
gain nothing by seeing Fournival put to death, and very little from
seeing him acquitted. Still, little is more than nothing, last I
checked. You need evidence strongly in favor of Fournival, and to that
end, you can just collect as many petitions as you want and turn only
the good ones in. I won't go into detail about seeing him found guilty,
for that, all you need to do is rest at the Gran Soren Union Inn for a
few days until the trial is concluded.

Trials and Tribulations

|VIDEO|Trials and Tribulations				      |{VID044}|
|LINK |https://www.youtube.com/watch?v=vjgDJz1E3aU		       |
2) The first petition can be obtained from right in the castle. Fedel,
our friend of lost letters, makes significant profits by dealing with
Fournival and doesn't want to lose this income. So... he wants to
believe he's innocent, and that's apparently enough for him to give us
'Fedel's Petition'. Not really any proof of innocence here, just a
greedy guy trying to keep another greedy guy out of prison so they can
continue to be greedy together... It's like the government here in
America. Anyways, score one for Fournival.
3) Leave the castle and visit Fournival's house, around which you'll
find Symone. She, too, wants her father to remain healthy... you know,
because she'll be a penniless orphan without him? Oh, and also probably
because of the whole family thing, too. This self-interest causes her
to write up a petition as well. Score two for Fournival. Inside you can
find Fournival, who claims to be innocent. He'll also promise to sell
to you at cost for the rest of his days if you get him acquitted.
4) Next stop, visit the Gran Soren Cathedral and talk to Geffrey. This
holy man knows too well Fournival's faults, but still doesn't think that
he's bad enough to deserve the punishment in store for him. He'll hand
you a petition, too. That's three in favor of Fournival.
5) Now visit the Craftsman's Quarter where Jasper, Pip, and Sara will
be if you helped Fournival evict them. They have some opinions of
Fournival, and none of them good. Each one of them will hand you a
petition in favor of Fournival getting the axe. Ouch. Three for, three
against, in one swing.
6) For the next bit of evidence that actually might actually count as
evidence, we'll need to check our stash. If you forged (or simply didn't
turn in) the Chamberlain's Affidavit or the Gift Ledger we found in
Fournival's House earlier (way back when we first entered Gran Soren,
after completing the Pawn Guild, if you remember), both serve as
evidence. The Chamberlain's Affidavit counts as evidence in favor of
Fournival, the Gift Ledger, against him. Still even at four for, four
7) Honestly, we've already done more than enough work to see this trial
play out any way we want it to, but if you just must do everything, we
still have options. Reynard, the wandering merchant we saved immediately
after leaving Cassardis the first time has some tricks up his sleeve.
Find him (if you're lucky he'll be in Gran Soren, but he could be in
a variety of places-let thy map marker be thy guide...) and he'll seem
delighted in the diversion offered by an inquest. He'll offer to sell
you 'writs of affidavit' to influence the trial in any ways you wish.
After you buy one, whether you purchased an affidavit petitioning
innocence or guilt, the next one-again, regardless of the influence,
will cost more, as follows:

		|   Soiled Affidavit	|3000 G |
		|  Tattered Affidavit	|5000 G |
		|Sweat-Stained Affidavit|7000 G |
		|   Blurred Affidavit	|9000 G |

After purchasing all you can, or care to, it's time to move on to the
final means of influencing the trial.
8) Head over to Windbluff Tower and talk to Ser Daerio, who also has
benefited from Fournival's lack of scruples. The fact that these guys
view Fournival favorably is the best evidence we've found so far that
he's a bad guy... but in any event, he'll decide to vouch for Fournival.
Sadly, he can't leave to give testimony, so he'll send one of his
soldiers-Ser Castor-who is lurking around here somewhere (again, follow
the map-marker) to speak for Fournival in his stead. Talk to Ser Castor
to start the escort mission-traveling from Windbluff Tower to Gran Soren
shouldn't be too terrible of an ordeal. Take him to Gran Soren and talk
to Aldous, selecting the option 'Gather Evidence for an Important
Trial' to complete this escort quest.
9) One escort mission in favor of Fournival, so you know what's next...
that's right, one unfavorable one. Why would you even bother doing this
extra work for a conviction that's so easy to secure is beyond me, but
we'll cover it anyways. Return to Cassardis, where you'll find Ansell-
the gardener we rescued from prison a while back. This snooping peasant
overhead Fournival making illegal dealings when he worked back at the
castle, and he's willing to risk returning in order to testify. Start
his mission and make your way back to Gran Soren, a trip that goes
much quicker if you simply use a Ferrystone. Ansell is an annoying
guest-he'll whine if you run too far ahead (which means, if you move,
pretty much) and when you make your way halfway through the Estan
Plains he'll whine about not being able to go on and lose almost all of
his health, so be sure to baby him as you travel. When you reach Gran
Soren, talk to Aldous and he'll see that Ansell is retained for the
duration of the trial.
10) You now have had more than enough opportunities to gather whatever
'evidence' you could have cared to gather. Again, it's easy as pie to
get him convicted-you merely have to wait. To acquit him, however,
you should hand over three pieces of evidence (or more) in favor of
Fournival... or rather, three pieces of favorable evidence more than
unfavorable evidence. The easiest way to do this is to get petitions
from Fedel, Symone, and Geffrey. After that, turn them into Aldous and
rest four days at the Gran Soren Union Inn. When the time runs out,
you'll be prompted to inquire after the verdict. Head out into Fountain
Square and a cutscene will trigger, where Fournival's verdict is read
out loud by some dweeb named Ambrose. After the verdict is read, go
talk to claim you reward and start on the next quest... if he was
acquitted be sure to seek Fournival out, as he'll now sell the
'Magnanimous Cloak' Accountrement. Not a great item, but there's no
other way to get one.

Anyways, we're done with this task, and hence, the first two of Aldous'
directives. This allows us to start two more missions-'Recovering a
Stolen Item' or 'Assisting Ser Mercedes'.

(For gathering evidence for an important trial)
EXP		15,000
Rift Currency	30
Gold		20,000

|								       |
|	 		Recovering a Stolen Item	 	       |
|								       |
Sequence of Events:						{WLK033}
		1) The Wyrmking's Ring
		2) Following Quest Markers
		3) Suspect: Salomet
		4) The Lead
		5) Resisting Arrest
		6) Brice's Advice
		7) Back to Bluemoon Tower
		8) Badass Bandits
		9) Showdown with Salomet
		10) They'll Never Know the Difference...

1) Talk to Aldous and pick the task to 'Recover Stolen Item'. Apparently
an heirloom was stolen from the castle recently-the Wyrmking's Ring.
It's no petty trinket, and was stolen under heavy watch-Aldous suspects
it could be an inside job. So, we'll need to be sneaky, keep our
intentions hidden, and watch who we talk to so they don't know they're
being... wait? We just need to go around talking to people? Just flat
out ask potential suspects about the stolen ring? Okay... not very
subtle, I guess. Aldous will finish by exaggerating how important the
ring is before finally leaving you to your own heavy-handed devices.

Note: The next several Steps, while they add flavor to the quest, are
entirely unnecessary. If you want to just get on with things, skip to
Step #5.

The Wyrmking's Ring

|VIDEO|The Wyrmking's Ring				      |{VID045}|
|LINK |https://www.youtube.com/watch?v=_LbEL4r0GZo		       |
2) Okay... let's begin by talking to the servants around here... this
involves little more than following quest markers, but it'll be
discussed just so this guide is all complete-like. First, talk to a
pleb named Pering, who merely confirms that, given the super-awesome
layout of the castle, the thief must have been in the know. Now seek out
a guard named Ser Gyles, who will confirm that there was an 'unfamiliar
man' seen within the castle's walls, one with the look of a Sorcerer
about him. An unfamiliar Sorcerer who yet knew the castle well? Hmm...
Finally, find a scribe named Ambrose... hey! It's the guy who read out
Fournival's verdict! Anyways, talk to him and he'll put the pieces
together for you-the only Sorcerer insider who fits the bill is
Salomet... you know? He's got potions named after him? We gave his book
to Steffen? Anyways, Ambrose suggests that the ring-being magical in
nature, is just the thing that Salomet would covet. Hmm... Time to
report back to Aldous.
3) Aldous knows of Salomet well enough. Back in the day, when the duke
was more ambitious, he had a council of magick scholars who... well,
did the sort of magicky stuff such experts are supposed to do. Salomet
was the boss of this little enterprise, but was apparently only involved
for his own gain. Whatever research the council gain, Salomet made off
with, killing his colleagues in the process.
4) To find the next clue, head into the city and find an aristocrat
named Mellard, who will inform us of a 'queerly dressed man skulking
about the quarry.' We now have our lead, time to head out to the
Ancient Quarry. You should have no trouble making your way there on
your own, by now.
5) Enter the Ancient Quarry and, from the entrance, head south until
you trigger a cutscene. Salomet stands ready with a host of bodyguards.
He'll babble a little before attacking. Kill his pathetically weak
bodyguards before going after Salomet... who is also laughably weak.
Once they're dead and Salomet is injured, he'll admit you're more
competent than the duke's guard (meagre praise, indeed) then he'll
teleport away, using a Comestion to cover his escape. Time to report
back to Aldous, but... well... since we're here, it wouldn't hurt to
loot the Ancient Quarry again, would it? Whatever, do what you wish.
6) Talk to Aldous again, and select the option 'Recover Stolen Item'
once more to prompt him to talk. Just running Salomet off was, of
course, not enough-you'll need to track him down and finish what you
started in the Ancient Quarry. Where could he have gone, though? Leave
the castle and talk to a merchant in the Fountain Square (again, follow
your quest marker) named Brice-the guy whose intriguing about Selene
started the quest 'Witch Hunt'. He'll mention Bluemoon Tower; apparently
a merchant friend of his has seen a man coming and going 'round there of
late. He cast spells to drive off the beasts, and, Brice suspects that
this man just might be the sorcerer that stole some bauble from the
duke. Yeah. They're not being subtle here-they might as well has hit
you on the head and shouted 'He's in Bluemoon Tower!'
7) The trip back to Bluemoon Tower is as arduous as you've made it on
yourself. If you followed my advice and dropped the Portcrystal there,
it's just a Ferrystone away... although it wouldn't hurt to run through
Pastona Cavern again to score extra loot and experience. In any event,
I won't repeat myself-you know the way there, and you'll get there
however you wish.
8) Once you make it back to Bluemoon Tower, you'll discover that Brice's
information was correct-the old foes have been evicted and replaced
with Bandits. Don't let Salomet's petty cronies in the Ancient Quarry
fool you-these are some of the strongest Bandits around-on par with
those out in Pastona Cavern. Groups of asshole Rangers are especially
frustrating, as they're quite powerful and love knocking you and your
Pawns around with their Longbows. Considering the many pitfalls here,
it's a recipe for grit teeth, swearing, and flying controllers (this
is one of many times where my Sorcerer-build character shows her
limitations...) Your goal is to head back to the arena where you fought
the Griffin, but the Bandits are even worse along the northern grand
staircase leading to the arena, where archers have positioned themselves
on high ground-unless you can shoot back with a bow, you're going to be
at a great disadvantage. All things considered, it might just be easier
to take the route you used when we came after the Griffin... and of
course if the loot here has respawned, go out of your way to grab it.
9) Once atop Bluemoon Tower you'll confront Salomet, who comments on how
much time you waste pursuing him and calls you a coward for chasing
after him rather than the Dragon. Thankfully, he won't go on much
longer, opting to fight it out. Salomet is far less troublesome than his
Bandit henchmen were, he only really has a few attacks-he'll summon up
some Skeleton Knights or Skeleton Lords-two at a time, either sword
and shield or longsword-weilding knights, and he'll replenish them as
you kill them. He'll also use a rather potent Comestion spell, as well
as High Ingle or High Frazil. If you approach him, he's fond of
teleporting away. If you have any sort of ranged attacks, killing him
is quite simple-just shoot him to death and ignore everything else.
If not, you must work your way through his minions while dodging his
spells-he can only summon aid so many times, after which point he'll
stop teleporting around and take the beating he deserves. Once he's
smote, he'll fall off the eastern edge of the arena, hopefully to a
watery grave. Head over to where he fell and recover the Wyrmking's
Ring. Just north if it, along the ledge, is a Ferrystone. The trip back
isn't going to be so terrible, after all...
10) Make sure you have all the loot you care to grab here (the Bandits,
if any were left, will vanish once Salomet is vanquished) and leave
Bluemoon Tower. Return to Gran Soren, where we're faced with a bit of a
dilemma... We should probably return the Wyrmking's Ring to Aldous,
as... well, that's what our job is, but it's a fairly potent magical
item. Just having it in your inventory reduces the casting time of
spells-an indispensible accessory for any Mage or Sorcerer.

Once again, Mountebank is our answer-he'll forge you a copy of the
Wyrmking's Ring (99,990 G). You can give the forgery to Aldous, which
will fool him well enough, and keep the original for yourself. Doing
this will cost you a reward later, but it's a worthwhile sacrifice.
What, exactly, does this ring do? According to the description, it
'allows for quicker incanting of spells', like the Augment 'Articulacy'.
In fact, it seems to do the exact same thing Articulacy does, and the
two effects stack. I've calculated the base casting times of three
spells, their casting times with Articulacy or the Wyrmking's Ring, and
finally the casting times with both Articulacy and the Wyrmking's Ring.
At the end of the calculations, it seems that both reducing casting
times by 10%. Shaving a second (or less) off the casting time of most
spells might not be worth an Augment slot for you, but certainly it's
worth bearing an inventory weight of .75.

Anyways, when you're good to go speak to Aldous again and give him
the wyrmking's Ring (or the forgery) and get ready to accept the duke's
next directive.

(For recovering a stolen item)
EXP		30,000
Rift Currency	40
Gold		35,000

|								       |
|	 		 Assisting Ser Mercedes		 	       |
|								       |
Sequence of Events:						{WLK034}
		1) She Took 'Ur Job!
		2) Playing Knight
		3) Revolt in the North
		4) Mercedes Versus Julien
		5) Honor or Victory
		6) Ser Daerio's Doubts
		7) A Troubling Trophy
		8) More Mundane Tasks

1) Only one task left-talk to Aldous and select the option 'Assist
Ser Mercedes'. Apparently Mercedes tried to snipe this job from us,
this impetuous daughter of Hearthstone's lord, trying to play a knight.
Aldous is worried about her lack of competence, too, and asks us to
assist her in the task she was given-a task better suited to a real
warrior-us. Accept the task to baby-sit Mercedes, then head to the
castle gate.

Pride Before a Fall

|VIDEO|Pride Before A Fall				      |{VID046}|
|LINK |https://www.youtube.com/watch?v=Se2wqw8eglw		       |
2) Here you'll find Mercedes. She claims responsibility for the task at
hand-wishing to prove herself more than just a sorry moocher of a
foreign lord. She'll ask you to allow her this shot at glory. Say what
you will, it doesn't matter. She'll elaborate about some trouble at
the Stone of the North (Windbluff Tower)-Lord Julien's domain. He set
out to take care of whatever issue arose there, and hasn't returned.
It's our job to go see what's up. Mercedes will reluctantly accept your
presence, while trying to pretend she's calling the shots. She intends
to make a name for herself here, and wants you to wait in the shadows.
3) Head to Windbluff Tower-you surely know where it is by now. When you
arrive you'll see that insurrection-long suspected-has finally erupted.
You can waste your time attacking the enemy soldiers, if you wish, but
they're more content to fight against the loyal Gran Soren soldiers...
besides, they give crap experience and a few of them are just immortal.
Continue through the courtyard past the fighting to the east. Head up
the stairs to reach the battlements and you'll get a peek of Mercedes
running into the keep.
4) Follow the foolish girl, where she'll confront Lord Julien, the
architect of this rebellion. His reasons are simple-if Duke Edmun
were able to defeat a second dragon (even presumably through your
agency) Gransys would become even mightier, something its neighbors
could ill afford. He'll reveal the stark game of politics to Mercedes,
who refuses to hear any of it-a duel is inevitable.
5) There are two ways to go about this quest-either jump in on the
fight and kill Lord Julien (an easy enough task) or let Mercedes fight
him alone. The latter choice is more honorable, and it's probably what
Mercedes wants (certainly Julien, as well). It will, however, result in
Mercedes being defeated and humilated, after which Julien suggests that
you, as an Arisen, ignore worldly affairs and focus on the Dragon.
After that, he'll head into the interior of the keep and vanish from the
game world. If you defeat Julien, he'll taunt Mercedes before dying.
Either way, Mercedes comments on her own sorry state of affairs. Go to
leave the building and she'll talk to you again, giving you a reward;
either a Cutlass (if you attacked Julien) or a Silver Rapier (if you let
her earn her beating, but keep her pride.) She'll also admit she
understood full well why she was sent to Gransys instead of a real
knight, and what little was expected of her. She's a token gesture of
support-nothing more. Politics prevented any real multi-national effort
against the Dragon from the start. She promises to head home and return
with a real force to aid Gransys, but we should count this as an empty
promise-only the Arisen and their Pawns will lay the Dragon low. In
any event, Mercedes' futile little errand will take her out of Gransys
following this quest.
6) On your way out you can talk to Ser Daerio, who will explain the full
scheme, how Julien searched the army for ties to Salvation, gathered
rebellious soldiers here, and sparked a rebellion when the time was
right. Ser Daerio is no cultist, however, his ends were more practical;
the Dragon is simply an invincible foe against which all opposition,
both the duke, and you, are doomed to fail. Uplifting. Outside, another
soldier named Ser Francis will offer further commentary.
7) Head back towards Gran Soren, but on the way, stop north of the
bridge connecting the Deos Hills and the Estan Plains and note the body
of a large, black, bird-like creature on a hill north-west of said
bridge. Around the body you'll find three soldiers-Ser Morrison, Ser
Rustom, and Ser Tulius, who are quite proud of themselves for finding
the body of this monster-a Cockatrice. They'll point out they didn't
actually kill such a foe, they merely found its corpse, and eagerly
await the reward they'll get for presenting such a trophy to the Duke.
This might come up again...
8) Return to Gran Soren and pay Aldous a visit, who is quite relieved
that the rebellion was put down... but not so relieved to see the
extent of Salvation's influence. He'll vouch to remain vigilant against
further corruption... certainly, the wise ministers in the duke's
court will never fall for such deception again... Immediately after
completing the fourth and final of the duke's directives, a guard will
show up and whisper sweet nothings in Aldous' ear. One of the duke's
soldiers showed up at the Mountain Waycastle, gravely wounded. He's
asked to speak with you, and Aldous wastes no time sending us off on
this frivolous charge, casually dismissing the utter stupidity of the
fact that they sent a messenger to tell us that there's a message we
need to come recieve. Damn bureaucracy, this is why this duchy is
falling apart.

Note: After completing this quest, Madeline will no longer be at her
shop. There's a quest involved with that, which we'll get to later.
Just note that if you need to buy anything from Madeline, do it before
turning this quest in.

Honor and Treachery

|VIDEO|Honor and Treachery				      |{VID047}|
|LINK |https://www.youtube.com/watch?v=2ON5BNZ0AOg		       |

(For assisting Ser Mercedes)
EXP		18,000
Rift Currency	30
Gold		20,000

|								       |
|	 	        The Cockatrice Conspiracy	 	       |
|								       |
Sequence of Events:						{WLK035}
		1) An Amazing Waste of Time
		2) Cockatrice on the Loose
		3) Chasing Off the Cockatrice
		4) Taking Care of the Trophies
		5) Finishing the Fight
		6) Killing the Cockatrice

1) Before you depart Gran Soren, it might be a good idea to grab some
Secret Softener or ready High Voidspell on a character... or both. Big
freakin' *hinthint* here. Once ready, head on over to the Mountain
Waycastle-if I have to give you directions, there's no hope for you at
this point. Once you reach the Mountain Waycastle, cross the bridge from
Moonsbit Pass to Manamia Trail. Along the bridge a soldier named Ser
Ravenn will show up and tell you to return to Aldous with all possible
haste. Well, what an amazing waste of time, eh?
2) Return to Gran Soren. When you reach the Estan Plains and see the
smoke rising from the northern side of the city... yeah, you should
figure that something's wrong. If you look closely, you can also see
black wings flapping above the walls. If you go to the southern gate
you'll be turned away by one Ser Rickart, so head through the southern
gate, instead. Ser Laurent will spill the beans-the Cockatrice that was
brought to the duke as a trophy revived inside the walls, and is now
going on a rampage. The people inside the city are safe, for the most
part, but oh goodness, the poor duke might lose some of his other
unearned treasures! He'll help out by handing over two Secret Softeners
and two doses of Potent Greenwarish. Off on our merry way we go,
protecting the property of the rich.
3) Enter the Craftsman's Quarter, where the Cockatrice prowls in the
field. A squad of Gran Soren soldiers will help out, but they're not
likely to manage anything more than getting themselves petrified. A
treacherous soldier named Ser Tolth will cackle about the fruition of
his plan to unleash the Cockatrice on the city... and then there's the
Cockatrice, itself. This encounter is similar to the Griffin fight on
the Estan Plains during 'Griffin Bane'-the Cockatrice isn't here to
stay, and will run away if sufficiently injured... so it's not a great
place to discuss the beast in detail. In brief, however, it shares a
number of attacks with the Griffin (especially the clumsy, short dive).
The real danger, of course, is its breath, which comes in two forms,
a short-ranged breath attack which it performs in an arc in front of it,
and a series of aerial bursts, which it performs at long-range. Being
hit by these breath attacks will deal a bit of damage, but more fatally
cause Petrification. If you get petrified, use a Secret Softener, or
cast Voidspell before it fully takes effect. The duke's cargo that you
are supposed to protect is along the road east of the field, but I
wouldn't worry about it. First, I don't give a crap if the duke loses
some toys, second, you'll just get a lesser quest reward, and third, you
can't control the Cockatrice, so your only active ways of protecting
the cargo is by being overwhelmingly powerful, or by fighting away
from the crates. When the Cockatrice flies away (or dies, if you're
lucky and powerful enough) Ser Tolth will falter, too.
4) Head over to the Pawn Guild and take the road running alongside it
uphill to the east. Ignore the passage leading to the Urban Quarter-the
way is blocked by a gate. Instead, head up to the Passage Tower at the
end of the eastern road and speak to Ser Camillus, who will take you to
Aldous. Aldous, in turn, will recap events-he's an idiot, fell for an
obvious trick to send off the duke's strongest agent (you) while the
Cockatrice was revived and unleashed in a nearly helpless Gran Soren.
He'll then give you a quest reward based upon how much of the duke's
cargo you protected-the posted rewards below are the best outcome and
worst outcomes, respectively.

(For protecting all the Duke's cargo)
EXP		25,000
Rift Currency	40
Gold		60,000


(For failing to protect the Duke's cargo)
EXP		10,000
Rift Currency	40
Gold		15,000
5) Aldous has yet another quest for us... but I have other plans. That
Cockatrice started something here in Gran Soren, and we're going to
finish it. It just wouldn't be right to encounter a foe without shortly
fighting it in a fitting enough fashion to record it in full... besides,
at five Steps this section is woefully short. So, let's go kill that
Cockatrice, says I. If you remember talking to the idiot soldiers who
chanced upon its corpse earlier, they said they found it along the
western roads. From where they were in the Deos Hills, what's west of
that? Well... lots of crap, but I've done this before, and talking from
cheap experience-our quarry lies in Soulflayer Canyon. It couldn't hurt
to run there again, so we shall... or, well, you could just ignore this
and skip to the next section, you insubordinate whelp.
6) Trek back to Soulflayer Canyon, collecting whatever loot and killing
whatever monsters you find along the way. Our destination? Leaper's
Ledge. It did seem kind of arena-y didn't it? Large, fairly even,
secluded platform. Now it's got an occupant-our wayward Cockatrice.

Looking like a huge, diseased, black quadrapedal vulture, the Cockatrice
is a nasty foe. It has similar dimensions to-and indeed shares a few
attacks with-the Griffin, the the lightning speed and grace of the
Griffin isn't possessed by the Cockatrice. No, the Cockatrice is an
ugly, inelegant foe whose most dangerous weapon is its breath.

An Inelegant Attacker
The Cockatrice's resemblance to the Griffin yeilds similar forms of
attack-it'll perform a short, flying dive that the Griffin used in
repeated series. It also fond of making lunging bites and an erratic,
awkward, zig-zagging charge where it seeks to deal damage through its
sheer size. What it lacks in grace it makes up for in sheer power. In
this, it far out-classes the Griffin.

Its Breath is Worse than its Bite
Its most dangerous attack, however, is its breath weapon, a noxious
cloud of vapor which can turn those struck to stone. We've dealt with
Petrification earlier in Soulflayer Canyon, but the Gargoyle is a much
weaker foe than a Cockatrice. Its breath weapon takes two forms-an
arching horizontal spray in front of it, and a series of aerial blasts.
The former has a fairly short range, while the latter has a much
longer range, yet is more easily dodged as it sacrifices area for
accuracy. Both have significant visual cues that indicate their
imminent deployment. The safest place when fighting a Cockatrice is
beside the beast, especially after it starts using its breath, which
leaves it fairly vulnerable to attack. The strategy is simple-wait for
it to start huffing and puffing, run to its flank and pummel it.

|VIDEO|Cockatrice Takedowns				      	       |
|LINK |http://www.youtube.com/watch?v=DPiFYnegekM		       |

Once you slaughter the Cockatrice, return to Gran Soren and talk to
Aldous again... our final task in service to the duchy is at hand.

|								       |
|	 	      Exploring the Blighted Manse	 	       |
|								       |
Sequence of Events:						{WLK036}
		1) Recognition at Last
		2) Looting the Treasury
		3) Duchess in Distress
		4) Infiltrating the Blighted Manse
		5) Defiling the Duchess
		6) Breaking Out
		7) Into the Depths
		8) Pampered Nobility
		9) Pointless Options
		10) Bandit Bridge
		11) Not-So-Pointless Options
		12) Beyond the Bridge
		13) Reunited
		14) More Fashion and Function
		15) Maiden's Wear
		16) Crashing the Bandit Party
		17) Another Bandit Bridge
		18) Farewell, Aelinore

1) Aldous will inform you that the duke has taken notice of all your
hard work and is going to honor you with... more work. This time we're
to lead an expedition, one of great importance to the realm. He'll warn
us that once we accept, we might be away from Gran Soren for a while...
he's blowing hot air. Don't let him scare you. It's true we're nearing
the end of our journey, but we're not in any danger of having our
wanderings restricted. Accept and he'll lead you to the duke, who wishes
to see us before we depart.

Reward and Responsibility

|VIDEO|Reward and Responsibility			      |{VID051}|
|LINK |https://www.youtube.com/watch?v=899ybYDCgZk		       |

2) Don't feel confined by Aldous' pace-just run up to the Duke's Solar
(upstairs along the western side of the castle). Approach the duke and
he'll recognize your strength... and ambition. Before we set off, he
means to reward us for our previous work. Follow him through the castle
to the treasury, which he'll unlock for us now (unlike Aldous you do
need to stay close to the duke-walk too far away and he'll stop moving,
so be sure to walk beside him as he takes his sweet as time wandering
down to the treasury...) Once he reaches the treasury he'll go to open
an ornate chest in the back, using his ring-if you gave back the real
Wyrmking's Ring, the chest will open. If not, not. The chest contains a
Paladin's Mantle-a unique item, but not a terribly powerful one. 
Postpone your looting for a moment and head for the door to trigger a
cutscene-a Gran Soren guard willl bring the news that Salvation has
taken Greatwall. The duke immediately postpones the expedition he
planned to send you on and charges you instead of vanquishing Salvation.
You'll get a quest reward for the little work you did, and the
achievement/tropy 'The Message'. Now we'll get to looting the treasury.
First, there's quite a bit of gold stashed around the ornate chest the
duke tried to open-53,500 gold by my count. In the square chests
opposite (north of) the ornate chest you'll find a Golden Bastard (east
chest) and a Badge of Merit (west chest.) In the north-western corner of
the room, search near two urns to score a Grand Surcoat.

Note: The Badge of Merit will-as long as it's kept in your inventory-
grant you an 8% discount at stores.

o--Ornate Chest--o
[Paladin's Mantle]
o--Rounded Chest--o
[Golden Bastard]
[Grand Surcoat]

Deny Salvation

(For recieving the duke's commendation)
EXP		20,000
Rift Currency	35
3) Greatwall has been attacked, and that's probably pretty bad, and
stuff... but we've another quest we can do, so let's postpone an urgent
matter to pursue a trivial one. Leave the castle and, just outside of
the castle, along the northern stairs, you'll find Aelinore's
hand-maiden, Mirabelle. She orchestrated our last scandal, and seeks
to guide us to another-Aelinore has apparently been banished to the
duke's northern manse-the Blighted Manse in the Northface Forest. Simply
put, Mirabelle fears for Aelinore's safety, and given the duke's
tempestuous disposition, one can't blame her. She wants us to help
Aelinore escape back to their homeland of Meliore (must be where the
French folk live in Dragon's Dogma... like Orlais in Dragon Age.) To
affect our infiltration of the Blighted Manse, she'll give us a 'Set of
Royal Guard Armor', with which we can disguise ourselves as a soldier.
Don the armor and head to the Northface Forest. The bridge leading to
the Blighted Manse is north-west of the Traveler's Rest and south-east\
of the Healing Spring.

Duchess In Distress

|VIDEO|Duchess in Distress				      |{VID052}|
|LINK |https://www.youtube.com/watch?v=K8HATaTc__E		       |

Blighted Manse: First Floor
4) Cross the bridge and talk to one 'Ser Whitby', who won't bother
examining you too closely-he's just happy somebody came, he presumes,
to relieve him. Lazy guard! Head past him into the manse, whence you'll
score the achievement/trophy 'Into the Manse'. From the entrance head
up some stairs to the west, go through a doorway, and turn south.
Continue until you're near some stairs to the south-ignore them and
turn east, going up a flight of spiral stairs to reach a guard room.
Here you'll find no fewer than three Warrior Remains, a square chest,
and various money pouches (one small, three normal, and two Large)
totaling 10,100 gold.

o--Warrior Remains--o
[Rusted Daggers]

Receiving Room
5) Turn south and go up another spiral flight of stairs. When you reach
the room atop the stairs, turn east and go through another doorway to
the south. Ascend more spiral stairs and go down a short hall to the
south, turning east to spot a door, beyond which lies the 'Receiving
Room'. Enter, and Aelinore will exalt at the appearance of her hero,
salvation, and by the end of this cutscene, lover. For the record (not
that anybody cares) I hate Aelinore. I find her entirely uninteresting
as a character... but this game is nothing if not a wonderful collection
of cliches-both good and bad. If I must endure 'the princess in the
tower' to get the epic battles against mythic foes... I will.
6) When you're done defiling the duchess, search her bed to score more
naughty items. Now all we have to do is escape with our human cargo.
Fear not, Aelinore is rather hardy, although you'll have to make do
without your Pawns for a while, if you still rely on them. Leave the
Receiving Room, head down the hallway to the north, down the stairs,
and when you reach the lower level turn west. The guards here will
know the gig is up when they see Aelinore, so spare yourself the bother
and just kill any you see. Aelinore will babble about her plans-head
down the stairs to the west, then turn north and descend another flight
of stairs. Kill all the guards you encounter and Aelinore will suggest
an alternate route, as waltzing out the main gate is... probably not

[Silk Lingerie]

Blighted Manse: First Level Underground
7) Go through the barred door to the west after Aelinore unlocks it and
search the room immediately beyond to find two Warrior Remains and a
Square Chest. When done, head down some stairs to the west to reach
the room below, which you should proceed through by heading east.

o--Warrior Remains--o
[Gloaming Boots]
o--Warrior Remains--o
[War Blade]
8) Eventually the paved floor will yield to raw earth, and a stream will
cut the room in half. A feeble bridge makes an abortive attempt to
cross this stream and keep your feet dry. Giant Bats and Giant Rats
lurk about and should be destroyed for Aelinore's sake. Speaking of
which, she'll complain like the spoiled noble she is-the water is
cold, the gap in the bridge too far to jump... ignore her. She will
be able to follow you just fine, just focus on clearing the way.
Head into the stream and follow it south to find a gate, along which
you'll find some Harspud Milk and Does of Strength.
9) Jump the gap in the bridge to reach the eastern side of the chamber,
then go up some stairs. Two passages lie to the east-take whichever you
prefer, both shortly lead to the same area. Drop off a ledge or climb
down a ladder to reach another stream. Follow it south until you reach
an intersection. Continue south and jump on a ledge to score a rounded

o--Rounded Chest--o
[Recluse's Robe]
10) From the chest turn east and go through a doorway to reach a large
chamber with a wooden bridge crossing it. Below the bridge flows
water, fed by many sources. It's not deep enough to attract the Brine,
and treasure lies below... but we'd better deal with what lies across
the bridge before we worry about what's under it. On the stone landing
across the bridge lurk several Bandits, who vary wildly in power-at
the strongest they're equal to those found in the Pastona Cavern, at
the weakest, to those in Manamia Trail. Don't be surprised if, while
crossing the bridge, some more appear behind you to the west. Dispatch
all your foes, but spare the bridge as much abuse as possible-it could
collapse if struck too much. Once the Bandits are dead feel free to
loot the waters below. There are stone platforms under the bridge on
each side of the room-on the western side you'll find a square chest,
while the eastern side is noteworthy only because it has ladders for
Aelinore to climb. Against a spiked fence in the north-western corner
of the chamber you'll find an Angel's Periapt, and south of this, on
a mound of dirt, lies a Conquerer's Periapt. On another mound of dirt
in the south-eastern corner of the room lies a square chest. Finally,
near another spiked fence (the center of three along the southern
end of the room) you'll find two Harspud Milks and some Harspud Juice,
as well as two Empty Flasks and a Flask of Oil.
11) Once you're done looting, cross the bridge to the eastern side and
climb to the top platform, where the Bandits lurked. Again, you'll
find two doors you can explore, but this time, they don't lead to the
same place. Take the northern-most door first and follow the passage
beyond to find an ornate chest, behind which lie a Coin Pouch (1000 G),
a Large Coin Pouch (3500 G), and a Seeker's Token.

o--Ornate Chest--o
[Lady's Corset]
[Noblewoman's Corset]
12) Return to the bridge room and head through the southern door and
down some stairs. Score some Warrior Remains along the eastern wall,
near a ladder. Ignore the ladder, and the water below it, and instead
jump across a bridge to the south to reach another chamber. Some stairs
to the west lead to a water-side patch of dirt with Droughtshrooms
growing off it-not entirely interesting. On the eastern side of the room
sits a rounded chest.
13) Head down some stairs to the south to reach a large chamber with
dry stonework and bridges over a watery floor... you know, the usual.
It's festering with Bandits of middling strength, but on the plus side,
your Pawns will rejoin you here. First head east to find a rounded
chest behind some crates, then turn west until you reach some wooden
bridges that run most of the length of this room. The bridges are
unreliable, with many gaps in them, and Bandits lurk all about...
although to be fair, they're only of middling potency. Kill them all to
ensure Aelinore doesn't get scuffed up, then go treasure hunting. Turn
south and cross a very short wooden bridge to reach some stonework.
Hop up and run to the southern end of the stonework to find a rounded

o--Rounded Chest--o
[Bardiche Daggers]
[Bastard Sword]
[Cast Stone]
o--Rounded Chest--o
[Alchemical Hosen]
[Brown Laced Leggings]
14) Return back north, continue past the wooden ramp lead down to the
bridgework in the middle of the area to the northern end of this
stonework. Once there, turn east to find a square chest. Once done, head
across the bridges to the west, staying along the northern part of the
bridge work, and ascend to the stonework on the other side before
turning south to find an ornate chest. From this chest turn south and
climb a ledge to reach a higher part of the stonework. Continue south
across the chamber to reach the southern edge of the stonework here,
where a rounded chest sits.

o--Ornate Chest--o
[Striker's Greaves]
o--Rounded Chest--o
[Summery Cowl]
[Summery Pareo]
15) Head back to the northern end of the bridgework and drop down into
the water. In the water, follow the eastern side of the bridgework
while heading south to find a rounded chest under a segment of bridge.
Continue to-and past-the bridges in the south and turn west to spot
another rounded chest on a mound of dirt. Continue along the dirt to
the west to find a Giant Coin Purse (10000 G). Return back to the north,
staying along the western side of the bridgework while keeping your
eyes to the west. When you find passage through (or under) the
stonework to the west, take it. On a mound of dirt you'll find a
square chest. See the stonework ledge above you, to the south? That's
your destination, which you can reach by simply crossing the bridges
in the middle of the room.

o--Rounded Chest--o
[Plucked Heart]
o--Rounded Chest--o
[Maiden's Camisole]
[Maiden's Petticoat]
16) Once on the southern ledge, head to the western end and turn south
to find a doorway, which you should head through. Go down some stairs
and through two small rooms (the southern-most of which holds a rounded
chest) and into another, larger, circular room. This room houses a
trio of rather strong Bandits. Dispatch them and loot a table along the
western side of the room for some Harspud Milk, Harspud Juice, a Coin
Pouch (1000 G), two Festival Pies, and some Sconces. There's also a
square chest nearby.

o--Rounded Chest--o
[Red Over-Knee Boots]
17) Turn east and head through yet another doorway, and into another
bridge-over-water room. No Bandits this time, and like the last one of
these rooms, all the loot lies below. There are two stone platforms
under each end of the bridge-there's an ornate chest on the western end,
and a square chest on the eastern end. There are three other chests,
too-two rounded chests on dirt mounds on either side (east/west) of the
room (both north of the bridge) and a square chest along the western
pylon. Finally, search along the middle fence along the southern side
of the room to score five Apples and a Golden Egg. When you're done
here, ascend the ladders to reach the eastern side of the room, go
through a doorway to the east, then turn south. You'll find a rounded
chest further south, and a ladder which leads to the exit.

o--Ornate Chest--o
[Raptor Cuisses]
o--Rounded Chest--o
[Rooted Gloom]
o--Rounded Chest--o
[Free-Spoken Earring]
18) Once outside you'll encounter Aelinore's entourage, including her
hand-maiden and some Meloirean guards. Aelinore makes a courtly-and
entirely out of place-exit and cries her ever-lasting love for you
before being taken away by her imposingly protective guards. You'll get
your quest reward, and Aelinore exits Gransys.

Note: You can now use the 'Blighted Manse Rear Entrance' to return to
the Blighted Manse any time you wish. Bandits still lurk within, but
in the more hospitable parts of the manse the guards will be replaced
by Hobgoblins, Goblins, and Specters... albeit creepy, pale-skinned
Goblinoids. Ghost Goblins?

We've been chasing off familiar characters left and right lately, and
it's a trend we'll continue. Before we pursue Salvation, let's finally
resolve two quests for two of our oldest merchant contacts-Reynard and

(For rescuing the duchess)
EXP		25,000
Rift Currency	40
Gold		35,000
Item		Love-In-The-Rough

|								       |
|	 	             Merchant Matters		 	       |
|								       |
Sequence of Events:						{WLK037}
		1) Bartering with Reynard
		2) Scrounging for Scrap Iron
		3) Handing Over Miasmite
		4) Reynard's Number One Customer
		5) Farewell, Reynard
		6) Madeline's Honest Mistake
		7) Talk Around Town
		8) Ser Raulin's Manhunt
		9) Farewell, Madeline
		10) Buying Love

1) You'll remember that waaay back in the Encampment I mentioned that
Reynard had a quest for us... but he would only give it to use after
we purchased enough from him. Like I said earlier, it's not how many
items you buy, or how much gold you spend, but rather how many unique
transactions you complete that prompts him to give us this quest. You
may have been buying from him all game by this point, and he may or
may not have started his quest... for the sake of simplicity, we'll
assume he hasn't yet given you any quests. To trigger his quest, I
prefer to make multiple one-purchase transactions with him, buying
the various wares he has. Namely, I start out by purchasing Gran Soren
Rubble, as it's not terribly common, it'll be the object of a Notice
Board Quest later, and it's very cheap. Other than that you can buy
Festival Pies (used for raising Julien's affinity, and cheap, too.)
Silk and Chestnut Branches aren't cheap, but they're uncommonly found
and useful for upgrading equipment... Just buy whatever strikes your
fancy. It took me nine purchases before his quest marker popped up.
2) After making enough purchases Reynard will get his quest icon. Talk
to him again and he'll request a rare item from you-in this case a hunk
of Scrap Iron. Scrap Iron is dropped by Skeleton Knights, and you should
certainly have found a bit of it by now (I personally had 74 peices
by this time)... if not, these undead pollute Pastona Cavern (at night)
and Bluemoon Tower (anytime), along with many other locales. Once you've
recovered a piece, hand it over to Reynard and the quest will update.

Search Party
3) Continue selling crap to Reynard, like we did earlier. This time it
only took five purchases-the number of distinct transactions is, to my
memory, fairly variable. The next item he needs? Miasmite. Miasmite is
dropped by Phantasms, which can be found just over the bridge from Gran
Soren in the Deos Hill, or in the Witchwood, both at night. If you only
find a Miasmite Shard you can combine it with a Firefly Stone to
create Miasmite. When you get yourself a piece (I only had ten at this
time) turn it in to Reynard.
4) You know the drill-make more transactions with Reynard to prompt him
to offer up another quest. Ten transactions does it for me this time.
Once the quest marker appears again, Reynard will hail you as his finest
patron, and worthy of his trust. He'll tell you his backstory... at
least, the part that's relevent to his travels. His father apparently
was a scoundrel who abandoned Reynard's mother before he was born, and
the question has haunted him-what could so vex a man that he might
desert his unborn child? Apparently he never considered that the child
itself might be reason enough to get the hell out of there! In any
event, Reynard's been searching for answers, taking up trade to fund
his travels. I mean, you're already wandering around, might as well
make good on all that travel, right? Anyways, he's looking for clues,
a record of his travels, a diary, or... perhaps a journal entry?
Maybe even six of them?
5) That's right, those Journal Entries we've been finding all game
belonged to Reynard's father-they're the clues Reynard was searching
for. Now, we've had these for a while, so why didn't we turn them in
earlier? Well, the search for the answers contained herein is the only
thing that's been keeping Reynard on the road, so it was prudent to
postpone satisfying him at least until Fournival's trial was over, just
to keep our options open. If you want to raise Reynard's affinity or
buy anything from him, do it before you give him these journal entries.
Once he has them, he'll leave the world forever... unless he ends up as
your romantic interest, but there's no way to know whether he will end
up as such for sure, so just assume he's gone for good. He'll at least
be gone for the immediate future, in any event. Anyways, hand off the
Journal Entries when ready and Reynard will thank you, reward you, and
bid a heart-felt farewell.

(For ending Reynard's search)
EXP		10,000
Rift Currency	35
Gold		10,000
Item		Goddess Cameo
		Wroth Mask
		Decaying Grimoire
6) One down, one to go. You'll remember back at the end of 'Pride Before
a Fall' I pointed out that Madeline will no longer be around? Yeah,
let's go look into that. Head over to her shop in the 'Venery', just
across the street (south-east) of the Black Cat. Inside you'll find a
woman named Katlyn, who will tell you that Madeline has found a way to
get herself in trouble... enough trouble that she had to flee her shop.
Loot the counter nearby to score Divine Razors-Madeline's weapons. She
had to run at night, and in such haste that she's left these behind?
She must be in deep.

Note: The Divine Razors are a palette swap of the strongest daggers
in the game... and this is the only place to get them. If you're an
item collector, and wish to keep them, stash them before you continue
the quest... or just refuse to give them back when the times comes.

Bad Business

|VIDEO|Bad Business					      |{VID048}|
|LINK |https://www.youtube.com/watch?v=9aw2MT11fzg		       |
7) Now it's time to scour Gran Soren for info. Head to Arsmith's
Alehouse... where else would you go for gossip? Arsmith himself is
useless, but the serving wench-Nettie-will fill us in. She was
apparently dealing in illicit goods, and got caught. You can also talk
to some dork named Guston, who talks more about Madelin's beauty than
her problems. Anyways, after talking to Nettie the quest will update,
and we'll be directed to the sewers next.
8) When you approach you'll be bothered by a guard named 'Ser Raulin',
who will ask if you've seen Madeline. What you say to him doesn't
matter in the slightest, although you can lie and say you saw her
heading towards the castle, or out into the countryside. Continue past
him towards the sewers to spot Madeline near the water below. She'll
bolt to the nearby gate and vanish. We should probably follow her, eh?
9) Head outside and walk onto a wooden bridge. Turn south and walk
along the wall and around a corner to spot Madeline, who has used her
keen self-preservation skills to hunker down behind a rock. Talk to her
and she'll proclaim her innocence. After the quest 'The Conspirators',
where we saw her talking to Julien... well, knowing what he was
involved in, it's not too much of a stretch to imagine how useful a
legitimate business front for Salvation's dealings in Gran Soren could
be. It's also not difficult to imagine that Madeline didn't care who
she was dealing with, as long as there was profit in it, legal or not.
She'll lament the loss of her daggers... if you have them in your
inventory she'll notice them and ask for them back. If you return them,
she'll sing your praises and reminisce on how faithful a friend you've
been... or she'll write the daggers off as fair payment for not turning
her into the guards. Either way, she'll be interrupted by when she spots
soldiers in the distance and makes a run for it. Shortly thereafter
you'll be bothered by Ser Marcas, who'll ask you-like Ser Raulin before
him-where Madeline went. Again, like with Ser Raulin, it doesn't
matter what you say. Ser Vyctor will show up and lead the guards on a
false trail, which allows Madeline to return and thank you... and mooch
more money off of you. She's probably aims to get far away from Gran
Soren, and with the loss of all her worldly possessions, suffers from
genuine need. Either give her the money she wants-50,000 gold-or refuse.
This quest is all about raising Madeline's affinity at the last moment,
really-the nicer you are, the more affinity she'll gain, the more
likely she'll be to end up as you romantic interest.

(For helping Madeline escape)
EXP		8,000
Rift Currency	30
Gold		0 or (-50,000)
10) Only one more task to do before we head to Greatwall-and it's
entirely optional. We're nearing the end of the game, so you should
consider your romantic interest. You WILL have a romantic partner
whether you like it or not, your only 'choice' is who. If you don't
care who you end up with, skip this Step, if you do... well, there are
a few things we can do to try and influence them. Raising their affinity
is the name of the game here, and the best way to do this is by
giving gifts. Below is a list of gifts you can give and what characters
are particularly fond of them:

Ambrosial Meat		-->	Cassardi Males
Ancient Ore		-->	Members of the Faith
Ancient Scroll		-->	Aldous
Antique Panoply		-->	Soldiers
Arisen's Bond		-->	Everybody
Beast Steak		-->	Cassardi Males
Capeflower		-->	Cassardi Females
Cloudwine		-->	Mercedes
Cursed Carving		-->	Members of the Faith
Devilwort		-->	Valmiro
Festival Pie		-->	Julien
Giant Fish		-->	Gran Soren Males
Godsthrone Blossom	-->	Quina
Grandblossom		-->	Cassardi Females
Harspud Juice		-->	Travelers
Harspud Sauce		-->	Travelers
Jasper Blossom		-->	Symone
Large Fish		-->	Gran Soren Males
Lava Flower		-->	Gran Soren Females
Lonefloewr		-->	Gran Soren Females
Magick Medal		-->	Madeline
Noonflower		-->	Quina
Quill			-->	Maximilian
Reminishroom		-->	Reynard
Skull			-->	Bandits
Thornflower		-->	Symone
Toadstool Sitter	-->	Selene
White Orchid		-->	Aelinore
Windmill Flower		-->	Aelinore

Pick the object of your affection and gift them generously, perhaps
even using the Arisen's Bond, which will massively increase their
affinity. As their affinity raises you'll first see blush appear on
their cheeks (accompanied by a chime sound when you talk to them), and
at the highest affinity they'll be surrounded by a lavender aura when
talking to them. Maxing an NPC's affinity for you will score you the
achievement/trophy 'Affinity and Beyond'. Just keep in mind that at
this point in the game we cannot access Valmiro, Reynard, Aelinore,
Madeline, Julien, Mercedes, or Quina, as they've all departed due to
quest progession.

Anyways, now that that's over with, we've nothing left to do but go
after Salvation. Rest up and head off to Greatwall. You should have
already placed a Portcrystal in the Greatwall Encampment. If not, head
back there and place one there now. You might need to travel back and
forth a few times over the next few quests.

|								       |
|	 	         Salvation's Last Stand		 	       |
|								       |
Sequence of Events:						{WLK038}
		1) The Doorguard
		2) The Greatwall Cemetary
		3) Skeleton Knight Intersection
		4) Saving Ser Bacell
		5) Ser Diggan's Shortcut
		6) Masticating Undead
		7) Rescue and Gratitude
		8) Stairwell Treasure
		9) Chimera are OUTDOOR Pets
		10) Saving Ser Faerma
		11) Skeleton Lord Smite
		12) Face to Face
		13) Wisdom of the Elders
		14) The Dragonforged's Gifts

Greatwall: First Floor
1) When you make it to the Greatwall Encampment, rest and stash loot
as necessary, then head through the gate to the Greatwall fort. From
the entrance head north, where you'll shortly startle two Salvation
members hanging out in the courtyard. They'll run away and when the
cutscene ends you'll find that the courtyard is swarming with foes-
two armored Cyclops and all the Snow Harpies you can eat. Downside?
This combination of foes can be really annoying. Upside? The Cyclops
will often hit the Snow Harpies, and you don't really need to fight
them at all-just run through the gate to the north and you shouldn't
be followed.

|VIDEO|Deny Salvation					      |{VID053}|
|LINK |https://www.youtube.com/watch?v=XZKxw6fvbio		       |
2) When you're done fighting... or if you're being a coward, leave the
courtyard and head under the northern gate. To the north you'll find a
citadel, wherein our quarry lies. Ignore the stairs leading to the
citadel for now and explore around the exterior wall to the north-west,
where you'll find a graveyard with a craggy tree in the middle. You can
score a square chest and some warrior remains here, but your presence
will be contested by some Undead Warriors. Still, it's worth doing a
bit of light grave-robbing, since you can get some decent potions and,
if you're lucky, even some items from them.

[Solar Numen]
[Sight Earring]
3) Now head south-east to reach the citadel-there are two gated passages
that lead to the interior, one on the western side of the citadel, and
one on the southern side. Both paths leads to the same four-way
intersection, where a number of Skeleton Knights lie dormant. Dispatch
them and head through a doorway to the south-east-you can ignore the
north-east, as we can't open the door at the end of the hallway.
4) Walk down a short, narrow hallway to reach a small room. A Salvation
member walks around here, and he'll shortly be joined by two Skeleton
Knights. They might harass you, or the Gran Soren guard lying prone
on the ground. The Salvation member functions like the Sorcerers
outside Gran Soren... basic elemental spells, and it'll also cast
Anodyne on its minions if they are hurt. Once the foes are dispatched
the guard-Ser Bacell-will get up and thank you, offering you some
Harspud Milk. That is, of course, if he's still alive.
5) Take a gander at the south-eastern wall, where you'll see a barred,
gated door we cannot open, and a damaged section of wall. The latter
will grant us entry to the room beyond if you can destroy it-powerful
attacks like Comestion and Warrior attacks can do it, but if you're
playing less potent classes, you'll have to resort to gunpowder barrels.
So, assuming you can't just knock a hole in the wall, go through the
doorway to the north-east. Ser Diggan will run up to you, thankful for
aid. He'll tell you the leader of the zealots is upstairs, and will
unlock the door to the north-east. The less impressive stairs beyond
the door Ser Diggan unlocked will bypass the stairs nearby, which are
crawling with Salvation members.
6) Don't be a wussy-introduce the cultists on the stairs to the death
they embrace so much, then search the landing beyond them to find a
gunpowder barrel. Don't worry about Ser Diggan's door, we'll get there
shortly, but for now, grab the gunpowder barrel and return to the room
south-west of the staircase room. Once there, chuck the barrel into the
damaged portion of the wall to create a passage-how ingenious of you!
Masticate (yes, chew them up) the Undead Warriors in the room beyond,
unbar the door, and search the table for some delicious fruit before
heading down some stairs to the south-east.

Greatwall: First Level Underground
7) When you reach the room at the bottom of the stairs, cross it to
the north-west, stopping only to grab a Dose of Courage on a table.
Go through another doorway and down a small flight of stairs to reach
a room occupied by another member of Salvation and his pet Undead
Warriors, who set upon several helpless Gran Soren guards. Kill the
undead quickly to save the guards, as they'll gift you if they survive.
Their gifts include Harspud Juice, Harspud Sauce, Dessicated Herbs,
Matured Greenwarish and Ser Cronnel will also open a door to the
north-east, beyond which lies a rounded chest. The treasure in Greatwall
is quite nice-equal or superior to that found in Soulflayer Canyon or
Bluemoon Tower, so it's worth making the extra effort to get.

o--Rounded Chest--o
[Chimeric Sabatons]
[Meloirean Greaves]
[Rex Lion Padding]
[Silver Chestplate]
8) Backtrack to the first floor, returning to the chamber with the
cultist-infested stairs and the door Ser Diggan unlocked. Go through
this door now and head up the smaller stairs beyond until you reach a
small room crammed with loot-two Square chests along the north-western
wall and some fruit and a some Harspud Milk on the table. Loot and
continue up some more stairs to the north-east, grabbing a Dose of
Strength along the way.

o--Square Chest--o
[Chimeric Half Plate]
[Orilux Shield]
[Plated Coat]
[Steel Cuirass]
[Thousand Stings]
[Veteran's Arc]
o--Square Chest--o
[Chimeric Gauntlets]
[Jade Bangles]
[Meloirean Armguard]
[Red Over-Knee Boots]

Greatwall: Second Floor
9) Unbar a door and continue through it. To the south-west are the
cultist-infested stairs we clear, to the north-east a narrow tunnel
continues deeper into the citadel. Head down the tunnel to the 
north-east and grab some Harspud Juice on the floor as you go. When
you exit into a large chamber on the other side of the chamber you'll
be treated to the scene of a Chimera trying to get at a cowardly Gran
Soren soldier named Ser Estoma, hiding on the other side of a door
from the beast. Being the wuss that he is, he won't open the door until
the Chimera is dead... if you've avoided fighting one this long, well...
this encounter is unavoidable. Best that you learn how to fight it,
you'll be facing a stronger version very soon. I suspect, however, that
most of you following this guide will have downed a Chimera before,
and although we're in a civilized setting, that shouldn't make this
fight any more challenging. There are some ballistae lining the room,
but in my mind making yourself a sitting duck to deal inferior damage
to a Chimera isn't an ideal strategy. Put the beast down and Ser Estoma
will open the door and gush over how awesome you are. Yeah, yeah, all in
a day's work. Continue into the room he was locked in (along the
south-western edge of the Chimera-occupied room) and loot two rounded
chests. There's also a Dose of Strength hidden behind the crates in the
north-eastern corner, if you care.

o--Rounded Chest--o
[Animistic Robe]
[Master's Bracers]
[Scarlet Hand Covers]
o--Rounded Chest--o
[Free-Spoken Earring]
[Gryphic Cloak]
[Ring of Sable]
[Sight Earring]
10) Head through a doorway to the south-west and follow the tunnel
beyond until it terminates at a staircase running up to the south-east.
Atop the stairs you'll find two asswipe Skeleton Sorcerers, their
bodyguard of Undead Warriors, and a Salvation cultist. In front of
the stairs is a small cubby where Ser Faerma is beset by a group of
Undead Warriors. If you aim to save him, you'll have more luck killing
the critters on the stairs, first, then helping him (he tends to get
grappled by Undead, which limits the damage he takes a good bit.) Once
all the foes on the stairs are dead, aid Ser Faerma, who will tell you
that the leaders of Salvation are above, preparing some dark ritual.
He'll then unlock a door situation along the south-eastern wall of his
little cubby. Head through that door, up some stairs, and into a small
room with a rounded chest within. There's also an Interventive on a
crate in the corner. If you failed to protect Ser Faerma, you're not
out of luck-there's a weakened section of wall that connects this room
to the landing atop the stairs beyond-either grab a gunpowder barrel
from earlier in the level (there are some in the Chimera room, or atop
the cultist-infested stairs) or destroy the wall with a sufficiently
powerful attack. At the bottom of the stairs you can find some warrior
remains, which are now safe to loot now that there aren't any Skeleton
Sorcerers blasting you in the face with magic.

o--Rounded Chest--o
[Faithful Earring]

Greatwall: Third Floor
11) At the top of the stairs we just cleared you'll find a doorway to
the south-east. Head through and up the stairs beyond to reach a small
chamber occupied by another Gran Soren guard beset by undead-a Skeleton
Lord this time. Pretty much the same as our other rescue missions, save
we're fighting one strong foe instead of a bunch of weaker ones. This
could be a bit tough, as the Skeleton Lord can kill our guard-Ser
Gerrick-in three hits. Save him if you can and he'll inform you the
leader is just beyond, then he'll unlock the storeroom to the
north-east, beyond which lies an ornate chest full of goodies. In the
room where you fought the Skeleton Lord you'll find a Salubrious Brew
and an Interventive on a crate in the north-western corner.

The door to the north-west leads onto the roof, where the leader of
Salvation-the Elysion-lurks. Before you head out there though, note
that you will not be able to return to the Greatwall citadel afterwards.
If you want to try to score any of the loot here again, you'll need to
refrain from confronting the Elysion. Rest up at the Greatwall
Encampment and return when the treasure has respawned. Then again,
the loot it only going to get better as you advance, so it might not
be worth the effort to farm this gear when the best loot in the game
lies on the horizon.

o--Ornate Chest--o
[Alchemickal Hosen]
[Algid Bloom]
[Ardent Will]
[Gimble Gyre]
12) Go through the door to the north-west to reach the roof. When you
enter a cutscene will trigger-the Elysion and two other cultists sit
around conjuring purple-badness. The Elysion babbles about how you've
no chance against the Dragon... but just in case, they'll kill you
anyways. After all, a dream deferred is a dream denied. The Elysion
will stab his two accomplices, who rise again as Wights. Once the
cutscene ends, the fight begins; you versus the two Wights and all
the undead minions they can summon, which include Skeleton Knights (3),
Skeleton Sorcerers (2), and Undead Warriors (3). If you've got ranged
attacks, you can just shoot down the Wights-they won't resummon minion
until they're all dead, so kill everything save an Undead Warrior
(which can be easily ignored and avoided) and focus on the Wights. If
you're more of a melee persuasion, you'll have to dispatch the minions,
as the Wights will lower themselves to the ground-and within reach-only
when the summon more fodder. In either event, this fight shouldn't be
too difficult-Wights are old news, as are all the paltry undead that
guard them.

After the fight the Elysion cackles from a high vantage he managed to
crawl to during the fight. He'll admit he underestimated you before
going into hysterics about the Dragon... who bothers to show himself.
The Elysion, in a bout of religious fervor, continues preaching about
the glorious doom the Dragon will bring to the world... and the Dragon
obliges him by giving him a sample. Then, for the first time since
Cassardis, we stand face-to-face with the Dragon, who announces that
he will now allow us to confront it, if we dare. But with this
challenge, a warning; When the weak court death-they find it. The Dragon
then demonstrates its power by demolishing Greatwall-the mighty keep
meant to ward against the Dragon is barely even a nuisance to it. We
manage to scramble from the ruins, more or less unharmed. The Dragon
has one more gift for us, if we've played our cards right romantically.
The Arisen's Bond will fall from the sky as the Dragon departs-a final
bit of bait set out for us by the Dragon, in case our heart wasn't
enough. This will, of course, only occur if a) we gave the Arisen's
Bond to somebody, and b) the person we gave it to is our romantic
interest... in other words, if they have the highest affinity towards
us. In any event, you'll score the Achievement/trophy 'Rough Landing',
and the Greatwall will now count as 'civilized' (Stamina-free)

(For denying Salvation)
EXP		30,000
Rift Currency	50
Gold		40,000
13) When you're back in control, walk forward to pick up the Arisen's
Bond, if the Dragon dropped it, then turn north to examine Greatwall.
Only the lower floors still stand-head north to the four-way
intersection and turn south-east to note that the way into the interior
is now blocked by rubble. All the loot in Greatwall is now buried
under debris, but on the plus side, the previously-locked door
north-east of the intersection is now unlocked. It leads to the Tainted
Mountain Temple-the Dragon's domain. The end is nigh, but before we
confront the beast, we should do a final bit of preparation. Head back
out to the Greatwall Encampment and rest/stash loot as necessary. Our
next stop? The Dragonforged's Sanctum.

The Final Battle
14) Return to Hillfigure Knoll and visit the Dragonforged, who,
recognizing that you are nearing the final confrontation with the
Dragon will generously aid you in your fight. He tells you to 'seek
the temple atop the Tainted Mountain, beyond the Greatwall... At its
pinnacle, in the shadow of the wyrm, keeper of the endless ring, you
will make your choice. What you become, only you can decide.' Cryptic,
but fortunately his aid isn't limited to mere words-he'll also give
you 'Draconian Strategy Vol. I' and either a 'Dragonleather Vest'
(torso clothing) or 'Dragonhide Bracers' (arm-wear).

Anyways, once you're done picking up that little trinket, return to
Greatwall-which should just be a Ferrystone away. Time to head into
the ruins of Greatwall and explore the Tainted Mountain Temple... don't
worry, we're not yet fighting the Dragon, but there's plenty of new
foes (and new loot!) up ahead.

|                Chapter 5: The World's Utmost Depths		       |
|								       |
|	 	 Exploring the Tainted Mountain Temple		       |
|								       |
Sequence of Events:						{WLK039}
		1) To the Tainted Mountain Temple
		2) Where Once Savan Stood...
		3) Saurians of Earth and Fire
		4) It's Not a Harpy?
		5) Clearing the Columns
		6) The Golden Belt
		7) Killing More Geo Saurians
		8) Loot on Ledges
		9) I Love Lamellar Armor
		10) To the Temple Antechamber
		11) Fighting Infernal Foes
		12) Looting the Balcony
		13) Looting the Alcoves
		14) Gorechimera in the Grand Hall
		15) Tattered Mantle
		16) Final Preparations

1) Walk through the ruins of Greatwall again and return to the four-way
intersection. From here head north-east to reach the now-unlocked door
at the end of the hallway. Open it up and head on through, dropping
down a short ledge to the north-east (or you could walk around like a
dink) and grabbing a square chest below. Continue north-east until
you reach a door, which leads to the Tainted Mountain Temple.

o--Square Chest--o
[Cleric's Cap]
[Crowned Hood]

Tainted Mountain Temple
"Thus you tread the path of the true Arisen: To face the Dragon... and
learn the real truth."

2) The real truth? As opposed to what? The fake truth? As in, a lie?
Sorry... ahem. This area should look familiar to you-it's where we
started the game as Savan all those hours ago. The layout of the
Tainted Mountain Temple hasn't changed in all these years, but the loot
and the foes are different, so don't assume you know the way (you still
need me!). If you've been diligent you should score the
Achievement/Trophy 'The Explorer' for finding 150 locations. From the
entrance turn north and head under an arch to find an area that's just
as boring now as it was back when we were playing Savan-save you get
to keep whatever garbage you pick up! Loot a rounded chest and head back

o--Rounded Chest--o
[Meloirean Greaves]
[Steel Sabatons]

|VIDEO|Exploring the Tainted Mountain Temple		      |{VID054}|
|LINK |https://www.youtube.com/watch?v=2nvNAW7KKYg		       |
3) Back at the entrance again head south-east, head through another
arch, and reach an open-air ledge. No Dragon this time, but that doesn't
mean it's safe-in fact, it's just occupied by smaller, sneakier
reptiles-Geo Saurians, the third tier of the Saurian family. Dispatch
them as you can-there are two in the initial wide portion of this
ledge and one more along the south-easternmost point. On the wider,
north-western part of this ledge you can find some warrior remains near
some debris. From those remains turn north and drop down to a lower
ledge that holds a square chest. Be wary, though-as your Pawns will
undoubtably warn you, a fall here isn't healthy.

Note: The Tainted Mountain Temple also marks a bit of a change in
policy for the guide. I had previously refrained from mentioning most
gear we've found, as... honestly, a lot of it didn't really matter.
You count the damage and use the highest-powered weapon you had, and
the armor was really more aesthetic than anything else. I know, the
defenses do some good, and the resistances, blah, blah, blah, but
the net effect of the incremental differences between most gear we've
previously found wasn't worth wasting time on-mine or yours. Now,
however, we're finding gear that aspires to be the best in the game,
so I'll mention my favorite bits of loot.

The fiery branch of the Saurian family, these black lizards camouflage
themselves as well as Sulfur Saurians, except they spit explosive goo
instead of poisonous goo. They still carry spears, and have the same
attacks with both their polearms and their natural weapons, save Geo
Saurians are far stronger and more sturdy than even Sulfur Saurians.
This resilience makes targeting their tail an even more attractive
option, since they can withstand more punishment in a head-to-head
engagement. They are, as fire-beasts, weak to ice attacks.

o--Warrior Remains--o
[Rusted Greatsword]
[Stalwart Earring]
o--Square Chest--o
[Feral Cape]
[Gryphic Cloak]
[Royal Mantle]

Path to Dragon's Domain
4) Back on the higher ledge, explore the narrower portion to the
south-east, scoring another square chest and some warrior remains at
the south-eastern end of this ledge, which is guarded by a third Geo
Saurian. North-east of the square chest you'll find a Small Coin Pouch
(100 G) and a Coin Pouch (1000 G). Once done turn south-west and explore
down the narrow tunnel in that direciton, marked on the map as the
'Path to Dragon's Domain'. The path will terminate at a ladder leading
down-the lower chamber beyond contains a new, thoroughly annoying
foe-the third creature in the Harpy family-the Succubus. Kill the two
lurking here and loot around-there's a new plant to pick, the Lava
Flower some Harspud Juice to the north-west, and to the west, a square

When I hear the word 'Succubus' I can't help but think 'Diablo'. How
many millions of those busty wenches did my Sorcerer lay low back in
the mid 90s? Not enough. Anyways, these are nothing like that-they're
just Harpies with bat-wings and an even more foul disposition. They
will still use the typical fly-by attacks the Snow Harpies were fond of,
but they also have a new grapple attack. After screaming, they'll swoop
down with incredible speed, aiming to latch onto a character, bite a few
times, and force your character to drop melodrmatically to the ground.
It's beyond annoying. Other than that, expect the same attack as we've
seen from Harpies and Snow Harpies... save the frost breath, of course.
Their song, however, doesn't cause Sleep, instead it afflicts the
'Cursed' debilitation, which severely lowers your attributes.

o--Square Chest--o
[Alchemickal Bangles]
[Meloirean Armguard]
o--Square Chest--o
[Gimble Gyre]
[Iron Bandings]
[Orilux Shield]
5) Continue down a narrow passage to the south-east, picking plants as
you desire. When the pass opens up into a large chamber, stop and look
around. You should see a few Geo Saurians clinging-without aid of
camouflage-to some pillars. There are more beyond them, to the east.
Dispatch them however you may, then continue south into the chamber
they occupied. If you turn west and jump over a crumbled wall you can
find some plants, a Light-Cure, some Harspud Juice, and lootable debris
in the mess beyond. Scale the rubble to the south and you can also nab
a Large Coin Pouch (3500 G) near a gunpowder barrel. Oh, and try to
avoid setting yourself on fire, you crazy kid.
6) Return to the Geo-Saurian infested chamber back east, and, well,
head east between two pillars. Jump over the fallen remains of another
column and drop down onto a ledge to score a rounded chest, which always
drops a Golden Belt. It's not a bad bit of armor-if the aesthetic
doesn't bother you. It's got fair defense, a slew of elemental
resistances, and best of all, Petrification resistance. It also adds
a whopping bonus to Strength. Nowhere near as good as a Sultry Pareo,
but if your Arisen is male, it's not bad.

o--Rounded Chest--o
[Golden Belt]
7) Return to the Geo-Saurian chamber back west and this time head
south under an arch to reach a smaller room. Search the bushes to the
west to score some plants and another Large Coin Pouch (3500 G), then
turn east and ascend some stairs-jumping onto the rocks just south
of the arch on top to find another Coin Pouch (1000 G). Beyond this
arch are more Geo Saurians-one clinging to the wall near an arch to
the east and two more on a balcony to the north. Smite them and note
a doorway to the south-we'll get there soon enough, but for now, turn
your attention to the north.
8) Head north onto the balcony and turn east. Climb the short wall in
that direction and continue east, looking over to a ledge below, where
a square chest sits. Inside are some gloves that appeal to the various
Strider-based classes-not really worthy of note. Backtrack to the
balcony and explore to its western edge, which also has a scalable wall
that leads to treasure. In this case, another square chest (which
contains a Lancer's Sword, certainly an upgrade for any Warrior) and
some Interventive. If you're a brave, foolish soul, you'll jump onto
the pillar nearby (to the north), which contains some Liquid Vim.
Another pillar further north hold a Giant Coin Pouch (10,000 G), as
does the one west of the first gold-bearing pillar top. This, however,
requires a running jump, good timing, and... I find that I rarely
possess the patience to manage it. Double Vault or Levitate are
necessary, with the latter being superior, in this case.

o--Square Chest--o
[Assassin's Armguards]
[Black Leather Gloves]
o--Square Chest--o
[Lancer's Sword]
9) From the first (eastern) gold-bearing pillar top turn east and jump
onto a ledge in that direction. Alternatively you can return to the
balcony and jump from the elevated north-eastern corner (on which you'll
find a Salubrious Brew) to this ledge. If you don't have Double Vault
or at least Levitate, you may find this ledge out of reach. Upon it sits
an Ornate Chest which can yeild some of the best armor in the game;
either a Sultry Pareo (high Defense and Magick Defense, Fire Resistance,
Petrification Resistance) or a Lamellar Jacket (high Defense, moderate
Magick Defense, Fire/Dark Resistance, and Petrification Resistance when
upgraded.) I really like the stats and look of the latter-it's black,
it's snazzy, and it's pretty protective. Archer's Culottes might appeal
to some, but as far as I'm concerned, it really can't compete with the
other two armors in terms of resistances.

o--Ornate Chest--o
[Archer's Culottes]
[Lamellar Jacket]
[Sultry Pareo]
10) Jump back to the balcony to the south and, from there, continue
south through the doorway we neglected earlier. Turn a corner to the
west, then go through a doorway to the south when you get the chance.
In these two small rooms you'll find some warrior remains to loot,
another Large Coin Pouch (3500 G) and some Liquid Vim sitting on a
rubble-coverd bit of worked stone. Return to the hallway and continue
west, then turn south and head up some stairs to reach the 'Temple

o--Warrior Remains--o
[Stalwart Earring]

Temple Antechamber
11) Savan encountered Hobgoblins and Snow Harpies here... we get
Hellhounds and Succubi. Sounds fair. Head out onto the northern
balcony and turn west. This room consists of two elevated balconies-one
north, and one shorter, less intact one to the south. In the middle
of the chamber, a bridge connects the two balconies... albeit allowing
for a small gap. The Harpies siutate themselves along the southern
side of the bridge, and the Hellhounds congregate on the lower floor to
the east. It would be unwise to engage both groups at once, so we
won't-heading west along the northern balcony should provoke the
Succubi, allowing you to dispatch them before turning your attention to
the doggies below. Speaking of which...

The baddest doggies you'll see in Dragon's Dogma, Hellhounds are
stronger, more resilient, and... just bad news. Unlike the lesser Wolves
we fought, you'll never encounter Hellhounds in great numbers-maybe
half a dozen, tops, and often only several. They make up for this lack
of numerical superiority with extreme aggression and fiery breath,
making them the only such beasts with a ranged option... a ranged
option they're not afraid of spamming repeatedly and which, if it hits,
will likely knock you down, leading to you being dragged off and mauled.
Being stronger and more durable than normal hounds, you should focus on
knock-down strikes, when possible. Lighter attacks will not daunt them
the way it bothered their lessers, and will just leave you open to
retaliation. Ice attacks also work well.
12) Once the foes are dead we can turn our attention to looting. Return
to the northern balcony and explore to its western end. You can loot
the skeletons of fallen soldiers if you really enjoy junk, but we're
after superior fare. Over a short wall along the southern face of the
balcony lies a narrow ledge, on which you'll find a Dose of Strength
on a lip along the western end of the balcony, and some Secret Softener
on a lip to the east. Along the eastern edge of the northern balcony
you'll find a rounded chest. Ignore the shorter southern balcony upon
which the Succubi roosted and climb down some rubble to the east, at the
bottom of which lies a Large Coin Pouch (3500 G).

In the rounded chest you might score some Royal Cuisses. They're decent
leg-armor, certainly better than anything we've found so far (although
Red Over-Knee Boots come close). With moderate Defense, high Magick
Defense, and a boost to both Strength and Magick, you'll be hard-pressed
finding something better to wear at this point in the game. You also
might find a Veteran's Arc-easily the strongest Longbow we've had the
chance to get our hands on.

o--Rounded Chest--o
[Royal Cuisses]
[Veteran's Arc]
13) Now on the ground floor near where the Hellhounds rested turn west
and explore in that direction. Keep your eye to the north, as alcoves
are built under the northern balcony which contain loot, including two
rounded chests-one along the western end of the chamber, and one along
the eastern end. There's also a Liberating Brew on a rock near the
eastern chest and in the rubble west of this rock you'll find a Large
Coin Pouch (3500 G). From the western rounded chest turn south to find
a square chest, near which some Smother Sap sits. Finally, in an alcove
to the south you'll find some Harspud Juice, and east of there are some
warrior remains.

As for the loot, I personally fancy the Cardinal Surcoat, which is
respectably potent. Once upgraded it'll also boast some Petrification
resistance, rather high Fire Resistance, and it looks snappy, too.

o--Rounded Chest--o
[Algid Bloom]
[Cardinal Surcoat]
[Crimson Robe]
o--Rounded Chest--o
[Meloirean Plate]
[Royal Surcoat]
o--Square Chest--o
[Archwizard's Helm]
[Pleached Limbs]

Grand Hall
14) We're done looting this chamber. Find a hallway in the south-eastern
corner of the chamber and follow it south, then east down a corpse-
strewn hallway. Reach a small room to the east and search the north-
western corner of the room to score some Harspud Sauce, and in the
south-western corner sits a Panacea. Turn north to reach the Grand Hall,
where a new foe lurks; a Gorechimera. I'd give you a typical boss
strategy, but there's not really any point-the Gorechimera is a stronger
version of the Chimera, so a normal monster entry will suffice.

Gorechimeras are... well, they're just palette-swaps of normal Chimeras.
They move the same, attack the same, the Gorechimera just deals more
damage and has six life bars instead of four. If you get too near the
front the lion will lunge at you, the snake spits a rather potent
venom and bites, and the goat can caste a wide range of spells-and
unlike the Chimera's goat tend to favor healing and debilitative
spells more than elemental ones. In this aspect, the Gorechimera is
far more dangerous than its lesser cousin. The goat head of the
Gorechimera is one of the few foes in the game that can cast a death
spell-if you see a red ring on the ground-avoid it. The strategy is
mostly the same, though-jump on the hind-quarters and detach the snake.
When it falls over, attack the goat, and if that dies, finish off the
lion. One thing to watch out for, however, is the fact that the
Gorechimera is resistant to fire, so use another element to take it
15) After the fighting begins the looting. Note that there are four
pressure plates in the hall that need to be depressed to open the
doors to the east-doors beyond which the Dragon lurks. These plates
are roughly in the four corners... if you were able to trick the
Gorechimera onto one... well, it'll speed things up a bit. In the
north-western corner of the hall you'll find a square chest and some
Harspud Juice. In the south-western corner you'll find a rounded chest
and two Large Coin Pouches (7000 G). Along the eastern side of the
chamber you'll find an ornate chest. In the north-eastern corner of
the hall, on an elevated ledge east of the north-eastern pressure
plate you'll find some warrior remains, which always drops a Tattered
Mantle. It starts out pretty weak-beyond weak, actually, it's outright
detrimental to your elemental resistances (-2%) and debilitation
resistances (-10%), but if it's upgraded, it'll become... well, the best
cloak in the game, with +2% to all elemental resistances, and +10%
to eight debilitation resistances. Not bad at all...

o--Square Chest--o
[Galvanic Razors]
o--Rounded Chest--o
[Coupled Headgear]
o--Ornate Chest--o
[Meloirean Helm]
[Steel Sallet]
o--Warrior Remains--o
[Tattered Mantle]
16) Depress all the pressure plates and the door to the east will open.
Now the only thing standing between us and the Dragon is our own
resolve. So, let's discuss final preparations. I can't imagine you
being under level 50 by this point in the game, although if you feel
underpowered, doing a few more loot runs can't hurt. On that topic, a
few runs through the Tainted Mountain Temple will serve you well in
terms of both experience and treasure.

When you've resolved to engage the Dragon, grab a few things from
storage-healing items would serve you well, namely Potent Greenwarish
and Large Mushrooms, both of which can be purchased from Camellia's
Apothecary in Gran Soren-buy as many as you can carry without being
burdened beyond, say, average encumbrance? Resist the urge to have Pawns
carry your burden, however-they'll gleefully consume everything
themselves. Also be sure to grab your best gear. I've avoided upgrading
anything thus far, and hence, avoided mentioning it much for a few
reasons. First, the gear we've obtained up until now is paltry, not
really worth upgrading. Second, our upgrading ability has been limited.
Without wyrmfire, we could only get items up to three stars, but the
Dragon will Dragon-Forge all the gear we have equipped. Dragon-Forging
is the highest tier to which we can upgrage gear. Besides the Dragon,
the only way to Dragon-Forge gear is by killing lesser Draconic
creatures... but we'll worry about that later, once we've found even
better gear. For now, put on your Sunday best for the Dragon. Gear
unworn is a missed opportunity.

Final preparations? Make sure you're whatever Vocation you chose to
level as-the fight with the Dragon will almost certainly level you up,
unless you're an extremely high level. Bows and grapples work best,
so Strider/Assassin/Ranger/Magick Archer are the best Vocation for the
fight... but you'll have to use whatever you can. Pick your weapon
loadout and Vocation carefully, however, as you'll get a unique weapon
for fighting the Dragon-the same type as you have equipped during the
battle. For some Vocations, this is pretty simple, but, say, an
Assassin, Magick Archer, or Mystic Knight will have quite a few weapons
to choose from. As for the Warrior-yes, there is a difference between
Longswords and Warhammers, as far as this is concerned.

|								       |
|	 	 	Showdown with the Dragon 		       |
|								       |
Sequence of Events:						{WLK040}
		1) Abandon All Delusions of Control
		2) Vote With Your Feet
		3) Cat and Mouse
		4) Retaliation
		5) Out Into the Open
		6) First Broken Bridge Run
		7) The Dragon's Perch
		8) Second Broken Bridge Run
		9) One Good Shot...
		10) Climbing the Dragon
		11) Crash Landing
		12) Tainted Mountain Peak
		13) Reclaim What is Yours
		14) Consequences

Tainted Mountain
1) Once you're ready to confront the Dragon, head to the Great Hall in
the Tainted Mountain Temple and go through the door to the east we
opened by depressing the pressure plates.  Continue east up some stairs
to reach an enormous chamber. Upon entering a cutscene triggers, where
the Dragon will hit you with some philosophy as some Goblins tease your
romantic interest. The philosophical ponders lead to one thing-a test
of your will. The Dragon makes you two offers-fight him, and if you
win you will be free, or sacrifice your romantic interest. The key
phrase he uses in the latter is 'abandon all delusions of control'.
Are you the master of your fate, are you the stronger, will you rise
to the challenge, or will you submit? 

|VIDEO|The Final Battle					      |{VID055}|
|LINK |https://www.youtube.com/watch?v=2ruuXsRKQkg		       |
2) Vote with your feet-if you walk away from the Dragon he'll ask you
again if you accept the deal-the life of your romantic interest and in
exchange the Dragon leaves Gransys. You get the reputation for killing
the Dragon, and the prestige that goes with it. It's the same deal the
current duke made with the Dragon, the phony that he is. If you accept
you'll get a cutscene of your Arisen wearing the duke's attire, sitting
on the throne, looking fairly miserable. While this nets you the
Achievement/Trophy 'Solitude', it also prompts a reload, so it's not
much of a choice.
3) Step forward, however, and the Dragon'll force you to confirm your
challenge. Accept and the Dragon will cause a ruckus, knocking huge
chunks of the ceiling down. Your romantic interest takes the opportunity
and runs off, leaving you free to fight the Dragon. When you're back in
control, run to the north-west as (harmless) rocks fall all around. Head
into a hallway and run into the camera as the Dragon chases you. If it
catches you, you'll get a big, fat, game-over, so just stay in the
middle and run. Your Stamina doesn't drain, so, no worries.
4) The chase ends when you enter another huge chamber. The Dragon gets
caught in the tunnel, with only his head and upper body exposed. To
the south are two barriers you can hide behind. The name of the game?
Deal as much damage as possible to the Dragon while it's stuck. It's
not helpless, however, it'll perform two arcing breath attacks, which
you can avoid by hiding behind the barriers. After those two attacks
it'll free itself and head into the chamber, where it'll put up a fight
for a while before flying off. In all honesty, it is possible to kill
the Dragon here, but I've only ever managed to do it with an Assassin.
5) Once the Dragon flies away, head to the north to continue your
pursuit. Be sure to search a rounded Chest in the north-western corner
of the room before you head up the stairs to the north. Pick your way
through the debris to reach daylight, above. There are three bottles
of Harspud Juice on the stairs as you ascend past the debris, in case
you need some healing.

o--Rounded Chest--o
[Molten Boots]
6) Continue onto a long stone bridge running north. Run along it for
a length and the Dragon will drop down behind you, staying only long
enough to cause the bridge to start collapsing before flying off ahead.
Your goal now is to run across the bridge to the north before is
collapses (it's incredibly generous with the timing, in fact, unless
you're, say, sitting around writing a FAQ while the game is running,
there's almost no chance the bridge will drop out from under you.)
While you're on the move, the Dragon will do a few fly-bys with its
flame breath, which should be pretty easy to avoid. Continue running
along the bridge until you reach a tower at the northern end.
7) Immediately inside the tower you'll find a square chest to loot,
then head up the stairs. Keep an eye on the western side of the stairs
to find a rounded chest. Continue up to the top of the tower... or at
least as far as we can ascend. Another bridge runs to the east, while
the Dragon sits on a perch to the north-east, from which he'll blast
at you with his fiery breath. Just before the bridge you'll find a
standing portion of wall to hide behind. On top of this convenient
barrier is a Light-Cure, while to the north you'll find two doses of
Smother Sap and some Harspud Juice. There's also plenty of shelter on
the bridge itself, so don't be afraid to run out there. Note that
characters with conventional bows can shoot at the Dragon here-if you
deal enough damage it'll decide to fly off.

o--Square Chest--o
[Flame Skirt]
o--Rounded Chest--o
[Dragon Hide Bracers]
8) Run across the bridge to the east. This bridge is in much worse
shape than the previous one was-it starts out uneven and ready to
collapse. It only gets worse when the Dragon decides to land on this
one, too, after you traverse along it a bit. The Dragon'll stay long
enough to breath some fire, then fly off to do more fly-by breath
attacks. The Dragon's attentions causes a general collapse of the
bridge. Again, you've got plenty of time, so make your way east-then
north-to another tower.
9) Ascend the tower and peek to the exterior wall as you go. When it
collapses, search near the opening to find some Harspud Juice-there's
one on either side of the stairs here. Continue to the top of the
tower, as the Dragon flies around like a giant, demented vulture. The
game of cat-and-mouse ends atop this tower. The Dragon'll encourage
you to fight as you reach the roof-disappoint him for a moment by
searching along the northern end of the roof to score two ornate chests.
Once looted, turn your attention to the Dragon again. He's going to
continuously perform fly-by attacks. Your goal? Get on a ballistae
and shoot him. Don't worry, your aim doesn't have to be perfect... and
you only need to get off one good shot...

o--Ornate Chest--o
[Champion's Bangles]
o--Ornate Chest--o
[Dragon Band]
10) A very good shot, in fact. Your bolt scores a direct hit on the
Dragon. Not a happy camper, the Dragon decides that the fire breath
was too subtle and decides to skim the top of the roof. When the dust
clears, you're on the Dragon's back. Your goal here is to climb up
to the glowing spot between its shoulders and give it a good whack or
two. You'll have to do a feel analog shakes from time to time to keep
your grip-nobody said there wouldn't be turbulance flying Dragon. The
entire time the Dragon'll encourage you... silly reptile. Once you
deal enough damage to it (one or two hits is all it should take) the
Dragon'll dislodge you. Do another analog wobble to avoid becoming a
mid-air meal and you'll pass perilously close to the Dragon.

Tainted Mountain Peak
11) Creepy chest-lights, the Dragon crashes into the ground, and you
find yourself miraculously unharmed after a fall of seveal thousand
feet. What's more, your Pawns are here, too, in the oddly arena shaped
depression. The Dragon rises and declares that the final battle is
at hand... and oddly enough still continues to encourage you. The
Dragon will, in all likelihood, fly to a tower to the north-east,
where he'll sit pretty and pelt you with breath blasts, which gives
us a fine time to survey the battlefield. It's circular, so we'll use
our old friendly 'clock' aid... or, if you (sensibly) don't care so
much about the layout, skip to Step #13 for the tactics of the Dragon

o--Warrior Remains--o
[Noble Earring]
12)  At about 5:00 you'll find a collapsing tower you can use to seek
shelter from the Dragon. His breath, at least, he'll destroy it quite
easily with his body (remember Greatwall?) Inside the tower you'll find
a rounded chest, an ornate chest, and some Harspud Juice.
Counter-clockwise from the tower (at about 4:00) you'll find a series of
scalable ledges (running to about 3:00). On the highest level you'll
find a ballista and some warrior remains to loot. The ballista is your
key to fighting the Dragon while he's doing fly-bys or sitting pretty
on his tower... that is, if you're not playing one of the three
Strider-based classes, who have superior ranged attacks. At about
2:00 (past the end of the ledges, anyways) you'll find some more warrior
remains on the floor of the arena. At about 1:00 you'll find a ramp
leading up to an elevated ledge that houses a ballista. At about 11:00
you'll find some warrior remains hidden behind a large rock at the foot
of a ramp that runs counter-clockwise to about 9:00. This ramp leads
to two ledges of differing heigh, both the higher and lower ledges
feature ballistae and cover, making it a good location from which to
shoot down the Dragon. Finally, from about 8:00 to 6:00 are some
walls on the ground level around ballistae, which can serve as cover.
There's an elevated ramp that runs behind this spot, but it only leads
to a dead-end with some healing items and gunpowder barrels. Other
warrior remains lie scattered around, as do various plants and healing
items, too numerous to detail individually.

o--Warrior Remains--o
[Golden Belt]
o--Warrior Remains--o
[Harmonious Earring]
13) If the Dragon flies out of reach (say, onto the perch at about
2:00?) use a ballista to shoot it down if you don't have a Bow or
Longbow. It's pretty easy to tell when it's planning to use its breath,
as you can see the flames building up in its maw. It might also do
fly-by attacks (typically immediately after being driven from the
tower) which can be stopped with proper use of projectiles. When you
shoot the Dragon down, close and let the real fight begin.

The Dragon is a versatile foe who fights fairly differently depending
on how you engage him. Just remember that the battle is fairly
thematic-the game provides you certain tools and expects you to use
them to take down the Dragon. Hence, if the cheating lizard flies
out of reach you've got ballistae to shoot. You can hide from his flame
breath by taking advantage of the copious amount of cover in the level,
but be warned-playing too passive isn't a great strategy. The Dragon
can smash most any cover in the level with spells and melee attacks,
and many spells will get around your cover entirely.

Lizards With Flame, Fight the Same
First it should be noted that the Dragon has many attack quite similar
to the Drake. If you get near its flank, it'll swipe at you. Get behind
it and it'll lash with its tail. Get in front of it, and it'll bite.
It also has the grab attack we saw the Drake employ, where it'll try
to possess captured Pawns or slam the Arisen into the ground. It'll
also hover in air and breath fire repeatedly, backing up as you
approach... easily the most annoying attack for any character with no
ranged option. If you learned these attacks well from the Drake, you
should have no trouble anticipating them from the Dragon... it's just
on a much larger scale, and if you mess up, it'll hurt more.

Dragon Magic
Then again... there are some differences. The Dragon will employ a
respectable arsenal of magical attacks against you, usually if you're
keeping your distance or hiding behind cover. The attacks it can perform
includ High Bolide (which does a nasty job of destroying cover and
ballistae), High Ingle, High Frigor, and a unique holy-element spell
that deals a good bit of damage over a short time over a wide area.
Even if you start running as soon as you see the spell's indicator
pop up, there's a good chance you'll take some damage from it.

Beware the Breath
One of its favorite and most prominent attacks is its breath weapon.
It'll do fly-by breath attacks (like the ones we saw while on the
bridge), arcing forward breath sweeps (like the ones we saw when it
was stuck in the hallway) and a massive power-up breath attack that
can deal massive damage, knock you down at a long range, and it
accompanied by secondary explosions. If he rears up on his hind legs,
he's going to do this attack, so put some distance between you. He
also has a somewhat unpredictable and fast breath-blast attack which
he'll execute while leaping back, typically employed when you're in
front of the Dragon. He's also fond of breathing at a stationary point
in front of him while advancing. Finally, of course, he'll use his
breath weapon when he's trying to enjoy a height/range advantage. As
mentioned earlier, he'll perch on a tower and shoot breath blasts at
your, or hover in air and breath gouts of flame.

Reclaim What is Yours
Mages and Sorcerers should use cover well and charge up spells when
possible-his long-distance routine usually ends with him hovering. If
you can knock him out of the air you'll have a bit of time to deal some
serious damage to him with magic. A fair technique I've found was to
charge up Frigor while behind cover-it's a high damage spell that you
can charge up and move into range, and more importantly, you can aim
it-a good hit at the heart can deal several life bars of damage in one
casting. Most of the time, however, you'll be better served Despite all
these attacks, the safest place to fight the Dragon is usually up close.
If you can get at his heart, a Strider/Ranger/Assassin can take him
out with disturbing ease (even though he might grab you off and slam
you into the ground once or twice.) For less mobile melee fighters,
hitting him while he's casting spells can knock him down, giving you
a clear shot at the heart. Point is, if at all possible, use attacks
you can aim, and aim for the heart.
14) Once he falls you'll get an ending cutscene, which I won't waste
our time trying to explain in detail, suffice to say that you get your
heart back... as do all the other Arisens in the land. The link to
their immortality now dead, this has some unfortunate consequences for
your fellows. The Dragon's demise also causes ruin to Gran Soren, but
for us, things are looking up. We've defeated the Dragon, reclaimed
our mortality, saved our romantic interest, and in general fought the
good fight and saved the day. Right?

(For taking back what is yours)
EXP		80,000
Rift Currency	60
Gold		65,000

|								       |
|	 	   Wandering Through a Ruined World 		       |
|								       |
Sequence of Events:						{WLK041}
		1) The Dragonslayer's Reward
		2) An Unseemly Sky...
		3) A Challenge
		4) Grim Goblins
		5) New Foes on Seabreeze Trail
		6) Secret of Metamorphosis
		7) Back Through Manamia Trail
		8) Moonsbit Pass
		9) Undead in the Cottage and at the Gate
		10) The Wyvern Outside of Gran Soren
		11) New Foes in the Ruined World
		12) Beasts in the Estan Plains

1) You'll wake up back in your house in Cassardis, along with your
romantic interest. This romantic partner, whoever they may be, will be
making your house here their permanent residence for the rest of the
game... possibly quite annoying if, say, Asalam decided he fancied you.
Talk to your lover and they'll certainly have something to say about
your epic rescue... at least, if they're one of the 'main' NPCs
(typically characters who have items that specifically increase their
affinity have more to say than generic characters.) Other developments
to be aware of-you now have the Godsbane blade in your inventory
(this gives you the Achievement/Trophy 'Destiny'), which you need not
keep on hand-it won't come into play until later. You also have a
Crimson Dragon Scale, a material you only get from killing the Dragon.
Last but certainly not least, you'll have a new weapon (or weapons)
based upon what weapon(s) you killed the Dragon with. Since these
weapons are bound to be about twice as strong as whatever you had
previously, don't hesitate to switch to it immediately. So much for the
new gear, all your old gear has been Dragon-Forged... which means it
should be massively more powerful now.

Note: Most of the weapons obtained from fighting the Dragon are
slightly weaker than the best weapons in the Everfall, which can be
obtained shortly... at least when they're both Dragon-Forged.

A Warm Welcome
2) That's all fine and good, but the question is... well, what gives?
We killed the Dragon, reclaimed our heart, saved our true love (or
whatever cheap tramp we gave the Arisen's Bond to)... why is there
still more game? Just free-playing post-game? Well, then why does the
sky look like it had a casual fling with the abyss and forgot to take
a shower afterwards? Something's not right here-that Dragon seemed too
eager for us to kill it, and, well, the duke and the capital seemed to
be in pretty bad shape after that cutscene. Perhaps we should head back
to Gran Soren and see what's up?
3) Head into Pablos' Inn to see two things; 1) the Notice Board has new
quests. In this case the quest should be 'A Challenge'-apparently
something needs a beating in the Frontier Caverns. I normally wouldn't
mention Notice Board quests, but... well, this one gives us the
incentive to track down a rare monster, one we wouldn't encounter
otherwise. It would be bad FAQ-writing not to include it. 2) Madeline
is here (if she wasn't your romantic interest, of course), and she-like
all the merchants-have a fully-fleshed out inventory including tons of
new loot. New, powerful, and expensive loot. I wouldn't buy any of it,
however-we'll be getting the same and better loot for free with a bit of
adventuring. Anyways, the point is; be sure to check all merchants and
Notice Boards from now on-they just might have interesting stuff for us.
While you're here, stash any excess loot you found while fighting the
Dragon and... well, if you want to talk to folks around Cassardis to
flesh out backstory, now is a good time. Some of the villagers exalt
in your victory, but a few will mention the state of the world, and
mention the 'fall' of Gran Soren that went hand-in-hand with the fall
of the Dragon.
4) When you're done in Cassardis, head outside. Some of you may have
wondered why I didn't cover the Seabreeze Trail and Manamia Trail as
thoroughly as I did other areas... there are several reasons. First,
there's precious little loot to cover in those area. Second, we were
trying to get to Gran Soren as soon as possible back then. Third, they
were just boring areas, as far as encounters wents. Wolves, Goblins,
Bandits, the same things we'd be fighting for a while yet. Now,
however, the world is in ruins, and dangerous beasts wander what were
once the safer, more civilized parts of Gransys... it's almost enough to
make one want to start talking about it!

On that note head west along the road from Cassardis. Shortly you should
find some Goblins along the road... but Goblins unlike any we've seen
before. Don't let their size and the frailty of their less cousins
fool you-these grey-skinned 'Grim Goblins' are far stronger than they

Grim Goblins share many features with their lesser counterparts-they
have smaller 'Goblin' versions, and larger 'Hobgoblin' ones. They can
carry torches, the typical assortment of throwing objects, shields...
and employ all the tactics their weaker counterparts employed. They
will be better armed, however. Instead of clubs and crude swords they'll
have serrated, black, wing-tipped swords, which they'll use to great
effect. They're also much stronger and sturdier than Goblins, or even
Hobgoblins. Harder to kill, harder to knockdown, this makes them more
likely to land hits on you in melee. Pair this with being more
aggressive and you have a foe that should probably not be engaged in
melee lightly-those uncoordinated, flailing Goblinoid attacks we've
been ignoring for half a game now take on a new dimension with this kind
of power behind them.

|VIDEO|Return to Gran Soren				      |{VID056}|
|LINK |https://www.youtube.com/watch?v=u_wDiQ8c9IQ		       |
5) Now for the rest of this area-you might find a few Hellhounds lurking
around the woods to the south, as well as more Grim Goblins... in much
the same places as Goblins were, before. The chests around have the
same crappy loot as they always did, so there's no need to go looking
for all the treasure here-it's the monsters that are new, not the loot.
Down by the beach prowls a Gorechimera, which is a bit more potent than
the original inhabitants of the beach. Anyways, when you're done scoping
out the new foes head into the Encampment.
6) There are a few new things to do here-first head into the 'Command
Headquarters' tent and talk to Johnathan in the back. He's the Pawn
who sells custom objects to you for Rift Currency, but now he has
something that's really worth buying. Check his 'Other' section of
goods and scroll to the bottom to find the 'Secret of Metamorphosis'
item, which costs 10,000 RC. Steep, but it'll add an option to the
main menu that allows you to customize your Arisen and you Pawn at
any time, for free. A must-have item for nit-picky games who want to
tweak this or that, or who just want a fresh face every now and again.
Once that's done, head over to the Notice Board to score whatever new
quests are here.
7) When you're done, leave the Encampment and head onto Manamia Trail.
Next stop? The Mountain Waycastle. Manamia Trail has been shaken up as
well (but the Verda Woodlands and Vestad Hills are both the same.)
Continue along the road north of the Encampment until, at the fork
that leads up into the Verda Woodlands, you find a new foe-Giant Undead.
They might be new-but they're not alone. You might well attact some
Succubi, who fly around these parts. The hills west of the road that
were formerly occupied by Bandits are now the playground of Hellhounds.
These will be our companions throughout Manamia Trail, until you hit
the Mountain Waycastle. The only part of Manamia Trail that is, in
fact, not crawling with new foes is the Cobol Coast-mentioned briefly
before but never officially explored. If you follow the coastal cliffs
north you'll find the Cobol Coast. The only thing of interest here is
a river where two Harpies bathe, and a Cyclops, which we were wise to
avoid on our first trip through. Those three creatures still lurk at
the river, carrying on as if nothing happened.

Strong, slow, and sturdy, Giant Undead aren't nearly as fearsome as many
of the other new monsters lurking around Gransys these days. They'll
flail, they'll lumber about, they'll grapple... typical undead attacks.
They do more damage than smaller undead, but compared to Hellhounds and
Grim Goblins, they're a walk in the park. As for new attacks, they'll
drop the shoulder and perform a rush attack, but even this is nothing
to be feared. Fire hurts them well. but they're slow enough that most
any attack works fine.
8) Surprisingly there are still a few Gran Soren guards around the
Mountain Waycastle-certainly a far more dangerous posting now than
earlier. Cross the bridge to Moonsbits Pass and make your way through
the mountains. No Harpies here anymore, not even Succubi, the place is
now home to Geo Saurians. Continue north until you reach the split-the
shortcut on the lower ground is now occupied by Grim Goblins instead of
Bandits. If you continue down through the Grim Goblin-occupied lower
pass you'll have to contend with an Ogre, if you continue up through
the main, larger, higher pass you'll encounter a Golem near the ledge
where Harpies once roosted in great numbers, so pick your poison. (To
be fair, the Golem is much easier to avoid).
9) Past the Golem-enroute to the Mountain Cottage-lurk more Geo
Saurians. Some will cling to walls, most won't. When you reach the
Mountain Cottage, search it to discover its new inhabitants-a pair of
Skeleton Lords. Continue past the Mountain Cottage, taking the low
ground, watching out for falling rocks which have certained respawned by
now. At the ledge over-looking the gate to the Estan Plains you'll find
a mob of Skeletons-who are intially dormant, just waiting for some
fleshy mortal to come near. This group includes another pair of Skeleton
Lords, three Skeleton Knights, and two Skeleton Sorcerers, all hanging
out near the lone tree on the ledge. Fortunately you need not provoke
them all at once.
10) Continue through the gate to the Estan Plains. The Estan Plains
haven't been spared invasion by the new foes unleashed upon the world,
but oddly enough, the way to Gran Soren should be more or less clear,
provided you stick to the road. As you near the bridge leading to the
southern gate, however, you'll hear the ominous sound of wing beats
behind you...

Wyverns are visually nothing more than palette-swaps with the Drake,
but the devil is in the strategy. Wyverns are the most nimble of the
three lesser forms of dragonoids, and prefer aerial engagements.

The main attack of the Wyvern is, like most dragons, its breath. In
this case it's a vortex of wind. Its primary tactic is to hover around
and try to blast you with it-if it's successful it'll sweep you into
the air. Although this itself does little damage, the fall won't be
as gentle. Unfortunately for them, characters with very high Magick
Defense are quite unlikely to suffer from it much. They'll also perform
this attack during fly-by attacks, similar to those performed by the

Strike it From the Sky!
Wynvers love to fly, and their two main tactics-hovering while using
their breath, or performing fly-by breath attacks both force you to
deal with them at a range. Fortunately Mages, Sorcerers, Striders,
Rangers, Assassins, Magick Archers and staff-bearin Mystic Knights are
all quite capable of hitting them... at least during their hover-attack.
While they're hovering, just try to shoot them in the head, which will
knock them down and leave them vulnerable for a bit. If they are taking
too much abuse with this tactic, they'll resort to fly-bys, which
require more aim. Hitting the head and wings are the best way to
knock it from the sky, but any hit is better than nothing.

Back Attack
Then again, it is a large, strong foe, and it will resort to melee
once in a while... but even here it tends to perform aerial manuevers.
It'll try to terminate fly-by attack routines by landing on you, using
sheer mass to inflict damage. It'll also do the hover-slam attack the
Drake employed. The former can be dodged by watching it while it flies,
checking for the charge, and simply running out of the way. The latter,
however, can only be avoided by keeping your distance. The vulnerable
spot of the Wyvern is its back-the same spot as on the Dragon when we
were climbing it during its flight after the ballistae-tower. Do not
bother climbing them unless you're confident in your grip and you have
plenty of Stamina-healing items, as they'll spin relentlessly to
knock you off, leaving very little opportunity to strike.

|VIDEO|Wyvern Takedown					      	       |
|LINK |http://www.youtube.com/watch?v=Jz-K4JefdOU		       |
11) After killing the Wyvern, the way stands clear to Gran Soren... but
let's finish off the Estan Plains before we head inside, shall we? The
Estan Plains are, as previously mentioned, crawling with infernal foes.
This hasn't spread to the rest of the world, however. You might find a
few new critters here and there, but for the most part, the strong new
monsters are restricted to Seabreeze Trail, Manamia Trail, Moonsbit
Pass, and the Estan Plains. An odd place to find the most savage of
beasts... perhaps it has something to due with the catastrophe in Gran
Soren? In any event, note that all manner of beasties fly around over
Cape Pactforge-Harpies and Succubi. They're not flavor, if you manage to
hit them, it will provoke (or kill) them, but they're so high up in
the sky that they likely won't come after you if you leave them alone.
They seem quite content to fly around in their stupid little circles,
so let them, we've got bigger fish to fry.
12) If you head north along the road outside of Gran Soren and under
the arch in the wall you'll soon find yourself attacked by a pair of
Gargoyles. Continue north to discover that the Bandits in the 'Collapsed
Meeting Room' have been ousted by a pack of Hellhounds-likely the most
numerous bunch of them you'll encounter all game. North-west of here,
past the western walls, in and around the watery depression that
served as a roost for Harpies earlier you'll now find Succubi and
Hellhounds-the former can be quite numerous here, but both are rather
spread out. Finally, along the road to the Ancient Quarry (which still
counts as civilized, and is safe) you'll find a Drake.
13) That's all the changes between Cassardis and Gran Soren, but there
are a few more, if you care to look for them. I'll just enumerate them
here, instead of leading you on a scavenger hunt (omiting the encounters
we'll be dealing with in the next Sequence of Events, to avoid

  -->	West of Aernst Castle, in the Vestad Hills, you'll find
	a Cockatrice prowling around where the Oxen roam.

  -->	In the 'Conquerer's Sanctuary', the Cyclops and Goblinoids have
	been replaced by a Drake.

  -->	South of Windbluff Tower, east of the road, lurks a Wyvern.

  -->	Atop Bluemoon Tower you'll find a Wyvern.

  -->	A Gorechimera has replaced the Chimera in the Barta Crags.

  -->	In the Watergod's Altar, a Wyrm now lurks in the Offering
	Chamber, instead of a Cyclops.

Once you're done exploring, head into Gran Soren's southern gate... it
doesn't matter which gate, really, but we need standards, so, here it
is. During the next sequence of events we'll deal with some unfinished
business... we've got two old friends to hunt down, and we should
probably confront the duke who, while he may have been an Arisen, was
certainly no dragon slayer.

|								       |
|	 	   	   Unfinished Business			       |
|								       |
Sequence of Events:						{WLK042}
		1) Gran Soren in Ruins
		2) Good Intentions
		3) All the Duke's Men
		4) Enemy of the State
		5) Into the Everfall
		6) Beyond the Rift
		7) To the Chamber of Confusion
		8) Chamber of Confusion (Hall)
		9) The Evil Eye
		10) Escaping the Everfall
		11) The Exit
		12) Hunting the Hydra
		13) Tainted Mountain Treasure
		14) Preparing for the Everfall

1) Enter Gran Soren and you'll see a population in misery. Everything
east of Caxton's Armory has collapsed, a pit now lies where most of the
Urban Quarter and the Venery once stood. Arsmith's Alehouse still
stands, as well as the Notice Board therein. You'll also find Mountebank
hiding out here, should you need some forgeries. Caxton sells a bunch
of new gear-including weapons second only to gear you'll pull out of the
Everfall and Bitterblack Isle... but again, we need not buy anything
now, since we can find it later.
2) Lots of new things in the Craftsman's Quarter-there are now two
'Refuge Areas' north-west and south-east of the Field. In the southern
Refuge Area you'll find Devyn-the barber, who still provides her
services. In the northern Refuge Area you'll find Ser Alfonso, from the
Greatwall Encampment, who will perform the same duties here as he did
there-resting, stashing, learning and setting skills, etc., which is
useful since the Gran Soren Union Inn is now gone. Speaking of that,
Asalam has now set up shop in the Pawn Guild (you'll have to avoid
Ser Gauwyn to get inside at the present, however) where he'll offer the
same services as usual. If, during the quest 'Land of Opportunity' you
helped Fournival evict Jasper and his family, they'll be alive-their
old home was in part of the city that fell into ruin. If you were kind
and allowed them to keep their home, Pip will be somewhat less happy
now that his parents are dead. Good intentions don't lead to good
results, it seems.
3) Shop, rest, stash loot, and pick up quests from Notice Boards-most of
them have to do with killing a few of the new foes we've encountered
since entering the Tainted Mountain Temple; Grim Goblins, Hellhounds,
Succubi, and so on. When you're ready to move on, talk to one of the
guards around town-either Ser Gauwyn (outside the Pawn Guild), Ser
Gregor (behind Arsmith's Alehouse), Ser Camillus (along the remains
of the road that connected the Urban Quarter to the Noble Quarter),
or Ser Raffe and Ser Forden, both on the road south of the Gran Soren
Cathedral. They say different things, but most of them despair about the
state of affairs in Gran Soren, and all of them tell you to see the
Duke. Head up to the Noble Quarter through the Passage Gate, then into
the castle.
4) Head into the castle and through the Audience Hall, where Fedel and
Aldous grimly flank the throne. Make your way to the Duke's Solar and
head inside the apparently empty room. The duke will-from out of sight-
accuse you of the same cowardice he's guilty of. In his mind the Dragon
could not possibly be felled by the hand of man. It was certainly a
task beyond him, in any event. His sudden collapse into phsyical
infirmity now makes his body match his diseased mind, which has
concocted a conspiracy against him. In his paranoia he belives you
took the Dragon's bargain, one life in exchange for peace, power, and
the position of duke. He vows that you won't get rid of him so
easily, and attacks. The duke is beyond feeble-his attacks are slow
and weak, and he can barely pursue you. While he *tries* to attack you,
he'll demonize you for the very same things he is guilty of. Smack him
around and watch a cutscene where, long story short, the duke sets his
guard on you.

|VIDEO|A Warm Welcome				   	      |{VID057}|
|LINK |https://www.youtube.com/watch?v=NCOJEcaDR5Q		       |
5) Well, our meeting with the duke didn't go so well. Now we need to
flee the castle, which is pretty simple to do. The duke's guard will
pursue us without faltering, and they're somewhat strong. You're not in
any real danger of dying, but they are annoying and endless, so there's
no point in fighting. Once out of the castle grounds... it's more of
the same, really. Ser Maximilian declares you a traitor and he-and his
companions-continue chasing you. Let the guards be your guide-where they
are, you're not supposed to go. Run into the Passage Gate, down the
tower, through the Craftsman's Quarter and into the Urban Quarter. When
you approach the huge pit where most of Gran Soren once stood you'll
get a cutscene-the Gran Soren guards will herd you to the pit, only
for the confrontation to be interrupted when all manner of winged beasts
erupt from the bowels of the earth. You'll hear the voice of the Dragon
urging you on and, after a moment your Arisen will put it together-this
'hole' in the ground is the Everfall-the true Everfall, revealed.
You'll then be unceremoniously knocked into the abyss.

(For receiving the duke's hospitality)
EXP		60,000
RIft Currency	80
Gold		80,000

Beyond the Rift
6) You're now free-falling through the Everfall. Don't worry, fall 
damage is... very limited here, and if you reach the bottom of the
Everfall you'll just come out the top-hence the name. Lots of ledges
will fly past you as you fall, but for now, there's no need to worry
about any specifics-just use the right analog stick to direct your
fall and, when you get close to a ledge hit the Right Trigger. when
you climb onto solid ground a voice will challenge you to prove your
worth... seems like we're getting a lot of that, lately. After peering
around in search of strange voices you'll be startled by a Pawn with
boundary issues. This Pawn-Quince-will tell you that her mistress was
searching for something in the Everfall, but died before her task was
complete. She'll then give you one of the objects her mistress searched
for-a Wakestone. You'll get the Achievement/Trophy 'Treacherous' for
this bit of progress.

Fathom Deep
7) It doesn't matter what ledge you've landed on now-all doors currently
lead to the 'Chamber of Confusion', the intro chamber to the Everfall,
which the game really wants us to explore. Since all ledges lead to the
same place, and since I can't be certain which ledge you've landed on,
there's really no point in trying to discuss your surrounding in detail.
One thing is certain, however-there will be a door along the wall,
which you should enter.

The only exceptions to the rules above are if you find yourself on a
ledge with the metal disc we originally saw at the bottom of the
Everfall-the Everfall contained within the Pawn Guild, or if you find
yourself on a narrow bridge running into the edge of the Everfall,
instead of a ramp running along its perimeter. In which case, jump down
and try to catch another ledge, as both these ledges will lead you to
places other than the Chamber of Confusion.

Chamber of Confusion (Hall)
8) Here you'll find two Pawns-a cheater named Rochelle who somehow can
weild a Longsword and wear an Animistic Robe, and Faircrest. The former
will tell you about corrupt Pawns who will attack all they see, while
the latter will cry about his dead master, and the monsters who lurk in
the Everfall. Head south  past some sarcophagi and up some stairs. Atop
the stairs you'll find two ornate chests-the western one will give us
our first taste of Everfall-quality loot-and some warrior remains.
When you're ready head through the door to the south.

o--Ornate Chest--o
[Crimson Plate]
[Exotic High Boots]
[Grisly Skull]
[Ring of Pearl]

|VIDEO|Chamber of Confusion			   	      |{VID058}|
|LINK |https://www.youtube.com/watch?v=oiRSHkuRqnQ		       |

Chamber of Confusion (Arena)
9) You'll now find yourself in a circular arena, wherein lurks an
Evil Eye-the beast behind the tentacles that assaulted us at the bottom
of the Everfall. There's not much to say about this area-you'll find
minor goodies lying around, healing items being the most useful, but
nothing worth our individual attention. That being the case then, let's
turn our attention to the big, red, tentacle-bearing orb floating
around. It's time to settle the score with this creature, now that we've
got it out in the open, and aren't weak little novice adventurers.

If you've played any Dungeons and Dragons, you certainly know about the
beasts called Beholders. The Evil Eye is the Dragon's Dogma version of
that creature. It's got a large, floating orb with a central eye that
also doubles as a mouth. On top of it (if a sphere can be said to have
a top) grow a number of tentacle stalks which can act independantly of
the Evil Eye itself.

Tentacle Trouble
We're familiar with the tentacles from our previous encounter with them
in the Everfall. They can cast elemental spells independantly (although
the ones atop the Evil Eye will tend to cast the same element in
unison), grapple, and spit goo. At the bottom of the Everfall under the
Pawn Guild they were endless, and killing them was without merit. Here,
however, if you kill the tentacles that are sent to harass you from
the floor, the Evil Eye will suffer the consequences, as it'll go into
shock if you detach enough of its tentacles, leaving itself open to
your attacks. Remove enough of them and it'll withdraw its remaining
tentacles into its body, drop its barrier, and attempt to regenerate
them, giving you plenty of time to beat up on it.

More Than Meets the Eye
The central eye of the Evil Eye is more of a threat than its tentacles,
however, as it's capable of casting two dangerous spells, both of which
take a bit of time to cast. The first is a prismatic cone of light that
inflicts a number of debilitations, including Blindness, Poison, Tarred
and Torpor. It'll also conjure a field of exploding eyes (notable by the
red aura around it as it casts.) Its eye is retractable and the hole
it's set in also serves as a mouth. It's fond of teleporting around,
which it'll do as a form of misdirection, terminating its spree of
teleportation by appearing near you and attempted to engulf you in its
eye-mouth. If it catches you, you'll have to wiggle the right analog
stick to escape, during which time it'll munch on you eagerly. It'll
also perform a bull-rush attack, if you get close. Sometimes the beast
will content itself with phasing out of the fight for a while and
allowing its tentacles to assault you with spells.

Beating the Barrier
Of all the strategic considerations involved with fighting an Evil Eye,
the most interesting is its barrier, a magical field that surrounds it
and prevents it from coming to harm. While the barrier is up, the beast
is invulnerable, and the barrier cannot be penetrated by force alone.
So, how to hurt the Evil Eye? Well, first, the eye itself is the most
vulnerable part of the creature, obviously. When the beast is
vulnerable, go after the eye. Now for bringing down the barrier. First,
whenever the Evil Eye itself casts a spell, it must lower its barrier to
do so-attacking while it's casting is the ideal answer for any
character with a ranged attack of any kind. For those without ranged
attacks, however, you'll just have to keep your eye on the beast and
avoid its attacks, attacking its ground-based tentacles when they rise.
Hack off enough of them and... well, as I said earlier, it'll fall into
a state of shock, falling on the ground with its eye vulnerable.
Destroy even more and it'll try to regenerate its eyes, during which
it's also vulnerable. So... hit it when it casts spells, and attack its
tentacles when they're around.

|VIDEO|Evil Eye Takedowns				      	       |
|LINK |http://www.youtube.com/watch?v=jjhZ7ei10HU		       |
10) When you kill the Evil Eye you'll get the Achievement/Trophy 'Eye
Contact'. Huzzah for you! Loot it and leave the arena to return to the
hall. Our task now is to escape the Everfall... yeah, this whole part
was merely an excuse to fight the Evil Eye. Hey, I didn't make the game,
I'm just telling you how to play it. Anyways, the easiest way to get
out of the Everfall is to use a Ferrystone. You should be in the habit
of carrying a few around at all times by now... and if you're not,
get in the habit. If you're without a Ferrystone, you still have a way
to escape. Leave the Chamber of Confusion entirely and return to the
Everfall, jumping down into the void. Fall to the bottom and appear at
the top. When you do, move your character north (you'll already be
facing this direction) and grab the highest ledge.

Beyond the Rift: Exit
11) Head across a metal disc-the metal disc that was at the bottom of
the Everfall way back when it was contained in the Pawn Guild. Continue
east down some stairs and turn south to find Akim, another Pawn who
has taken up the role of merchant here, as per the dying wish of his
late mistress. You can buy a variety of status-restoring items, one of
each Jewel, and some Golden Wristbands-potent, yet expensive armwear.
Quince will also be found here, waiting, for when you have collected
enough Wakestones. She'll be waiting a bit. Head counter-clockwise up
the ramp until you find a tunnel to the north, which leads back to the
Pawn Guild.

Well, we've managed to survive this latest ordeal. Our current task is
to gather enough wakestones in the Everfall to... well, to appease the
creepy voices we keep hearing. The duke still isn't our friend, but
we'll be fine wandering around Gran Soren so long as we stay out of the
Noble Quarter. There is one more foe who we should seek a reckoning
with, one we encountered early in the game who has thus far eluded us.
12) Our next stop is the Frontier Caverns-you should remember the way.
Head through the Ancient Quarry, to the Shadow Fort, and, well... into
the Frontier Caverns. The Shadow Fort is no longer civilized, and is
occupied by the same foes that originally infested it-Hobgoblins,
Goblins and Cyclopses. Once in the Frontier Caverns make your way to
the Proving Grounds-the Arena where we fought the Cyclops for a Silver
Idol. We won't find a Cyclops here this time, however. Instead, our
foe is a Hydra.

The Hydra is a massive, four-headed serpent... presumably the same
one we injured back at the Encampment early in our career. It's an
unsubtle foe, but when you're that big, you don't really need much in
the way of tactics.

Off With Its Head!
Everybody knows about Hyrda. You cut off their head and... well, there
seems to be some disagreement with that happens next. It's either a good
thing or a bad thing. In Dragon's Dogma, it's a good thing. The Hydra
will not grow back two extra heads for each one removed. Their heads
take no special skill to cut off-you can shoot them off with bows,
blast them off with spells, or simply climb up on their necks and
decapitate them (don't be lazy, you have to get up above the body
stalk to easily remove a head.)

Kill it! Kill it With Fire!
If you remove all four of its heads the Hydra will go dormant as it
regenerates. It won't gain any health back, but its heads will return
in time. Of course, the heads also regenerate individually without
causing the Hydra to go dormant-you only get a period of vulnerability
to take advantage of if you remove all four heads at the same time. So,
not only must you remove them, but you must do so quickly. A high level
Assassin might be able to just shoot them off fast enough, but for most
characters, you'll need to cauterize the wounds to buy yourself more
time. Yep, use fire-enchanted weapons or spells. This won't prevent
the heads from growing back-but it will take them long enough to give
you a fighting chance at hacking them all off.

A Real Multi-Tasker
Four heads means four different independent attacks. Like I said earlier
the Hydra isn't very subtle-it'll spit acid, slam its heads into the
ground, and attempt to swallow characters (wiggle the right analog to
escape, as usual.) It'll also sometimes slither around orsweep with its
tail, using its massive body to bludgeon anything in its path. This is
the only place in the game to encounter a Hydra, so it's not out of
place to point out that it'll be joined by Goblins, which infinitely
respawn while the Hydra is alive-they're not the best of friends,
though, so don't be surprised to see the Hydra chew on a few of them.

|VIDEO|Hydra Takedown	   				      	       |
|LINK |http://www.youtube.com/watch?v=4AOelNwObkc		       |

Once you've gained your vengeance and killed the Hydra you'll get the
Achievement/Trophy 'Headshunter'. Search the eastern end of the arena
to find that the small chamber here is now accessible, as the gate is no
longer barring the way. This allows us to score the ornate chest beyond.

o--Ornate Chest--o
[Darkened Gloves]
[Harmonious Earring]
[Meloirean Cyclops Veil]
[Noble Earring]
13) only one last bit of 'unfinished business' left to do-and it's not
really unfinished business as much as it is 'the lazy FAQ-writer wants
to point something out, but can't find a better place to put it'.
Actually, that's kind of what this whole Sequence of Events was... but
I digress. If you return to the Tainted Mountain Temple you'll find
that all the old monsters and loot are still there. If, however, you
head into the Tainted Mountain (past the Gorechimera, to where we
fought the Dragon) you'll find that the way is blocked-no chance to
score copies of all that sweet loot we found during the Dragon fight,
but as a consolation prize there are two new chests here-one square
chest to the south, and an ornate chest to the north. These chests
contain low-quality Everfall loot... which is still better than most
everything you have, and worth a bit of effort to get. The new weapons,
in particular, would serve you well in the Everfall... until you can
get the far superior ones there.

o--Square Chest--o
[Angel's Sanctum]
[Dragon Knight's Helm]
[Dragon's Den]
[Flame Skirt]
[Herald's Helix]
[Noble Limbs]
[Stalwart Bow]
o--Ornate Chest--o
[Chilling Razors]
[Crossed Cinquedea]
[Cyclop's Sigil]
[Saving Grace]
[Solar Providence]
[Threaded Cudgel]
14) Well, we've thrashed the duke, and smote the Evil Eye and Hydra who
crossed us before. Not bad for twelve walkthrough Steps. Next up is the
Everfall-we'll thoroughly explore every area, which will see us get the
strongest loot in the game... and fight the strongest foes. Find your
way back to town and make some prepartions for this next adventure.
Grab some healing items-Potent Greenwarish is a life saver, and can
be purchased from Camellia in Gran Soren. Also be sure to bring at
least one Ferrystone... and some Secret Softener couldn't hurt, either,
just in case. Our stated goal? Gather 20 Wakestones. Our real goal?
Well, gather many more than that and sell off the excess, as well as
some of the best loot in the game.

|								       |
|	 	   	  Exploring the Everfall		       |
|								       |
Sequence of Events:						{WLK043}
		1) Everfall Overview
		2) Chamber of Anxiety (Hall)
		3) Chamber of Absence (Bridge)
		4) The Lower Level
		5) Chamber of Absence (Hall)
		6) Chamber of Hesitation (Hall)
		7) Chamber of Hesitation (Arena)
		8) Chamber of Apprehension (Arena)
		9) Chamber of Remorse (Hall)
		10) Chamber of Remorse (Bridge)
		11) Chamber of Tragedy (Bridge)
		12) Chamber of Lament
		13) Chamber of Fate (Arena)
		14) Chamber of Fate (Bridge)
		15) Chamber of Distress (Bridge)
		16) Chamber of Distress (Arena)
		17) Chamber of Estrangement (Arena)
		18) Chamber of Estrangement (Hall)
		19) Chamber of Estrangement (Brigde)
		20) Chamber of Woe (Hall)
		21) Chamber of Sorrow (Bridge)
		22) Chamber of Sorrow (Arena)
		23) Chamber of Sorrow (Hall)
		24) Chamber of Resolution (Hall)
		25) Chamber of Resolution (Arena)
		26) Chamber of Inspiration (Bridge)
		27) Chamber of Hope (Hall)
		28) Chamber of Hope (Bridge)
		29) The Lower Level
		30) The Truth That Lies Beyond...

1) Head back to the Pawn Guild and return to the Everfall... time to
discuss it in detail. The Everfall used to be a vertical shaft
surrounded by a spiraling ramp. Now the bottom is gone and most of the
ramps have fallen into ruin. On each ramp is a door that leads to a
different chamber-each chamber has different foes and different loot.
I shouldn't have to explain the exit platform again, nor how to reach
it. Since the Evefall is circular, we will-one final time-rely on the
tired old 'clock face' analogy. The table below shows the various
platforms in order of elevation-from highest to lowest. The 'times' to
the right very roughly correspond with their circular orientation. It
also might help to keep in mind the directions as well, especially if
you use the mini-map to orient yourself. 12:00 is north, 3:00 is east,
6:00 is south, and 9:00 is west. We will be exploring the chambers in
order of their vertical orientation, from highest to lowest, even
though in practice it's not possible to reach them all in order.

Note: I will be disregarding low-quality loot in the Everfall-there's
junk lying around, potions, plants, what have you. I just can't be
bothered at this point in the game to mark out every little
insignificant item. I will, however, continue my trend of commenting
on the Everfall loot I find the most interesting. The chests in the
Everfall-when they can contain loot-tend to drop a bunch of junk as
well. You'll have to pick through piles of Red or White Wine, Liquid
Vim, Balmy Incense/Perfume, Thundering Spear Tomes, Fulgerous Lord
Tomes, Wakestone Shards and Giant Coin Pouches (10,000G) to get at any
of the gear, which typically has a very low chance of dropping. Even
when it does, each chest typically holds four or five possible items.
It could take a lot of save/loading to get what you want out of the

|VIDEO|Navigating the Everfall 				      	       |
|LINK |http://www.youtube.com/watch?v=UjN9HRw4mS8		       |

	|        Everfall Chamber	|   Location	|Chests |
	|             Exit		|12:00 to  3:00 |  n/a	|
	|      Chamber of Anxiety	| 7:00 to  9:00 |   1   |
	|      Chamber of Absence	| 2:00 to  5:00 |   4	|
	|     Chamber of Hesitation	| 8:00 to 11:00 |   2	|
	|    Chamber of Apprehension    | 4:00 to  6:00 |   0	|
	|      Chamber of Remorse	|11:00 to  1:00 |   2	|
	|      Chamber of Tragedy	| 4:00 to  8:00 |   7	|
	|       Chamber of Lament	|     4:00    	|   0	|
	|        Chamber of Fate	| 6:00 to  7:00 |   9	|
	|      Chamber of Distress	|10:00 to  2:00 |   5   |
	|    Chamber of Estrangement	|10:00 to 12:00 |   6	|
	|        Chamber of Woe		| 5:00 to  8:00 |   1   |
	|       Chamber of Sorrow	| 9:00 to 11:00 |  11	|
	|     Chamber of Resolution	|12:00 to  2:00 |   4	|
	|    Chamber of Inspiration   	| 5:00 to  9:00 |   1	|
	|        Chamber of Hope	| 2:00 to  5:00 |  11	|

Chamber of Anxiety (Hall)
2) Enter the Chamber of Anxiety to reach the 'Hall' area. The Everfall
chambers are pretty lazily done-only several rooms that are repeated
with minor variation. The type you're in now is what I call the 'Hall'.
Hall areas consist of one long, central hall area with steps to the
south. There are also two smaller halls east and west of the central
hall... which may or may not be blocked off. In this case, only the
eastern and central halls are open. You'll start out in the western
hall. Foes lurk in the central hall, including a Wight, Skeleton
Knights, Undead Warriors, and Skeleton Sorcerers. When you dispatch
the wight, you'll notice that it drops Wakestones and Wakestone Shards,
as well as its normal loot. This is normal in the Everfall-boss-type
monsters will commonly drop Wakestones and Wakestone Shards, from
humble foes like Cyclops, to Drakes. Lesser monsters also have altered
drops, typically healing items. Ferrystones also have an increased
drop rate here... as in, they can be dropped at all. Once you're done
killing, loot a rounded chest along the southern end of the central
hall for some quality Everfall loot.

o--Rounded Chest--o
[Burnished Bracers]
[Dragon's Presence]
[Meloirean Plate]
[Philosopher's Robe]
[Steel Gauntlets]

|VIDEO|Chamber of Anxiety			   	      |{VID059}|
|LINK |https://www.youtube.com/watch?v=s1Rbw9EcWKQ		       |

Chamber of Absence (Bridge)
3) Now meet the 'Bridge' area-it consists of an upper floor with three
rooms (north-east, south-east and south-west) connected with two
balconies outside of these rooms. These two balconies-one north and one
south-are connected by a bridge spanning the middle of the level. Some
of these rooms may be gated off-as the south-eastern one here is. There
is a lower level, as well, which you can reach via some stairs in the
middle of the the northern balcony... but you can also reach the lower
level (safely) by jumping off the western edge of the southern balcony
onto a collapsed section of balcony. This upper part of the bridge area
is occupied by Geo Saurians in the north and Skeleton Sorcerers in the
south. In the south-western room is a rounded chest worth looting.

Shadow Gauntlets are spiffy, dark, plate gauntlets for heavily armed
Vocations-Fighters, Warriors, Mystic Knights. Dragon's Pain are the
strongest physical damage only Daggers in the Everfall.

o--Rounded Chest--o
[Crimson Sabatons]
[Dragon's Pain]
[Lordly Cloak]
[Shadow Gauntlets]
[Stalwart Bow]

|VIDEO|Chamber of Absence			   	      |{VID060}|
|LINK |https://www.youtube.com/watch?v=hN2xJTd8G2A		       |
4) Head down the stairs to the north to reach the lower level of the
bridge area. Immediately at the bottom of the stairs turn west to find
a trio of Hellhounds. Dispatch them and note the layout; there's are two
large chambers on the bottom floor-a rough chamber to the north and a
man-made chamber to the south, the two are connected in the east. Off
the northern, natural chamber is a small, vaulted chamber to the
north-east, and a larger chamber to the north-west. The north-western
chamber and large southern chamber both hold doors to the west, which
may or may not be blocked. In this case, the northern one is blocked
and the southern one is accessible. There are no more chests down here,
but there are two more groups of three Hellhounds-one in the vaulted
square chamber to the north-east, and another in the large southern
chamber. When you're ready to move on, exit via the southern door.

Chamber of Absence (Hall)
5) You'll find yourself in another 'Hall' area-you know the layout by
now, it's exactly the same as the one in the Chamber of Anxiety; you'll
enter in the west, and the foes-this time the Goblins, Hobgoblins, and
Grim Goblins-lurk in the larger central chamber. Once the foes are
dead search the southern end of the central chamber to find three
rounded chests, all of which contain loot. Now to explain another facet
of Everfall exploration-the loot grind. Three chests, all of which
can contain some top-quality gear. You know the principle of
save/loading by now, I hope. Open the chests, see what's inside
(without picking anything up) and if you get something you want (for
me, I accept anything that's equippable) grab it and save. Reload and
try the chests that didn't give you anything the first time. This is
much easier without Pawns, who will gleefully pick up any garbage.
Save/loading for the best loot in the Everfall is tedious, but much
less tedious if you scour a number of chests in an area all at once.
Instead of only getting one shot at gear each save/load (one load, one
chest search), you'll be searching multiple chests on each load...
it's just smart gaming.

o--Rounded Chest--o (east)
[Grisly Bone Armor]
[Laurel Circlet]
[Meloirean Armguard]
[Sage's Hood]
o--Rounded Chest--o (center)
[Dragon Band]
[Red Dragon Scale]
[Ring of Sable]
[Ring of Sapphire]
[Shadow Gauntlets]
o--Rounded Chest--o (west)
[Dragon Knight's Cloak]
[Noble Limbs]
[Ring of Amethyst]
[Sable Sentinel]
[Steel Sabatons]

Chamber of Hesitation (Hall)
6) Another 'Hall' area, this time it's occupied by one of the rarest
foes in the game-Saurian Sages. Yep. New critters. They lurk along the
southern end of the central hall and in the eastern hall. This time
it's the western one that's blocked off. There's a door leading to
another at the end of the eastern hall, near which is a rounded chest
worth looting. Head through the door in the eastern hall when you're

The Dragon Quickening is the best Magick Bow in the Everfall, while
Twilight Manicae are dark arm-wear for Strider-type Vocations.

The fourth palette-swap Saurian type foe. Saurian Sages like camouflage
almost as much as Sulfur Saurians did. They're the strongest of the
Saurians, capable of taking-and delivering-the most punishment. They
share most of the same attacks, but can cast spells in addition... at
least, Anodyne, which can prolong their lives even longer. Like all
other Saurians, their tails are vulnerable.

o--Rounded Chest--o
[Darkened Gloves]
[Dignified Earring]
[Dragon Quickening]
[Steel Sallet]
[Twilight Manicae]

|VIDEO|Chamber of Hesitation			   	      |{VID061}|
|LINK |https://www.youtube.com/watch?v=Td3rU4n1rG4		       |

Chamber of Hesitation (Arena)
7) In this arena area (the same kind of area we fought the Evil Eye in)
you'll find an Archydra-a most dangerous foe. It is, however, a palette-
swap of the normal Hydra, and shares most of the same attacks, so we
won't give it the fancy boss treatement. It's accompanied by Undead
Warriors, who are mostly just here to complicate matters. Whatever you
do, do not stay by the door and try to gain some kind of advantage-the
Archydra can auto-kill you if you hide here. Best to just keep moving.
When it's done, loot the ornate chest in a cubby to the north and
move on to the next chamber, lower in the Everfall.

The Dark Lorica is potent light defense armor wearable by the Assassin
and Ranger Vocations. Spiffy and dark, it makes for good, cliche,
assassin armor. Fey Whisper is the best Bow in the Everfall.

Besides being white, the Archydra isn't much different from the normal
Hydra. It'll try to devour you, ram its nose into you, crush you with
its body, and spit acid. Defeating it by taking off its heads works the
same way-use fire to cauterize the severed heads to buy yourself more
time, and once all four of them are off, attack it while it's

|VIDEO|Archydra Takedown 				      	       |
|LINK |http://www.youtube.com/watch?v=FZTivoeq5HY		       |

o--Warrior Remains--o
[Silver Ring]
o--Ornate Chest--o
[Barbarian Chief's Helm]
[Dark Lorica]
[Fey Whisper]
[Ring of Ruby]
[Sultry Cowl]

Chamber of Apprehension (Arena)
8) One of the least interesting areas-it consists only of a single
Arena area which contains one of two encounters. Either a Gorechimera,
two Wights and a bunch of Undead Warriors or two Cockatrices, some
Vile Eyes and Grim Goblins. All things considered, the second encounter
is probably the most difficult as two Cockatrices are just obnoxious.

A miniature Evil Eye, these tiny little orbs have no tentacles and
aren't big enough to chew on you. They can, however, ram you, which
they might do if you get close... or they might just teleport away.
They also have spells-basic elemental spells, but they're fairly strong.
Like their adult forms, they have barriers that only go down when they
cast spells. Get them when they're casting, and be thankful they don't
have nearly as much health as Evil Eyes.

|VIDEO|Chamber of Apprehension			   	      |{VID062}|
|LINK |https://www.youtube.com/watch?v=lwopkS4QHpI		       |

Chamber of Remorse (Hall)
9) Another 'Hall' area-this time you can search both the eastern and
western halls. You start out in the east, and another door lies at the
southern end of the western hall. At the southern end of the central
chamber you'll find five chests-four rounded, one ornate. Only the
ornate chest has any worthwhile loot inside. Near the door at the end
of the western hall you'll find another Pawn merchant named Joye. He
sells a number of Materials dropped by powerful foes... a few thousand
gold here is far cheaper than what Mountebank will charge you for
forgeries, and considering their rarity, buying a few Purpure Cystals
here can't hurt. As for weapons Joye sells a variety of great items-
Carnation, the best physical-damage sword in the game, Wounded Heart,
the best Longsword in the game, Dragon's Pain, the best physical-damage
Daggers in the game, Sable Sentinel, the best Shield, and Fey Whisper,
the best Bow. The Frigid Finger is a decent Staff... but you can get
your hands on better. He also sells a Diadem, Crimson Plate, Twilight
Manicae, Grisly Greaves, and many rings. Buy what you will... (or what
you can afford) and head through the nearby door.

The Bloody Thistle is the strongest Warhammer in the Everfall.

o--Ornate Chest--o
[Bloody Thistle]
[Crimson Armet]
[Golden Wristbands]
[Ring of Argent]
[Superior Cuisses]

|VIDEO|Chamber of Remorse			   	      |{VID063}|
|LINK |https://www.youtube.com/watch?v=DzxVrv7ArXs		       |

Chamber of Remorse (Bridge)
10) A 'Bridge' level this time, you'll start in the south-eastern
corner of the upper floor. The only chest worth looting is a rounded
chest in the  south-western room. Grim Goblins lurk about up here,
and a Golem guards the bridge. On the lower floor you'll find more
Grim Goblins and an armored Cyclops.

An Ancient Cape looks snappy, if you like the evil warlock look, but
it's not a great bit of armor, statistically.

o--Rounded Chest--o
[Ancient Cape]
[Chilling Razors]
[Exotic High Boots]
[Golden Lion Helm]

Chamber of Tragedy (Bridge)
11) The Chamber of Tragedy is one of the single most lucrative areas
in the Everfall. You'll enter into the first floor of a 'Bridge' level,
in the north-western corner. Head out into the larger, natural stone
northern room to find it infested with Succubi. An odd Specter lurks
about as well, as well as Gargoyles, which lurk in the north-eastern
room on the ground floor, and in large southern chamber-if you look
closely you can see them clinging to the ceiling. Once the foes are
dead, begin your looting. The chests here are all rounded and numerous.
On the lower floor there is one in the square north-eastern room, and
two in the north-eastern corner of the large southern room. On the
second floor there is one in the south-western room, one on the eastern
end of the southern balcony, and one on each the eastern and western
ends of the northern balcony. Seven chests-not a bad haul for killing
a few aerial beasts. It's an ideal place to do a save/load run-through.
If you fail to collect at least four pieces of Everfall gear here...
well, you're just being lazy.

The Diadem is... kind of goofy, a barbaric spiked crown which only the
Sorcerer and Magick Archer Vocations can wear. It's got poor Defense,
but great Magick Defense, gives a bonus to all elements, and has
Petrification resistance (among others). It does, however, also come
with penalties to Piercing and Striking Resistance. Holy Cuisses are
full leg armor that all but basic Vocations can wear. It gives a bonus
to Strength and Magick and has Petrification resistance, making it
great for... well, everybody, really. Shadow Greaves compliment Shadow
Gauntlets. Golden Lion Padding is the great padded armor, possessing
good Defense and mediocre Magick Defense. Finally, the Dark Buckler is
the strongest Mystic Knight Magick Shield in the Everfall.

o--Rounded Chest--o (1st Floor, north-east)
[Dark Over-Knee Boots]
[Dragon's Risen]
[Dragonscale Armor]
[Nebula Cape]
[Royal Cuisses]
o--Rounded Chest--o (1st Floor, south duo, southern chest)
[Direwolf Veil]
[Fey Whisper]
[Matte Robe]
[Steel Cuirass]
o--Rounded Chest--o (1st Floor, south duo, northern chest)
[Dark Buckler]
[Gold Lion Padding]
[Golden Belt]
[Ring of Amethyst]
[Superior Cuisses]
o--Rounded Chest--o (2nd Floor, north-east)
[Crimson Plate]
[Dragon Hide Bracers]
[Holy Cuisses]
[Meloirean Cyclops Veil]
[Ring of Onyx]
o--Rounded Chest--o (2nd Floor, north-west)
[Crimson Gauntlets]
[Indomitable Earring]
[Ring of Pearl]
[Sable Sentinel]
[Steel Sabatons]
o--Rounded Chest--o (2nd Floor, south-east)
[Ancient Cape]
[Dragon's Knight's Helm]
[Harmonious Earring]
[Shadow Greaves]
[Stalwart Bow]
o--Rounded Chest--o (2nd Floor, south-west)
[Autumn Hood]
[Gleaming Bangles]
[Grisly Greaves]
[Sultry Pareo]
[Wounded Heart]

|VIDEO|Chamber of Tragedy			   	      |{VID064}|
|LINK |https://www.youtube.com/watch?v=Pf4vxzsRX1Q		       |

Chamber of Lament
12) The Chamber of Lament is a unique area in the Everfall-it doesn't
have one of the old recycled 'Arena' 'Bridge', 'Hall' areas. Instead
it's an extra dimensional arena reminiscent of the Tainted Mountain
Peak. Here is where you'll find the single most dangerous foe in the
game-the Ur-Dragon. Before you can lure the Ur-Dragon out, however,
head to the northern end of the arena and kill several corrupted Pawns
that lurk near an elevated, and rather out-of-place bridge. Shortly
after the Ur-Draogn will speak and fly out of the portal in the sky.
As for the arena itself-there are some chests lying around, and some
warrior remains, but the items they drop aren't worthy of our attention.
Once you descend off the end of the southern ledge into the arena below,
the only way back is to go through the arena and exit via the northern

Ur-Dragon... Ur... Ur... let's see... ur- or Ur- (oor): Prefix,
original, primitive. Okay. I've seen 'Ur' creatures a few times in
fantasy games. Ur-priests, for example. The term also seems, in popular
use, to be synonymous with 'corrupted', but this might just be from a
root meaning 'old'... which in a religious context might have become
connotated with 'pagan' or 'heretical', hence the ambivilence of the
meaning. So, either the Ur-Dragon is the original, ancient being from
which the Dragon was derived, or, more likely, is a degenerate,
corrupted form of it. The original Dragon had a purpose... and
philosophical leanings. The Ur-Dragon, as your Pawns will helpfully
chirp, is made from the hearts of Arisens. Presumably the weak, false
ones-like the duke. Perhaps it's a form of punishment for those who
showed the most potential and failed? Can you think of anything worse
for an Arisen than to have the heart that was stolen from them forming
a body of a Dragon? In any event, the game itself gives little in the
way of explanation, so it's really up to us to make up our own
mythology, if you care to.

A Group Effort.... Or Not.
It's a rather important boss-offline you can tackle the beast by
yourself. Killing it will net you about 20 Wakestones, one unique item;
the Volant White Staff, Ascalon, a Sword, or Heaven's Key Daggers, all
of which are supremely powerful and imbued with the Holy element.
Online, there's one global Ur-Dragon boss, which players from all over
the globe can battle the Ur-Dragon cooperatively. Don't get any
misconceptions, however-you won't see your buddies running around the
arena, or masses of Arisens and theif Pawns all babbling gleefully about
nothing. You'll get your own version of the Ur-Dragon, your own arena,
your feats of valor will remain unwitnessed by all but you. It only
shares a global health value, which all online players can work to
diminish. Its health online is much higher than the offline version, and
each time it's killed, the next 'generation' of Ur-Dragon is even
stronger. The rewards for killing the Ur-Dragon online are better than
offline... but I won't go into specifics, since I've never bothered with

Different Dragon, Same Tactics
The Ur-Dragon looks like a whitish-purple palette-swap of the Dragon.
The similarities are more than just skin-deep, however. They share most
of the same attacks-wing buffet, breath weapon attacks, grab-and-slams,
spells... the whole deal. You're familiar with these by now, or if not,
at the very least I've done my due diligence already, and need not
waste time repeating myself. There are some differences, however. The
Ur-Dragon is much, much stronger, and its breath weapon is of the
Darkness element, not fire. Also it's much more interested in prolonged
ground engagements, instead of flying attacks... although it will
perform them, and even has a perch in the arena from which to retreat
and spew breath-blasts at you.

Death By A Thousand Cuts
While the original Dragon's vulnerable spot was its heart, the Ur-Dragon
has no one weak spot. Instead, its entire body must be attacked, piece
by piece. After sustaining enough damage in one spot, that part of the
body will turn black, its meat will rot and fall off, and by the end of
the fight you'll be battling a beast that's more skeleton than flesh.
You can tell you're dealing damage if the blood from the wound you
inflict is purple. If it's brownish and foul, you're not dealing any
damage. Each time a part of the Ur-Dragon is destroyed it'll drop
some... bits. Ambrosial Meat-either rotten or sour, and pieces of its
own body, which are all valuable Materials. To destroy the Ur-Dragon
you must keep moving from body part to body part, destroying each area
before moving on. Each wing has two distinct areas, each limb (leg and
arm) have three, the tail has three, there are two spots on its back,
and its gut and chest are both one. Several more parts of the body
remain to be destroyed on the neck and head. I strongly suggest you do
not fight the Ur-Dragon unless you are playing a Vocation that can
grapple well and perform ranged attacks. This pretty much means the
Strider, Ranger, Assassin, and Magick Archer. These Vocations will
perform the best against the Ur-Dragon, being able to dodge attacks
and reach various hard to reach spots better. The Magick Archer really
shines when fighting the Ur-Dragon, as Hunter Bolt, in addition to
dealing Holy damage (which the Ur-Dragon is weak against) will easily
be able to hit multiple parts of the Ur-Dragon's body each shot. It's
not unusual for a high-level, well-equipped Magick Archer to be able
to take down half a life bar with a single Hunter Bolt. Another boon
enjoyed by the Magick Archer is the fact that the Magick Bow's attacks
will only lock-on to parts of the Ur-Dragon that are still alive. You
need never worry about going on a scavenger hunt for that last bit of
undamaged flesh. You probably won't be able to kill the Ur-Dragon in
one encounter unless you're a very high-level, well-built character.
After a while the Ur-Dragon will simply fly away. It won't gain any
health back, but you'll have to return later to fight it... and by
later, you really can just walk out of the arena, and head back in.

|VIDEO|Ur-Dragon Takedown			   	               |
|LINK |http://www.youtube.com/watch?v=LQf2Vl0CHvs		       |

Once the beast has fallen you'll get a cutscene showing all your
spiffy new loot, which lies in a room to the north. You'll also get the
Achievement/Trophy 'The Messiah'. Climb a ledge along the northern edge
of the arena and explore this room to score your treasure. There's also
a stone here upon which the names of the Ur-Dragon's vanquishers are

|VIDEO|Chamber of Lament			   	      |{VID065}|
|LINK |https://www.youtube.com/watch?v=aBMl6MwLvPU		       |

Chamber of Fate (Arena)
13) Here is where you'll find the toughest fight in the game, in my
opinion. It's been a busy two Steps, eh? In this Arena you'll either
find a Drake and a flock of Harpies, or a Lich, a Chimera, a
Gorechimera, and several Hellhounds. The latter fight is the one to
fear. All the foes here can attack at a range (with spells or fire
breath). The Hellhounds and Chimeras can perform mid-range lunging
attacks, and deal lots of physical damage. Put them all together and
it's absolute chaos. Be prepared for lots of running around-kill the
Lich, as it summons the Hellhounds (something you probably can't
prevent) then focus on the Hellhounds, Once you're down to two Chimeras,
you can start to try to focus on taking one of them down. Normally you
can just detach the snake and kill the fallen beast, but with two of
them, you'll have to be ready for the other one to intervene at all
times. If you're a high-level Assassin with 'Invisibility' you might
do alright, but otherwise... this is going to be one hell of a fight.
Once they're dead you can score two ornate chests near the entrance,
and a door to the east leads deeper into the Chamber of Fate.

|VIDEO|Chamber of Fate			   	      		       |
|LINK |http://www.youtube.com/watch?v=lUEY02YE4R4		       |

Discussing the tactics of the Lich is, in essence, discussing the
finer points of strategy for this fight, since the Lich is the prime
mover of all your woes. First be warned-they're very strong spell
casters. They'll cast Miasma, Comestion, basic elemental spells and, at
least in this fight, they'll summon Hellhounds. They also have a magic
missile-type attack, where they'll shoot a series of red, homing
projectiles at you. Otherwise, they're like the Wight, they hover and
cast spells.

o--Ornate Chest--o (west)
[Angel's Sanctum]
[Dark Lorica]
[Dragon Knight's Cloak]
[Dragon's Presence]
[Royal Cuisses]
o--Ornate Chest--o (east)
[Barbarian Chief's Helm]
[Benevolent Earring]
[Frigid Finger]
[Grisly Skull]
[Saving Grace]

|VIDEO|Chamber of Fate				   	      |{VID066}|
|LINK |https://www.youtube.com/watch?v=TWiS5MXigBY		       |

Chamber of Fate (Bridge)
14) Deeper doesn't always have to mean harder. Quit smirking. Anyways,
this 'Bridge' level is occupied by Harpies, Succubi and Gargoyles-cake
compared to the last fight. It's also brimming with treasure-another
seven chests. You start out upstairs, in the south-eastern room. Up here
there are chests inthe south-western room, and one on both the eastern
and western ends of the northern balcony, all rounded. Downstairs there
is an ornate chest in the north-western room, two rounded chests in the
north-western room, and one ornate chest in the north-western corner of
the large southern room. After killing all the pests above, your only
foes down here should be Giant Bats. Loot and leave the Chamber of Fate.

The Dragonblood Ring is easily one of the best pieces of Jewelry in
the game, and certainly the best you can get in the Everfall. It gives
a +25% boost to all debilitation resistances. These resistances are
wonderful to have until you get some of the best armor from Bitterblack
Isle, which come loaded with resistances, at which point you can
consider switching the Dragonblood out. As a side note about this
item that's entirely irrelevent to anything having to do with actually
playing the game... Last year, when Dragon's Dogma was new, my
girlfriend got on a forum to ask if there were any items in this game
like the 'Ribbon' from Final Fantasy. She was called an idiot by some
forum malcontent who also added that 'no developer would put such an
item in a game'... except for the fact that she mentioned an example of
such an item. And, of course, the fact that there is in fact such an
item in Dragon's Dogma, itself. Ah, the internet... where stupid goes
to thrive... Anyways, the Dragon's Risen is the strongest Archistaff in
the Everfall, while the Savage Fang is the strongest Longbow. The
Unfettered Claw is the strongest non-elemental Staff you can pull out
of the Everfall.

o--Rounded Chest--o (2nd Floor, south-west)
[Cyclops Sigil]
[Gold Lion Padding]
[Red Dragon Scale]
o--Rounded Chest--o (2nd Floor, north-west)
[Meloirean Helm]
[Molten Boots]
[Philosopher's Robe]
[Ring of Ruby]
[Twilight Greaves]
o--Rounded Chest--o (2nd Floor, north-east)
[Crimson Armet]
[Grisly Bracers]
[Indomitable Earring]
[Meloirean Cyclops Veil]
[Twilight Mask]
o--Ornate Chest--o (1st Floor, north-west)
[Ancient Cape]
[Crossed Cinquedea]
[Royal Surcoat]
o--Rounded Chest--o (1st Floor, north-east duo, eastern chest)
[Carmine Breeches]
[Chilling Razors]
[Dragon's Den]
[Indomitable Earring]
[Savage Fang]
o--Rounded Chest--o (1st Floor, north-east duo, western chest)
[Crimson Sabatons]
[Direwolf Veil]
[Dragon's Risen]
[Unfettered Claw]
o--Ornate Chest--o (1st Floor, southern room)
[Dark Buckler]
[Darkened Gloves]
[Lordly Cloak]
[Shadow Gauntlets]

Chamber of Distress (Bridge)
15) Old friends will greet us when we enter this 'Bridge' area-Snow
Harpies and Dire Wolves. After so much fire and scale the game must
have thought we needed to cool down again. These monsters are
yesterday's terrors-we need not discuss them again. The loot here,
however, is more worthy of attention. If only we could have gotten our
hands on some of this stuff back in the Northface Forest, when we were
killing these things by the dozen. On the first floor there's only one
chest-an ornate chest in the north-eastern room. The higher level is
more generous, holding three rounded chests for us-one in the south-
western room, and one on the eastern end on each the northern and
southern balconies. These are, however, also protected by their own
pack of Direwolves and flock of Snow Harpies. When you're done looting
head back downstairs and search the north-western room to find a door
leading deeper into the Chamber of Distress.

o--Ornate Chest--o (First Floor)
[Bloody Thistle]
[Exotic High Boots]
[Golden Belt]
[Harmonious Earring]
[Nebula Cape]
o--Rounded Chest--o (Second Floor, north-east)
[Crimson Plate]
[Golden Wristbands]
[Sage's Hood]
[Unfettered Claw]
o--Rounded Chest--o (Second Floor, south-east)
[Crimson Plate]
[Golden Wristbands]
[Royal Surcoat]
[Sage's Hood]
[Unfettered Claw]
o--Rounded Chest--o (Second Floor, south-east)
[Dragon's Pain]
[Feral Cape]
[Golden Lion Helm]
[Grisly Bracers]
[Meloirean Armguard]

|VIDEO|Chamber of Distress			   	      |{VID067}|
|LINK |https://www.youtube.com/watch?v=nkf_QIywPmU		       |

Chamber of Distress (Arena)
16) In this arena awaits a new foe-the third, and arguably weakest of
the draconic species, the Wyrm. You won't find so sturdy a foe here as
you did with the Wyvern or, more importantly, the Drake, and since we've
now fought what are essentially three palette-swaps, I can't really
justify another 'Enemy Strategy', so I'll keep it shorter. Once you've
trashed the Wyrm, score an ornate chest to the north.

The Wyrm is the Magick-user of the draconic species, preferring to use
spells instead of melee attacks. Its spell arsenal includes a death
spell (if you see a red ring on the ground-stay out of it), basic
elemental spells, which it'll cast very quickly and in rapid succession,
High Bolide, Anodyne and debilitative spells. This isn't to say it won't
resort to melee if the opportunity presents itself-it'll use most of
the attacks the Drake used; arm and tail swipes, bites, grabs, wing
buffets, flying slams, and its breath weapon-its native element is
ice. It only has seven health bars, making it the least resilient of
the dragonoids. Its vulnerable spot is on its belly... but who knows
their anatomy? Perhaps that's where it's heart is and, like the dumb
ape I am, I'm just horribly anthropocentric?

|VIDEO|Wyrm Takedown			   	      		       |
|LINK |http://www.youtube.com/watch?v=bOr40xbipgI		       |

o--Ornate Chest--o
[Dignified Earring]
[Dragonscale Arm]
[Noble Limbs]

Chamber of Estrangement (Arena)
17) Enter another 'Arena' area with variable encounters. I like to call
this 'the battle of the bigs'. You'll end up fighting an Ogre, a
Cyclops, and a Golem (get it? all big things?) or a Metal Golem and a
Lich. Either way, the fight is pretty easy... provided you can take out
a Golem (go home, magick-builds.) Once done smiting, loot an ornate
chest just south of the center of the arena, then exit a door along the
eastern side of the arena to head deeper into the Chamber of

o--Warrior Remains--o
[Silver Ring]
o--Ornate Chest--o
[Barbarian Chief's Helm]
[Burnished Bracers]
[Dignified Earring]
[Ring of Sapphire]

|VIDEO|Chamber of Estrangement			   	      |{VID068}|
|LINK |https://www.youtube.com/watch?v=LSpDQ7CY2_Y		       |

Chamber of Estrangment (Hall)
18) This 'Hall' area consists of a central corridor (which you enter
into the northern end of) and an eastern hall, the southern end of
which leads deeper still into the Chamber of Estrangement. The
occupants of this area are some neutral Pawns, most notably the merchant
Pawn Delec. The Materials he sells includes Electrum and Poison Hydra
Fangs, which are somewhat uncommon considering the rarity of the foes
that provide them. As for weaponry, he's much more generous, selling a
Dragon's Presence (best Mace in the game), a Bloody Thistle (best
Warhammer), a Dragon's Risen (Archistaff), a Dark Buckler (Magick
Shield), a Savage Fang (Longbow), a Dragon's Quickening (Magick Bow).
His armor selection includes a Golden Lion Helm, a Philosopher's Robe,
a Dragonscale Arm, Exotic High BOots, and a vast selection of
debilitation resistance-boosting rings and earrings. There are four
rounded chests in this area-two at the southern end of the central
hall, near Delec, and two along the northern end of the eastern
hallway. They contain junk.

Chamber of Estrangement (Bridge)
19) You'll enter into a 'Bridge' area, in the large southern room on
the first level. Your playmates will be a batch of Giant Undead,
wandering around aimlessly, just waitng to be destroyed. As you explore
to the north you'll find assorted undead buried in the western half of
the northern chamber, including Undead, Undead Warriors, and Giant
Undead. A horde of Undead Warriors lies buried in the north-western
room, and some Specters might come meandering around the nothern
chamber. Upstairs lie more Undead along the balconies and the bridge.
As for the loot-it's all on the first floor, and all contained in
rounded chests. There's a trio of them in the north-eastern room and
a pair in the north-western one.

o--Rounded Chest--o (north-east trio, east chest)
[Ancient Cape]
[Divine Surcoat]
[Grisly Greaves]
[Meloirean Greaves]
[Wounded Heart]
o--Rounded Chest--o (north-east trio, middle chest)
[Carmine Breeches]
[Crimson Gauntlets]
[Ring of Onyx]
[Stalwart Earring]
[Twilight Mask]
o--Rounded Chest--o (north-east trio, west chest)
[Dragon Band]
[Matte Robe]
[Molten Boots]
o--Rouned Chest--o (north-west duo, southern chest)
[Flame Skirt]
[Gleaming Bangles]
[Ring of Ruby]
[Royal Mantle]
[Savage Fang]
o--Rounded Chest--o (north-west duo, northern chest)
[Angel's Sanctum]
[Cyclop's Sigil]
[Dragon Knight's Helm]
[Dragon's Presence]
[Holy Cuisses]

Chamber of Woe (Hall)
20) This area is pretty short-you'll enter into a 'Hall' crawling with
undead, including a Lich, Giant Undead, Skeleton Lords, and Hellhounds.
The latter the Lich will summon, the rest will be triggered to rise by
its hostility. If you can kill the Lich before it summons anything...
well, life will be easier. Both of the side halls are blocked off and
there's only one ornate chest at the southern end of the central hall.

o--Ornate Chest--o
[Grisly Bone Armor]
[Lordly Cloak]
[Sable Sentinel]
[Shadow Greaves]
[Threaded Cudgel]

|VIDEO|Chamber of Woe			   	     	      |{VID069}|
|LINK |https://www.youtube.com/watch?v=rcmNzjPiNZQ		       |

Chamber of Sorrow (Bridge)
21) Those aren't tentacles... they're gentacles! Anyways, you'll start
out in a 'Bridge' level, in the south-eastern room on the second floor.
This area is, simply put, a treasure trove. Six chests lie around, as
follows; two rounded chests on the first floor, one in the south-western
room and one on the western end of the northern balcony. On the lower
level you'll find two chests in the north-eastern room-one ornate and
one rounded, and in the large southern room are another pair, again
ornate and rounded. The only complication here is that tentacles will
spawn and harass you repeatedly, which can make save/loading difficult.
It's still possible, however-if you fight them off, they'll stop
bothering you for a short while, which will allow you enough time to
save, at least. So... make your rounds, open all the chests, and when
you complete a run with an item worth saving for, fight off whatever
tentacles are around and save. Repeat until wealthy. When you're done
baiting tentacles, there are two doors you can peruse-on the second
floor in the north-eastern room is a door that leads to a 'Hall' area,
and on the first floor in the north-western room is a door that leads
to an 'Arena' area. I suggest going through the latter, first.

o--Rounded Chest--o (2nd floor, south-west)
[Burnished Bracers]
[Dignified Cape]
[Grisly Bone Armor]
[Savage Fang]
o--Rounded Chest--o (2nd floor, north-west)
[Dragon Knight's Cloak]
[Golden Wristbands]
[Grisly Bracers]
[Herald's Helix]
[Twilight Greaves]
o--Rounded Chest--o (1st floor, north-east duo)
[Crimson Sabatons]
[Dark Over-Knee Boots]
[Fey Whisper]
[Grisly Skull]
[Red Dragon Scale]
o--Ornate Chest--o (1st floor, north-east duo)
[Crimson Armet]
[Crimson Robe]
[Exotic High Boots]
[Frigid Finger]
o--Ornate Chest--o (1st floor, south duo)
[Dragon's Risen]
[Holy Cuisses]
[Laurel Circlet]
[Matte Robe]
[Ring of Onyx]
o--Rounded Chest--o (1st floor, south duo)
[Ring of Amethyst]
[Sage's Hood]
[Solar Providence]
[Twilight Manicae]

|VIDEO|Chamber of Sorrow		   	     	      |{VID070}|
|LINK |https://www.youtube.com/watch?v=ipucyzeyEN8		       |

Chamber of Sorrow (Arena)
22) Typical 'Arena' area, occupied by an Evil Eye. You know how to fight
them by now-kill it and loot the rounded in the north-western corner.
Can circles even have corners? Whatever-to the north-west, then. Don't
expect that the tentacles in the other areas will vanish just because
you killed the Evil Eye here-that would just make sense. Anyways, once
you're done looting and killing, head through a door to the north.

o--Rounded Chest--o
[Crimson Plate]
[Dragon's Quickening]
[Gleaming Bangles]
[Steel Gauntlets]

Chamber of Sorrow (Hall)
23) The Chamber of Sorrow is just a big place-one of each of the three
staple Everfall chambers. You'll enter the 'Hall' area in the western
hall, which is occupied by Grim Goblins, as is the central hall. In
the eastern hall you'll find two Vile Eyes-the only place in the game
where they are static spawns. There are two chests in the northern part
of both the eastern and western tunnels, and as in the 'Bridge' area,
tentacles will spawn relentlessly. Go through the door along the
southern end of the eastern tunnel when you're done to return to the
second flor of the 'Bridge' area, from which you can easily run back
through tentacle-doom to reach the Everfall.

o--Rounded Chest--o (west duo, west chest)
[Crimson Gauntlets]
[Crossed Cinquedea]
[Grisly Greaves]
[Philosopher's Robes]
o--Rounded Chest--o (west duo, east chest)
[Crimson Robe]
[Nebula Cape]
[Twilight Mask]
o--Rounded Chest--o (east duo, east chest)
[Autumn Hood]
[Bloody Thistle]
[Carmine Breeches]
[Dark Lorica]
[Ring of Pearl]
o--Rounded Chest--o (east duo, west chest)
[Benevolent Earring]
[Dragonscale Arm]
[Golden Lion Helm]
[Meloirean Greaves]
[Shadow Gauntlets]

Chamber of Resolution (Hall)
24) This place is rather busy, as you'll see as soon as you enter. It's
crawling with Undead Warriors and Stout Undead. These weaklings are
bolstered by several Ogres-two in the eastern hall (the one you enter
in) and one in the central hall. As usual there's a chest to loot at
the southern end of the central hall, and in addition there are two
chests at the northern end of the western hall. At the southern end of
the western hall lies a door which leads deeper into the Chamber of

o--Ornate Chest--o (center hall)
[Dragon Knight's Helm]
[Dragon's Pain]
[Ring of Sapphire]
[Stalwart Earring]
[Twilight Manicae]
o--Rounded Chest--o (west duo, east chest)
[Crimson Sabatons]
[Frigid Finger]
[Golden Lion Padding]
[Ring of Amethyst]
[Steel Cuirass]
o--Rounded Chest--o (west duo, west chest)
[Benevolent Earring]
[Grisly Bracers]
[Matte Robe]
[Meloirean Cyclops Veil]
[Shadow Greaves]

|VIDEO|Chamber of Resolution		   	     	      |{VID071}|
|LINK |https://www.youtube.com/watch?v=9_RGcfkAYCM		       |

Chamber of Resolution (Arena)
25) Rather tame for an 'Arena' area, your only foe here is a Cockatrice.
Once it's dead, search an alcove to the north to find a rounded chest.
Note that there are-like most 'Arena' areas, two versions of this
place-both are occupied by a Cockatrice and both hold a chest in the
northern alcove. In one, however, the Cockatrice will be joined by
Geo Saurians and Saurian Sages (there will be gunpowder kegs near the
chest) and in the other the Cockatrice will be alone (there will be
plants near the chest.)

o--Rounded Chest--o
[Crimson Gauntlets]
[Steel Sallet]
[Twilight Greaves]
[Wounded Heart]

Chamber of Inspiration
26) More likely than not you'll enter this 'Bridge' area with a
Phantasm in your face, trying to possess you. If you can't deal
magick damage, this place isn't going to be your friend. Phantasms lurk
throughout, and along the western end of the natural northern chamber
they'll be joined by Skeleton Sorcerers. These two undead make up your
foes in this level. For all your trouble, there's only one bit of loot,
an ornate chest in the south-western room on the second floor. 

o--Ornate Chest--o
[Dark Buckler]
[Red Dragon Scale]
[Ring of Ruby]
[Saving Grace]

|VIDEO|Chamber of Inspiration		   	     	      |{VID072}|
|LINK |https://www.youtube.com/watch?v=O2Ug4_pElu0		       |

Chamber of Hope (Hall)
27) From the entrance head south to reach the central hall. Your
opposition here will be several Stout Undead lurking in front of two
Hellhounds, who guard the door at the southern end of the hall. Once
they're dispatched, search the abortive side halls to find a rounded
chest on either side, next to the gates that prevent us from exploring
the western and eastern hall. Once you're done looting, go through the
door to the south that the Hellhounds were guarding.

o--Rounded Chest--o (east)
[Crimson Plate]
[Exotic High Boots]
[Grisly Skull]
[Meloirean Helm]
[Ring of Pearl]
o--Rounded Chest--o (west)
[Divine Surcoat]
[Gleaming Bangles]
[Grisly Greaves]
[Twilight Mask]

|VIDEO|Chamber of Hope			   	     	      |{VID073}|
|LINK |https://www.youtube.com/watch?v=Z6Hb6LeB6a0		       |

Chamber of Hope (Bridge)
28) Behold! The final chamber in the Everfall! At least, if you've been
strictly following the guide. This area can be tricky, as a Gorechimera
lurks around, and it'll find its way up to the narrow confines of the
second floor-making it a rather close-quarters engagement. Complicating
matters are the Skeleton Sorcerers who lurk about, eager to blast you
with spells if you neglect them. Readying a High Gicel for when the
omniscient beast detects you is a good way to welcome it to death. This
area doesn't dissapoint when it comes to loot, either. You'll find no
fewer than nine chests lying around, desperately in need of some
plundering. Starting with the second floor, where we enter (in the
north-eastern room); you'll find one chest in the south-western room,
along with two warrior remains. Another sits on the western end of the
northern balcony, and a third awaits your attentions on the eastern end
of the southern balcony.

o--Rounded Chest--o (north-west)
[Dragon's Presence]
[Grisly Bone Armor]
[Holy Cuisses]
[Meloirean Plate]
[Sage's Hood]
o--Ornate Chest--o (south-west)
[Dragon Knight's Helm]
[Dragon's Quickening]
[Golden Lion Helm]
[Herald's Helix]
[Ring of Onyx]
o--Rounded Chest--o (south-east)
[Dragonscale Arm]
[Nebula Cape]
[Shadow Greaves]
[Sultry Pareo]
29) Head downstairs where you'll find even more Skeleton Sorcerers-they
usually lurk around the stairs, moving up and down as they please, so
there's no telling how many you'll encounter on either floor. In the
north-western room down here you'll find two rounded chests-one north,
one south. Three more await you in the north-eastern room, lined up
in a row. A final chest awaits us in the south-western corner of the
southern room.

o--Rounded Chest--o (north-west duo, south chest)
[Dragon Knight's Helm]
[Fey Whisper]
[Frigid Finger]
[Royal Mantle]
[Solar Providence]
o--Rounded chest--o (north-west duo, north chest)
[Burnished Bracers]
[Dark Lorica]
[Dignified Cape]
[Dragon's Risen]
[Lordly Cloak]
o--Rounded Chest--o (north-east trio, west chest)
[Bloody Thistle]
[Carmine Breeches]
[Golden Lion Padding]
[Lordly Cloak]
[Sultry Cowl]
o--Rounded Chest--o (north-east trio, middle chest)
[Dark Buckler]
[Grisly Skull]
[Philosopher's Robe]
[Threaded Cudgel]
[Wounded Heart]
o--Rounded Chest--o (north-east trio, east chest)
[Barbarian Chief's Helm]
[Dragon's Pain]
[Feral Cape]
[Savage Fang]
[Twilight Greaves]
o--Rounded Chest--o (south)
[Benevolent Earring]
[Crimson Armet]
[Dragon's Den]
[Golden Wristbands]
[Sable Sentinel]
30) That's it for the Everfall-the huge, if shamelessly recycled-late
game dungeon of Dragon's Dogma. If you remember, we're trying to score
20 Wakestones to give to Quince-the Pawn who awaits us at the 'Exit'
level of the Everfall, which can be reach via the Pawn Guild. Of course,
you shouldn't let this trifling matter of unraveling the inner working
of the cosmos distract you too much from life's real goal-gathering
sweet loot. The Everfall is full of it, and not only do Wakestones
grant life and reveal mysteries-they sell for a pretty penny, too.
Farm the Everfall as much as your patience allows, and when you've
leveled up enough, gathered enough loot, earned as much cash as you
care to earn... well, there are two things left to do: get to the
bottom of the Everfall... Figuratively, of course... or take on
Bitterblack Isle.

This is the earliest I'd suggest trying Bitterblack Isle-after reaching
a high level (100+) and grabbing the best gear in the main game.
Especially important are having good debilitation resistance (a pair of
Dragonbloods should help immensely) and the best Everfall weapons out
there. If your Strength or Magick score isn't over 1500, Bitterblack
Isle is going to be quite difficult. If you've been making use of
Autonomy, might as well drop it now and grab some Pawns, as they'll
likely be more useful than the meagre bonuses Autonomy gives. Once you
have some of the best weapons Bitterblack Isle has to offer, you can
ditch your Pawns again... but it'll probably be a while.

|	 	      Chapter 6: Bitterblack Isle		       |
|								       |
|	 	  	  Outside on the Isle			       |
|								       |
Sequence of Events:						{WLK044}
		1) Olra's Request
		2) Purification
		3) Bitterblack Notice Board
		4) Mining New Materials
		5) Macabre Sculpture #1
		6) Macabre Sculpture #2
		7) The Monument of Remembrance
		8) Abundant Purple

1) Return to Cassardis and if it's not night time, rest until it is,
then run down to the pier. You'll get a cutscene showing some black-clad
lady standing on the docks, waiting... Don't be rude-go talk to her.
Olra will be surprised that you can see her (if you remember, the
Dragonforged noted that certain beings could only be seen by Arisen),
then she speculates that you are, in fact, Arisen. It just so turns
out she needs the Arisen's strength. It was enough to kill the Dragon,
so it has to be more than enough for whatever Olra desires, right?
Agree to help her and she'll reveal that what you're talking to isn't
her real form-just a projection. Her real self is on Bitterblack Isle,
where you'll be taken in short order. Watch a cutscene showing the
spooky, unwelcoming island, while Olra babbles about fate, choice,
and those other tired Dragon's Dogma staples. 

Bitterblack Isle: First Floor
2) Once the cutscene ends you'll find yourself on Bitterblack Isle, all
you know is that Olra brought you here and wants you to explore it. Not
really much to go on, but for video games did we ever need more than
a mere invitation... with the promise of loot... to risk life, limb,
and perhaps a few thrown controllers? No, of course not. To the north
you'll find the entrance to Bitterblack Isle. South lies the dock upon
which your useless boat lies, but direct your attention to the west,
where Olra stands on a shoddy wooden platform. When you approach she'll
apologize for the lack of information-she doesn't know more than she
told you... she's stuck here, and knows you have the power to grant
the desires of 'one who dwells below', and it's her job to aid you
here. Talk to her and she'll explain (briefly) that she can purify
cursed items you find on Bitterblack Isle (for a few Rift Crystals,
of course.)

This gives us a perfect excuse to explain this little mechanic now so
we don't need to worry about it later. To prevent shameless gear
grinding (like what we did in the Everfall) and probably to make life
just a bit more complicated, most everything of value you'll find in
the depths of Bitterblack Isle is 'cursed'. Cursed items are
unidentified and unusable until they are purified, a service only
provided by Olra. Bitterblack Isle items come in four types, each
ranging three levels of quality-Bitterblack Armor, Bitterblack Gear,
Bitterblack Novelties and Bitterblack Weapons. The higher the level,
the more Rift Currency purification costs. Armor and weapons should be
self-explanatory, while 'Gear' typically means random jewelry with
bonuses to various skills, resistances and attributes. Novelties are...
everything else. Materials, superior tools, and scrolls from which you
can learn new Augements. The Rift Currency costs of each type are noted

	|         Type		| Level	| Rift Currency	|
	|Bitterblack Armor	|   1	|    4,200 RC	|
	|Bitterblack Armor	|   2	|    9,800 RC 	|
	|Bitterblack Armor	|   3	|   25,000 RC	|
	|Bitterblack Gear	|   1	|      500 RC	|
	|Bitterblack Gear	|   2	|    1,000 RC	|
	|Bitterblack Gear	|   3	|    3,000 RC	|
	|Bitterblack Novelty	|   1	|      300 RC	|
	|Bitterblack Novelty	|   2	|      800 RC	|
	|Bitterblack Novelty	|   3	|    2,600 RC	|
	|Bitterblack Weapon	|   1	|    5,200 RC	|
	|Bitterblack Weapon	|   2	|   11,200 RC	|
	|Bitterblack Weapon	|   3	|   28,800 RC	|

Olra also kindly offers a few other services-she provides inventory
management options (deposit/withdraw/combine/change equipment), she
allows you to change skills/vocations, and access the online store...
which is just another one of Capcom's shameful ways of fleecing you
for extra money, and won't be mentioned further. Finally, she'll take
you back to Cassardis, but you can always just use a Ferrystone.
3) Behind Olra lurks a Notice Board. Like the ones on the mainland,
these give you random fetch/kill quests and many reward you with
Bitterblack Isle gear. You'll find a few more of them as you explore,
which have different quests on them. As you complete the initial quests,
more will pop up, so... yeah, you get the drill-check them regularly.
South of the Notice Board is a bed, if you need to catch some z's, while
behind the Notice Board is a junk-bearing rounded chest. For the last
of the services in the area, head north-east of the Notice Board to
find a Rift Stone and static Portcrystal, which will allow us to use
Ferrystones to teleport back here from Gransys, should we care to.
4) If you follow a pair of southern paths-one leading east and one
leading west-you'll reach some gates we can't open yet. They're
shortcuts that'll allow us to return to the surface from the depths...
once we reach the other side. Funny how we can blast apart a Dragon,
but some metal gates-unmovable. If you search along the cliffs along
the way you'll find some mining spots which can contain new materials,
including Hunks of Platinum, Lava Rocks, Moonstones, as well as a
variety of more familiar materials. New stuff, it has to be good,
right? At the very least, expect to see these new materials appear in
item upgrade requirements soon enough. 
5) Short-cuts pointed out, new materials... it's all good stuff, but if
you want to score some loot with a bit more rarity, explore the path
east of the dock where your boat is moored. As you head uphill 
counter-clockwise, notice some pillars lining the seaside cliffs to the
south. The eastern-most one is unusually short... short enough to be
scaled. If you have Double Vault you can easily reach the top of this
pillar-if you have Levitate you'll need to head uphill a bit to get the
height required. A good running leap can do the trick, too... but in
this case only Levitate matters. Once on top of the pillar turn south to
spot a ledge-part of a natural stone pillar jutting out from the sea.
Only with Levitate (and a properly aired-out one, at that) can you make
it from the pillar to the ledge to the south. Once on the ledge,
continue south to find a ramp that rises to the east to reach the top
of this pillar, which continues to elevate to the north, until it
terminates at a ledge practically pointing you another platform across
a gap. Ignore it for now, instead search the ground around the
south-western part of this pillar to find a strange statue lying on the
rocky ground. Pick up this 'Macabre Sculpture', which is the whole point
of this diversion.

Note: Macabre Sculptures are collectibles strewn throughout Bitterblack
Isle. They'll be pointed out as we come across them. It's also worth
noting that on subsequent playthroughs, you keep all obtained Macabre
Sculptures, but they respawn throughout Bitterblack Isle... so, if you
fail to collect them all in one playthrough, no worries-you can just
keep stacking them up on subsequent playthroughs. Seems like an
oversight, to me. Whatever the case, this makes it quite easy to
eventually obtain all these collectibles, which are the object of
several Notice Board quests. I suggest getting as many as you can, of
course... but to preserve your sanity, you might want to ignore some of
the more difficult sculptures. Obtaining them ranges in difficulty,
from 'pick up the sculpture lying in the bushes' to 'grab a harpy in
mid-flight and try to direct it to an elevated ledge'. Since such feats
of dexterity aren't required, why bother?

6) After you score the Macabre Sculpture... might as well grab another
one. Head to the elevated northern edge of this pillar and-with your
trusty Levitation skill-make an epic leap from this pillar to another
natural stone ledge to the north. Actually, you don't even need
Levitate for this part-a good running jump will get you across... but
why not embellish? Continue north and leap across small breaches in the
walkway. When the path terminates look north-west to spot the top of a
stone column just below you. You should see the Macabre Sculpture
sitting on top, just waiting for you. Jump down and grab it. You can now
make your way back the way you came, or descend by jumping onto a
number of ledges to the north-east.

7) Return to Olra's clearing and head north to reach some large
double-doors. They'll open ominously as you approach. Continue north
to spot a gravestone-the 'Monument of Remembrance'. It's currently
useless to us, but in the depths of Bitterblack Isle we'll be able to
find "Recollections of another Arisen" tablets. Pretty much glowing
lights near tablets, upon which stories-the stories of other, less
successful Arisen-are inscribed. One of several scavenger hunts in
Bitterblack Isle, these tablets will fill out the first ten spots on
the Monument of Remembrance. The last two, #11 and #12, will be updated
as we progress through Bitterblack Isle. These stories will explore how
Arisen, Pawns, the Dragon, and the great cycle are inter-connected.
8) From just behind (north of) the Monument of Remembrance turn west
to find a spiked fence with a brazier behind it. The fence is not
complete, and where it opens you can find some rocks leading to the
canal below. Drop down carefully and at the western end of the canal you
will find a junk-filled square chest. Turn east and head under an arch
to find another junky square chest at the end of the eastern canal.

You might have obtained some Rift Currency from these chests, which is
all the excuse I need to point something else out about Dark Arisen.
Rift Currency drops much more frequently on Bitterblack Isle than
anywhere on Gransys, and in different quantities. You'll still get
them rather frequently from monsters, but also from chests and smashed
objects. This is a good thing, as purifying Bitterblack Isle items
costs Rift Currency-you'll be needing, obtaining, and spending much
more Rift Currency on Bitterblack Isle.

The preliminaries are now done. Head back west, climb up the rocks,
and head north from the Monument of Remembrance to reach a door, a door
that leads to the depths of Bitterblack Isle...

|								       |
|	 	  	    Upper Stratum			       |
|								       |
Sequence of Events:						{WLK045}
		1) Warg Welcome
		2) Hobgoblins Below
		3) Balcony Jumping
		4) Death Comes
		5) Searching the Courtyard
		6) Scavanger Garm
		7) Hogoblins in the Watery Rooms
		8) Macabre Sculpture #3
		9) Down to Duskmoon Tower
		10) Barroch on the Balcony
		11) Garden in the Depths
		12) Moonbeam Doors and Gems
		13) Macabre Sculpture #4
		14) Jumping Joy
		15) The Northern Balcony
		16) Macabre Sculpture #5
		17) Macabre Sculpture #6
		18) Into the Ward
		19) Broken Riftstones
		20) Undead and Cages
		21) Maneater
		22) Skeleton Brutes and Elder Ogres
		23) Macabre Sculpture #7
		24) Suspended Corpse Rodeo
		25) The Prisoner in the Deep
		26) Looting the Ground Floor
		27) Bridge Over Bloody Water
		28) Macabre Sculpture #8
		29) Back to the Prisoner Gorecyclops Chamber
		30) Climbing the Durnace
		31) Macabre Sculpture #9
		32) Using the Void Key
		33) Cockatrice in the Courtyard
		34) Watery Chambers
		35) Macabre Sculpture #10
		36) Sirines in the Sky
		37) Boulder-Pushing Hobgoblins
		38) Into and Through the Courtyard
		39) To The Warrior's Respite
		40) Macabre Sculpture #11
		41) Scoring a Moonbeam Gem
		42) Down to the Sewers
		43) Goodies, Goodies Everywhere!
		44) Giant Saurians
		45) Macabre Sculpture #12
		46) Grate-Crawling, Corpse-Looting
		47) The Gazer
		48) Macabre Sculpture #13
		49) Macabre Sculpture #14

Garden of Ignominy
1) Head down some stairs to the east and score a square chest. Continue
east to hear a disembodied voice babble uselessly, then turn north when
you can to encounter the first new foe of Dark Arisen: Wargs. Kill the
Wargs and continue north. The voice will continue to talk nonesense
as you go. Search along the eastern wall to find a square chest and
continue north until you reach a lion statue flanked by two robed
figures. West of the statues, in some water, you'll find a rounded
chest, while another sits to the east of the statues, near some cut

Note: Be wary when opening chests in Bitterblack Isle, as some of them
contain that most heinous of dungeon monsters-the Maneater. It's a
variant of an RPG staple-the proverbial horror-in-the-box. In this
case it's a tentacle beast that'll bite (and attempt to devour) whomever
opens the chest in which it lurks. Be prepared to use consumables and
put blisters on your thumbs trying to escape from one. On the plus side,
they can drop quite a bit of Rift Currency, if you're lucky. Try to get
a Pawn to open chests for you, if you've got the patience for it... or
if you're a strong Magick Archer, use the Immolate skill before opening
chests. Also note that I will not be recording what loot comes from
chests in Bitterblack Isle. This might seem an intentionial oversight
compared to the rest of the guide, but I have my reasons. First, the
best gear we want from Bitterblack Isle can't be identified at the
moment of its discovery-it is, in fact, random. Second, the gear found
in chests will change as we advance through Bitterblack Isle-without
giving too much away, our first journey through the place will probably
not be very rewarding. At first we'll be finding... well, a good bit
of low-quality loot, but we'll start to score Everfall-quality loot
as we go along. Third, we can do runs for the best gear in the game,
which makes knowing the contents of every chest throughout Bitterblack
Isle rather useless. Simply put, it's not worth either of our time
for me to record it-but I will point out every chest, because they
can contain Bitterblack items, as well as Rift Currency.

Another doggie-type creature, Wargs are physically weaker than
Hellhounds (as their experience value shows), but they are quite quick.
They're prone to leaping attacks and... well, they do all the
wolf-attacks we're familiar with. Oh, they're also poisonous. All in
all, if they are any threat to you, you're too weak to be in
2) Now along the eastern end of the statue room you'll see two doorways,
one to the east, which leads down some stairs, and one to the north. Go
north first, up a small flight of stairs, and onto a balcony. If you
look over the western edge of the balcony you should see some Hobgoblins
lurking around. Ignore them and continue north to find a rounded chest
near some rubble.
3) Time for a bit of tricky jumping. Jump onto the western ledge of
the balcony and run along it north, jumping north-east as you near the
stone at the end of the balcony. With Double Vault or Levitate, you
should be able to reach a semi-circular balcony to the north. Explore
this balcony to the west to find a rounded chest, then jump onto the
stonework surrounding the balcony to the south-west of the chest to
spot another semi-circular balcony. This jump should be much easier
than the last one. Once achieved, search around for an ornate chest.
On more jump awaits us-climb onto the stonework surrounding this
balcony and look west to spot another rectangular balcony to the
south-west. Jump there (another easy jump) and head south to find an
ornate chest.
4) Return to the east, jumping from balcony to balcony until you're
on the stonework surrounding the eastern semi-circular balcony. You can
jump onto the edge of the diagonal stone at the northern end of the
eastern rectangular balcony to get back-what hindered us one way helps
us the other. Run back south to reach the statue room, then head down
the stairs to the east. Turn south and head down a long, covered
balcony, killing some Snakes as you go. Head down some stairs and turn
west to reach the large, Hobgoblin-infested room the balconies
over-looked. Here you will encounter Death. At this point in the game,
you're probably not going to be able to put up much of a fight
against Death, so either flee or try to fight him off-you won't be
killing him in one go.

Death. The proverbial grim reaper. Black robes, lantern, scythe, the
whole deal. How does one fight death? Rather conventionally, as it
turns out. Death has tons of Hit Points and will flee if you damage
him enough, making this, by necessity, a multi-encounter fight. Death
randomly appears throughout Bitterblack Isle as you explore.

Touch of Death
Death is death. His scythe is oblivion, and swinging it is his only
damage-dealing attack. He's rather slow about it, but he has great
range, and again, any hit he scores will be fatal. If he hits Pawns
(and they're far too stupid to avoid him) you'll need to pull them
back out of the rift. If he hits you... well, there's just no
surviving it. The strategy is simple; stay away from death.

Death's Brother
In Greek mythology, Death (Thanatos) was the brother of Sleep (Hypnos),
and in Dark Arisen, Death and Sleep go hand-in-hand. One of Death's
few 'attacks' is to shake his lantern about, the effects of which are
to cause everything (friend or foe) nearby to fall asleep. If Death
puts you to sleep, you're as good as... well, dead.

Death, Unbound
Death is immaterial-he'll often just fly through scenery. He also is
fond of teleporting. Keep your eye on him, stay dry, be prepared to
keep moving. Keep your distance, and if at all possible, engage him on
open ground. Manueverability is your friend in this fight, unlike so
many fights in Bitterblack Isle. Trying to wedge yourself somewhere
safe is just asking for a scythe to the face.
5) After Death is gone, search this chamber proper-like, dealing with
whatever Hobgoblins linger about. Just north of the tunnel we came out
of, under the balcony we were on earlier, is a square chest. From this
chest continue south, following the perimeter of the room. Along the
eastern end of the southern wall you'll find a rounded chest, and along
the western end you'll find a tunnel leading south. Ignore it for now
and follow the western wall to the north to find a square chest. Smash
crates and pick plants around the interior of the chamber, ignoring the
northern route for now. You can score some Kingwarish, which is an
even more potent form of Greenwarish-a massively potent healing item,
and one that should be harvested. 
6) You should also notice that Hobgoblins leave behind piles of gore
when they die-all fleshy Bitterblack inhabitants do. This rotting meat
may, if enough accumulates, draw the attention of other predators-in
this area it's a Garm that will come hungering for flesh. The foe(s)
lured by such fare tend to be static on each level-you should always
encounter a Garm here, for example (although exceptions do exist).
Also, their locations should be static as well. Not only will you
always encounter a Garm here, but you'll always encounter one in this
chamber. After clearing Bitterblack Isle once, however, monster
populations will change, including scavengers. You can use Rancid Bait
Meat to attempt to lure such creatures without having to go through all
the bother of making other monsters dead, so knowing what spawns where
can help with material harvesting.

Note: The new creatures in Bitterblack Isle-especially the big ones
with multiple health bars-drop components that are often quite valuable.
This is a good thing, since some Bitterblack arms and armor can cost up
to 1,000,000 gold to upgrade to three stars, so scoring thousands-or
sometimes tens of thousands-of gold per component can provide a welcome
source of revenue. Of course, these resources aren't just monetarily
valuable-most of them are required components for said upgrades. Still,
be aware of their value and, if you should find yourself in possession
of an abundance of a certain material, and in need of coin... well, be
sure to use the Suasion Augment and, if you get ahold of one, keep a
Ring of Thrift in your inventory to maximize profit.

Garms are the fifth and final wolf-foe in Dragon's Dogma, a massive
mastiff indeed. They're absolutely brutal in melee combat, with a
lunge-and-fling move that can nearly one-hit-kill a 200th level
Assassin on normal difficulty. Ouch. They also have poisonous breath
which can inflict blindness and poison, and they will shake fiercly if
mounted, making it a less than optimal strategy. They have two
important weaknesses, however-their size impedes them, as with many
Bitterblack foes. If you scramble up on a ledge, they likely won't be
able to follow. They can jump just fine, but again, on a small object
they tend to not be able to do much except fall off. They're also pretty
vulnerable to lightning.
7) Head over to the southern tunnel we ignored earlier and descend into
the watery passage. As it turns east, search the southern wall for an
ore vein... we've been over the new materials stuff already, and it
won't be mentioned again. Be sure to mine for new Bitterblack goodies.
Continue east, then turn south to reach a chamber occupied by
Hobgoblins. Search the north-eastern corner to spot a square chest,
then go through a narrow tunnel to the east (ignoring a larger tunnel
south) to reach a small, Hobgoblin-occupied chamber. Kill the 
Goblinoids, then jump onto a ledge to the east and explore a small
passage to score an ornate chest.
8) Return to the less cramped rooms to the west and head south. Turn
west when you can and search the north-western corner of this smaller,
southern room to spot a square chest. Now head south into a tunnel,
turning west and entering a Spider-infested room to the west. Kill the
bugs and note the wooden platforms. Hidden behind some crates in
the south-eastern corner of the room you'll find a rounded chest. Climb
a ladder along the northern lip of the southern wooden platform to
reach the top, then search the south-western corner of the platform
to find a rounded chest. Also, atop some cut stones along the southern
end of this wooden platform you'll find a Macabre Sculpture. The
northern platform has two levels-you can jump onto the lower platform
by using the cut stones to the west, and you can reach the upper
platform by climbing a convenient ladder. The lower platform holds a
rounded chest, while on the upper platform you can find a door to the
north that leads back to near where we entered this level.

9) Return to the room where we encountered Death and head north, where
we have yet to explore. Go down some stairs, turn west, and when you
get a chance go through a doorway to the north on a landing between two
flights of stairs. Climb up a series of cut stones until you reach
a small L-shaped chamber. Search the south-western corner to find an
ornate chest. You'll find a few coin pouches along the way, but I can't
be bothered to record every gold coin and potion lying around. Return
to the staircase below and continue down until you reach a door leading
to the next level.

Duskmoon Tower
10) Watch a cutscene as you enter, where you'll encounter a roguish,
sideburn-heavy fellow Arisen. This man-named Barroch-will wager on your
longevity, and when the cutscene ends, go talk to him. He's the merchant
of Bitterblack Isle, capable of 'rarefying' loot-upgrading it up to the
new maximum of Gold Dragon-Forged. Sadly, at this point, we likely lack
both items worth upgrading so high, and the materials to do it. It's
worth noting that, unlike normal upgrades, the Silver/Gold Dragon-Forged
upgrades require Rift Currency... and they must reach the rank of
Dragon-Forged before you can advance them further. He will also allow
you to learn and set skills, manage your inventory, and buy/sell items.
His stock includes a good variety of potions, as well as a great
selection of arms and armor, although he doesn't sell any Everfall
quality loot. Do yourself a favor and stash whatever extra junk you've
picked up thus far, and grab yourself a pair of Skeleton Keys-you'll
be needing them soon.

By talking to Barroch you'll complete the Notice Board quest
'A Guiding Light' if you had the good sense to pick it up earlier.
The reward? A Liftstone. Liftstone? It's like a Ferrystone, save it
takes you from anywhere in the depths of Bitterblack Isle to the
surface. Yeah, that's right, your Ferrystones are useless down here.
Always keep a Liftstone handy if you can.

Note: Barroch will remain in this area for a while, but after you
progress further into the dungeon, he'll move one. Use him while you
have access to him-he'll be more reliable later on, but don't always
expect to find him here.
11) Now to explore this area-it's quite the idyllic little niche in
the midst of what's supposed to be a dark, scary dungeon. Bunnies hop
around, deer graze on grass, it's a veritable secluded garden paradise.
We're not here for tranquility, however. From the balcony turn west and
jump on some rocks to reach some stone ledges. If you have Double
Vault you can reach a higher ledge which holds two Warrior Remains and
a Wakestone Shard. On the lower ledge you'll find a broken gate that
leads into a tower. Head inside, descend to the bottom, and loot two
chests-one ornate, one square. Return to the balcony from which you
12) Head across the balcony to the east, go down some steps, and jump
off them when they collapse. On the stone remains to the east you'll
find a rounded chest. Turn around to the west and drop down to the
grassy floor below and walk west along the stone steps we descended
until you pass a strange stone door. This place is crowded with such
doors, but alas, we cannot open them yet, as we need a 'Moonbeam Gem'.
One gem, one door opens, and beyond lies Bitterblack-quality loot.
Static drops, no need of identification. We'll find Moonbeam Gems as
we explore, but I'll list the contents of the chests beyond the doors
here, so you can choose what items you want when you get the gems.
There are three doors along the southern wall, for the chart below
we'll consider the eastern-most one door #1, with #2 in the middle,
and #3 at the western end. The others (#4-#8) are in order clock-wise
around the area, and will be pointed out as we pass them.

| Moonbeam Door	|       Treasure	|      Description	|
|      #1	|     Trophy Jacket	|Magick-boosting Strider|
|		|			|         armor		|
|      #2	|    Dragon's Glaze	|Cold-enchanted Longbow |
|      #3	|     Adept's Robe    	|   Magick-user armor   |
|      #4	|  Ring of Desiccation	|  Ring that prevents	|
|		|			|       Drenching	|
|      #5	|    Adept's Mantle	| Cloak wearable by all |
|      #6	|    Dragon's Roost	|  Lightning-enchanted	|
|		|			|         Shield	|
|      #7	|     Dragon's Ire	|  Fire-enchanted Bow	|
|      #8	| Ring of Perseverance	|  Ring that increases	|
|		|			|   Discipline earned	|
13) Continue west past Moonshadow Door #2, and along the southern wall
between Moonshadow Doors #2 and #3 you'll find some large, cut stone
blocks which can be scaled. Climb until you reach a diagonal stone and
climb to its top-most point to find a Macabre Sculpture lying in plain
sight. Score. Drop back down to the ground and continue past Moonshadow
Door #3 to the west, then turn north when you run out of west. You'll
pass a rounded chest and an ore vein, and as you go north you'll find
another ore vein in the north-western corner of the area. Follow the
northern wall east to find a square chest near a waterfall, then
continue east and follow the watery rocks to the north to rind an ore
vein. Turn east and walk along some worked stone to find a rounded

14) Turn south from the rounded chest, pass a square pillar, and find
a large sloped stone that serves as a ramp to the north. Ascend and
jump from the northern end of the rock to the top of the square pillar,
then turn north-east to spot a stone ledge. Jump onto it and turn
north to find another square pillar you can reach with a good jump.
If you continue north you'll find another, higher pillar you can
jump onto. Below you to the north-west you'll find an arched ledge,
upon which lurks Moonbeam Door #4.
15) Note it and ignore it, as you don't have any Moonshadow Gems to
use. Instead jump onto the higher square pillar, then turn east and
jump onto a higher ledge to reach a large stone balcony opposite the
one we entered onto earlier. Here you'll find Snakes and Spiders...
and a few chests. A rounded chest lurks in the north-western corner,
another in the south-center of the balcony, and a third in the
north-eastern corner. From the north-western chest, follow the wall
south, then west to find a stone ledge surrounding the balcony. Jump
on it, and from it, onto a stone ledge to the west, whereupon lies
Moonbeam Door #5. Note and ignore again, then return to the balcony,
explore up some stairs in the north-center to reach a door leading
to another, entirely optional, area. Grab the coin pouches near the
door (worth 14,500 gold) and head on inside.

Rotunda of Dread
16) Behold, an arena! We'll find a few of these places scattered around.
Before you worry about loot, deal with the monsters below. The encounter
is random:

1: A Lich (who will summon Hellhounds) and Phantoms.
2: A Drake and a pack of Saurians and Sulfur Saurians.
3: Three Cyclopes and a Golem.
4: A pair of Cyclopes and several Grim GOblins.
5: A Wight and a Wyrm.
6: A pair of Chimeras and a pack of Wargs and Direwolves.
7: A Cockatrice and a mixed flock of Harpies and Snow Harpies.
8: An Evil Eye and several Vile Eyes.
9. Three Skeleton Lords, Phantasms, and Skeleton Sorcerers.

It's worth noting that the enemies within will respawn every time you
enter this area, allowing you to fight as much as you wish-just leave,
return, and massacre. Once your foes are vanquished, let the looting
begin. Return to the beginning of the area and jump on the stonework
surrounding the balcony opposite the stairs that lead to the entrance
of this area. Turn west and grab two Giant Coin Pouches, worth (20,000
gold), then turn east and follow the stonework counter-clockwise,
jumping gaps as they appear to score two ornate chests. A rounded chest
hides behind (south of) the stairs that lead from the balcony to the
arena floor, while a square chest sits along a ledge on the eastern end
of the area, beyond the stone pillars we jumped around on earlier. On
the arena floor, search an alcove to the north to find no fewer than
four rounded chests, while another sits in an alcove to the west. At
about 11:00, just counter-clockwise from the quad-chested northern
alcove, you'll find another Macabre Sculpture on a rock. There's also
Kingwarish plants, Cragshadow Morels, Warrior Remains, and ore veins
scattered around, which you can find on your own-there's hand-holding,
and there's just being obnoxious. When you're done looting, return back
to the previous area.

17) Once back in Duskmoon Tower, head to the north-eastern corner of
the balcony and jump onto a ledge to the south-east. Follow the ledge
to the east, stopping only to loot a rounded chest in an alcove to the
north. At the eastern edge of the ledge, jump onto a stone roof to the
south-east. If you drop off the northern end of this roof you'll reach
a ledge running east-west, upon which lies Moonbeam Door #6. Interesting
at a later date, perhaps, but for now ignore it. Return to the roof
and head... south-east. Go up a natural ramp to the north-east to find
some lootable corpses, a Wakestone Shard, and an ornate chest. Once done
head to the southern end of the roof. There is a small ledge below the
roof you can drop down onto if you're careful. From this ledge drop
onto another stone ledge to the south, then turn west to find a Macabre

18) Drop down to the ground level to find yourself in front of a door
that leads to another area. Ignore it for now and head north along the
eastern edge of the area. A short distance north you'll find another
building, larger than the one we ignored. Beyond this building's door
you'll find two more Moonbeam Doors (#7 and #8, #7 being the northern,
and #8 being the southern of the two). Exit and continue north to find
a square chest. From here turn west to find a discover a door leading
to a tower. Inside, go downstairs to reach a rounded chest at the
bottom, while an ornate chest lies upstairs at the top. Exit the tower
and follow the walls outside east, scoring another square chest along
the way. In the center of the area you'll find a locked door under the
northern balcony. It's where we need to go, but alas, we've no key.
From here turn south to find some Warrior Remains near some rocks, then
turn west to find a square chest near some more rocks. Backtrack due
east and pass a tree to return to the door we ignored at the beginning
of this Step. It's the only place left for us to explore, so explore it
we shall.

Ward of Regret
19) From the entrance head west, hear a spooky voice, and head through
a doorway. In front of you looms a watery chasm, while to the north
lies a room beyond some ruined gates. Inside this chamber is a broken
Riftstone, which can be repair... with Rift Currency, of course. In
this case, 3500 Rift Currency. It'll only get more expensive as we
travel. Repair it if you care to, personally I have my doubts as to the
value of having a Riftstone here. Loot a square chest in the northern
corner of the room, then go through a doorway.
20) In the hallway beyond you'll encounter a few Giant Undead, which
should be easy-peasy to kill. Redeadify them and open the first of two
doors to the north, beyond which lies a small room with three rounded
chests inside. The second, northern-most room is decidly less friendly,
as it contains only two rounded chests. Also, a Skeleton Lord and
some Skeleton Sorcerers will spawn and attack. Put them down, loot,
and return to the hallway. Continue north-west through a doorway, then
turn north-east. When you reach an east-west fork turn west to reach
the far end of the chasm we encountered earlier. Two Giant Undead think
they're clever and are playing dead. End their game and loot a rounded
chest, then return to the east.

Note: It should be noted that unlike the more generous doors in the
Pastona Cavern, these doors will relock as time passes. Simply put,
every time the treasure beyond the doors respawns, you'll need more
21) Head through another doorway and onto a wooden bridge that leads to
a stone walkway looping around this watery room. Continue north and head
into a room to the west. Kill some Spiders and loot a rounded chest.
There are some pots lurking around, as well as a door we can't open yet.
Return to the walkway and follow it around to the east. Ignore a hole
in the wall to the north and instead head onto a wooden bridge to the
south, whereupon an innocent square chest lurks. Or perhaps not so
innocent, as it turns out-this is likely the first place you'll
encounter a Maneater. Let your Pawns open the chest, if they're not
disobedient (mine were), or if you must, open it yourself and hope they
will break you free. If you're lucky, you might score a motherload of
Rift Currency from a Maneater (I've obtained around 30,000 RC from one
before), or at least some low-quality Bitterblack items. If you're not,
it'll drop some minerals... some can be decent, but enduring a Maneater
and getting some rocks is kind of a bummer.

The cliche chest-monster, this tentacle terror is that most obnoxious
of foe. It will automatically grapple any fool who opens the chest
within it resides. If your Pawns aren't being assholes, they may just
strike it for you and free you (or you them), after which it's a pretty
standard fight. It can still attack, even though it's stationary, either
by whirling around and trying to strike foes with its own body, or
by spitting (which can caues petrification). Its most dangerous attack,
however, is the death-spell it'll certainly cast if its prey breaks
free. Don't stand in any glowing red circles and you'll be fine. Note
that Maneaters will not lurk around forever waiting for you to kill
them-they prey on the unwary by virtue of the element of surprise. Take
too long to kill one, and it'll retreat back into its chesty lair and
vanish... presumably to move on to another chest from which to attack.
22) Now go through the hole in the wall to the north, through a
Bat-infested tunnel, and into a chamber beyond. Loot a rounded chest to
the south, then continue north, following the tunnel as it turns. At a
junction to the north you'll encounter a small horde of Skeletons, led
by a new fiend-a Skeleton Brute. This intersection is also the location
of this area's scavenger spawn, should you be so unfortunate as to
draw the attention of one. The beast that appears here is an Elder

Apparently when Ogres get older, they don't get bigger-they just get
badass. Elder Ogres fight just like Ogres, save they have much higher
defense, more health, and deal alot more damage... and that's really
enough to be a massive pain in the ass. Like with a normal Ogre, shoot
for the head. A high-powered Ranger can effectively keep one
stun-locked, but other than that... they're a rough fight. Best I can
suggest-learn their moves, try to stay away from them, and dodge. Oh,
another important note-Elder Ogres tend to focus their attacks on
males, if there are any, instead of females. They also have a bit of
an AI flaw. If you climb onto a ledge they-unlike most foes-will
be able to effectively pursue you. Once they focus on you, however
(and like most foes in Bitterblack Isle, they favor going after the
Arisen, regardless of gender) and begin to move towards the ledge
you're on, they're pretty much commited to jumping on said ledge. You
can use this fact to play ledge-run chicken with them, striking them
when they approach, and using their jumping animations and subsequent
reorientation to vacate the premises and find other high ground.
Repeat until victorious. It's lame, sure, and cheap, but until you've
got the best weapons Bitterblack Isle has to offer, take victory
however you can get it. 

This beastie fights just like a normal Skeleton-it's just much bigger
and stronger. Skeletons can be annoying enough, but even moreso one
that's twice that size which can actually deal decent damage. All the
same tricks work against it, though-fire, holy, and smashing it with
blunt things.
23) Loot a rounded chest in an alcove to the west, then jump up on a
ledge to the south to find a Macabre Sculpture along the eastern edge
of the ledge. Finally head north past wehre the Skeletons were to reach
another east-west fork. Again, start out by going west. When you get the
chance to turn south, jump onto a ledge to the north to find a square
chest-then go south. Head through a doorway and continue south. Some
Skeleton Sorcerers will appear on a ledge, and Giant Undead lurk in a
pile of debris before them. Once they are obliterated, turn west and
loot a rounded chest. To the east you'll find a doorway to the south,
wherein a square chest lurks. Once done looting, jump up onto the ledge
where the Skeleton Sorcerers lurked. Turn north-east to spot a wooden
platform above you. A very precise running Double Vault will get you
there... or a decent Levitate. Do what you must to reach the platform,
then go through a doorway to the east to reach a small room with an
ornate chest to the east, a lever to the north, and the door it opens
to the south. Behold, a short-cut opened!

24) Ignore it, we don't need to back-track right now. From the chest
return west, drop off the platform and return to the east-west fork
just beyond the Skeletons we vanquished earlier. Now it's time to
explore to the east. Head down some stairs and loot a rounded chest
before turning north and heading down some more stairs to the north.
A few things to do here-ignore the doorway to the west and instead jump
upon a ledge to the east. From there, turn north-west and jump to an
elevated wooden platform, upon which you can score a square chest. Drop
back down and go through the western doorn way to reach a room full of
debris. Undead will rise from the debris-Skeleton Sorcerers and Giant
Undead, and two rounded chests lurk around-one in the south-western
corner of the room, and one to the west. Kill, loot, and play on the
corpses suspended from the ceiling for some crazy stupid phsyics fun.
Seriously, jump on one and give it a stab or twenty. Wee! When you're
done goofing off, head through the door to the north to reach a new

Midnight Helix
25) Head north down some stairs, then turn west when you can. North of
here is quite the gory display of rotten meat, some of which can be
scavanged-yum! To the west, however, is a huge cylindrical chamber where
a Cyclops of massive proportions stands tied up-a Prisoner Gorecyclops,
to be precise. A coiled stone staircase cork-screws up the chamber,
supplemented by wooden planks and rope bridges where necessary. The
heights are crawling with Skeleton Sorcerers. Try to dispatch them,
whilest avoiding the Prisoner Gorecyclops for now. If it is struck, it
will anger, and eventually break free. Gargoyles also lurk in the
heights, and they exist just to complicate things-perhaps by knocking
you off ledges, or with the dire threat of petrification. Ignore the
loot now and focus on the murder of monsters. If the Prisoner
Gorecyclops wakes up, I advise you to do one of two things-attain the
heights and shoot down magic and arrows, or flee back into the eastern
tunnels from whence we came... and attack it with magic and arrows. You
may even consider running away from it when it's nearly dead, as it's
got a chance to drop Lv.2 Bitterblack weapons and/or armor. A single
fortuitious weapon drop can make life much easier for you. A random
scavenger can appear in the chamber with the Prisoner Gorecyclops if too
many tasty treats are left around for it-in this case a Cursed Dragon.

Note: Since this is likely the earliest point you'll acquire Lv.2
Bitterblack weapons and armor, so now is the time to point out
that-while you can't the type or level of the Bitterblack loot you
find, you CAN influence the types of weapons and armor you are
rewarded with when you purify Bitterblack arms and armor. This is
mentioned earlier in the 'Hints & Tips' section, and will be mentioned
again below, as a reminder when we start scoring Lv.3 arms and armor...
it's kind of important. Save the game before you purify anything,
because the Vocations of your Arisen and your Main Pawn determine the
types of gear you'll get when you purify. If, say, you're playing an
Assassin and you really want some Helmbarte Daggers, Sapfire Daggers,
or a Dragon's Ire bow, make sure both your Arisen and your Main Pawn
are either Striders or Rangers before purifying items. This will
greatly improve the odds of getting a weapon related to that Vocation.
Hybrid Vocations (Assassin, Magick Archer, and Mystic Knight) are not
ideal for this, since both their base Vocation types influence the
gear you'll get after you purify. An Assassin will often obtain both
Fighter gear and Strider gear. So, if your Arisen is an Assassin and
your Main Pawn is a Sorcerer, don't be surprised if you don't get many
Daggers or Bows when you purify items... at least, not compared to how
many you'd get if both were Striders. Use this trick to manipulate
your purification results and you'll be dancing around with superior
Lv.2 weapons in no time. If you should find yourself with an abundance
of Lv.2 weapons and armor, note that said arms and armor can be sold
for hundreds of thousands (sometimes around a million) gold each.

We've fought little dragonlings before-the Cursed Dragon is of a size
and shape similar to the Drake, Wyrm, and Wyvern, all old foes. In
appearance, however, it's much more similar to the Ur-Dragon. All
rotten and dead-might as well have called it a Dracolich. As a dead
dragon, you can expect Holy damage to harm it more, and like all little
dragon creatures, it's got a weak spot-in this case a cluster of
cyrstals on its chest. You'll also see many attacks return, it'll do
flying body presses, grab-and-slam attacks, tail lashes, and spins.
There are differences, however-its normal bite attack is now a three
stage swinging bite attack during which the Cursed Dragon can direction
rather considerably. It's quite damaging and is probably the Cursed
Dragon's favorite-and most annoying-attack. The Cursed Dragon also has
a breath weapon-a gout of vile Putrescence that damages and debilitates.
Like the Ur-Dragon, Cursed Dragons will rear up from time to time and
gather energy for a massive breath attack, which should be avoided. They
typically start exhibiting this behavior after they've lost more than
half their health, and follow a simple routine at this point-three
normal attacks (usually bite combos, but variable depending on where
its target-usually the Arisen-is) followed by a rear-back breath attack.
It's also worth noting that Cursed Dragon's have a much greater chance
to Dragon Forge gear than other Dragon types. In my experience, you're
almost guaranteed to Dragon Forge any item upgraded to three stars when
you kill a Cursed Dragon. Heck, I've even managed to Dragon Forge items
that were completely unupgraded by killing a Cursed Dragon... which I
didn't think was possible, so take it with a grain of salt.

The Prisoner Gorecyclops is a Cyclops on a massive scale-the attacks are
all the same, as are the vulnerabilities. All Gorecyclops are armored
and helmeted, but the method for getting them to shed their armor is
different. You must still climb them (and avoid or endure passive damage
from their spiked armor) and reach their head. Their helmet is connected
to a unbreakable metal collar by a breakable leather strap. Destroy it
and the helmet will fall off. Their eye, of course, is the weak spot.
As I said, the Prisoner Gorecyclops doesn't have any new attacks, but it
is always angry and rampages indiscriminately. Climbing it while it's
raging just isn't viable, and trying to stand up to it in melee is
foolishness. Directed, aimed attacks with a Bow will do the most damage
if you can hit the eye, or perhaps even stagger it, if you're using a
Longbow. Their biggest disadvantage? Their size. Massive power is
a boon, but the size that grants it is a liability. Every single
Prisoner Gorecyclops you encounter can be evaded by running somewhere it
cannot reach, and from there, you can kill it with ranged weapons and
magic. It's a crappy tactic, to be sure, but it works.

Note: There are technically two types of Gorecyclops-the 'Prisoner'
Gorecyclops are massive, chained beasts (hence 'prisoner') like the
one encountered here, while others are merely Cyclops palette-swaps.
Both are called Gorecyclops in the Pawn Bestiary, although a distinction
for them is made in the 'Adventure Log'. Non-prisoner Gorecyclops are
much weaker (and smaller) than prisoner Gorecyclops, and hence worth
less experience. Both drop the same Gorecyclops materials, however,
save Blue Iron Buckles which belong to prisoner Gorecyclops alone, for
obvious reasons.
26) Once you're done slaying, it's time for looting. On the ground
level, where the Prisoner Gorecyclops was chained up, you'll find two
square chests-one at 10:00 and one at 3:00. At 7:00 you'll find a
massive grate with a hole in it-ignore it, it's an egress, not an
ingress for us. At around 9:00 you'll find the start of stone stairs.
Take them up until they terminate and you're forced onto some broken
ledges to the west. You can either head clockwise or counter-clockwise-
the latter is less broken and continue up and around the area, while
the former leads across broken stone, through a doorway, and into a
small room. Take the clockwise route first.
27) Cross the ledge from the stairs clockwise and head into the small
chamber at the end of the walkway. A larger doorway to the north-west
leads to a bridge, which spans bloody, miasmic waters below. Like most
things in Bitterblack Isle, it's in disrepair, and is patched by wood
halfway along. Cross wood and stone to reach a natural stone chamber
stacked with piles of bone. There are also two enticing chests-one
ornate, one rounded, to serve as lures. Once you near the piles of
bone a new foe will emerge to attack you-Leapworms.

Simplistic foes, Leapworms... well, they just leap at you and try to
land a good bite. When you kill them, their acidic blood will injure
you, and worse still, potentially lower your defense, making you more
likely to fall prey to Bitterblack critters of greater stature. On
their own, though, Leapworms are more of a nuisance than a legitmate
threat, really.
28) Kill, loot, and return to the bridge. Along the northern end of the
bridge you can spot some dry areas around the miasmic blood water
below. Drop down onto them to find more piles of bones and more
Leapworms. Along the north-western 'shore' lurk two rounded chests,
one at the edge of the chasm, where the water runs off, and one to the
south-west, past the bridge.  Oh, it should go without saying, but avoid
the blood-water, as it inflicts poison. Now that I've told you to avoid
the water... you can find some goodies hiding in the water. A few Rift
Crystals can be scored, but more importantly, there's a Macabre
Sculpture hidden next to (along the south-western side of) the wooden
bridge supports. You'll just have to endure the poison to score these
treats... but that's what High Halidom is for, right? After looting the
chests and fishing in poisonous waters, approach the northern-most edge
of the chasm into which the blood-water flows. Look down and you'll see
a ledge below. Drop down onto it to find a lootable-and likely
lucrative-corpse to violate.

29) Climb back up and jump to the south-eastern shore. Turn south-west
and continue past the bridge to the south-west, where you'll find
another rounded chest. Climb onto the narrow ledge around a stone
pillar and walk to the south-west, dropping down on the shore on the
other side, where you'll find a square chest. Continue south and jump
up on another, more substantial ledge, which wraps around to the east.
Loot a rounded chest near a collapsed pillar, then turn north-east and
go through a grate to reach the Prisoner Gorecyclops chamber. As I
said-egress, not ingress.
30) Back at the bottom of the cylindrical chamber, return to the
stairs running around the perimeter and head up them again. When the
stairs degrade, take the counter-clockwise ledge this time, jumping and
climbing as necessary to continue going counter-clockwise, and higher.
You will find a square chest where the stone ramp falls into ruin,
and blow that, a wooden bridge that runs to the north-west and connects
to an intact section of the stone ramp above. On the far side, continue
clockwise until you find another square chest where the ramp terminates,
and before it, another bridge. You get the idea. Cross the bridge to
the south-west to reach another, higher ramp. Beyond a half-intact gate
hides a square chest in a small cell. Loot and continue counter-
clockwise and cross yet another bridge. At the end of the bridge jump
onto a stone platform, loot an ornate chest that tends to be fairly
generous, and pick up the 'Void Key' that lies near a corpse.
31) Now, for some stupid acrobatics. If you go past the ornate chest you
just looted and look off the ledge to the north-east you'll see another
ledge along the while, quite a ways off. If you make a running jump and
perform a Double Vault or Levitate you can hop from ledge to ledge.
This just is much easier with Levitate-but doable with Double Vault.
On this ledge you'll find an ornate chest that tends to divulge a good
bit of Rift Currency. Now turn south-east to see a hanging cage in
the distance. You can Levitate or Double Vault from this ledge to this
cage, but for Double Vault, it's at the very limit of your reach and
will take a bit of skill to manage. Another way to reach the cage is
by standing on the ledge where the Void Key was and looking to the
south-east. You'll see a corpse hanging from the ceiling-this corpse
can be jumped to and grappled, and from there you can leap again to
the cage-it sounds trickier than it is. However you reach this cage,
your reward is another Macabre Sculpture and a Rift Bicrystal sitting
on the lap of a corpse. As for getting back-you can use Levitate from
the cage to reach the bridge to the south-west, but if you're restricted
to Double Vault, you'll just have to suffer some damage.


Vault of Defiled Truth
32) With the Void Key in hand, return to the Duskmoon Tower and unlock
the door along the northern wall, beyond which lies the Vault of
Defiled Truth. Lovely name. Head down stairs to the north, then west
to reach a chamber with a square chest along the western end. Ignore
the voices that speak to you and continue north into a larger room
with nothing of interest in it, and then through a small doorwar to
the north to reach a water-filled chamber. Rocks line the walls, bones
litter the floor. Leapworms inhabit the latter, ore veins the former.
33) Continue west until you find a passage north. Peer into the room to
the north to spot a chamber identical to the fountain chamber from the
Garden of Ignominy. You remember, we encountered Death there for the
first time? Yeah, we're several levels in and we're already seeing
recycled areas. This time it's occupied by a Cockatrice and Hobgoblins,
although a scavenger Warg could appear if enough food is lying around.
We're not going to explore this room yet, however, as it's the way to
the next level and there's lot of this level yet to explore. 
34) Sadly, there's no clean way to explore this place-there will be
back-tracking and overlap involved. From the watery tunnel south of
the fountainless fountain room continue west. You'll find some rocks
you can climb and a tunnel to the north that begs to be explored.
Continue north, turn west, and drop off a ledge into more water.
Continue west and turn south through a hole in the wall to reach a
watery chamber with a rounded chest in it. To the west is a larger
chamber with three side-chambers (including the one we already went
through) and two tunnels coming off of it-one to the north and one to
the south-east. In the room to the west you'll find an ornate chest and
a rounded chest, while in the room to the south sits a rounded chest.
Loot, then head down the tunnel to the south-east.
35) You'll finally reach a room to the east with a wooden deck to the
south. This chamber is occupied by new foes-Greater Goblins and Goblin
Shaman. Smite them and continue through a less inhabited room to the
south. Here you'll find some beds you can search and some books lying
on tables you can grab. Continue south to reach a room with elevated
wooden platforms-another room you should remember from the Gardens of
Ignominy. On the ground floor in the south-eastern corner you'll find
a square chest behind some crates and barrels, while in a side-room to
the north-east you'll find another square chest. Once you're done
playing around on the ground floor climb the ladder to the southern
platform to find two square chests in the south-western corner of the
room. On a large wooden beam running east-west under the ceiling of the
room you'll find another Macabre Sculpture. This beam is intersected
by five vertical beams, forming four partitions of the same size. This
sculpture is on the second one from the east, near the vertical beam.
Once obtained, make your way to the smaller, multi-level, northern
wooden platform. On the lower platform you'll find a rounded chest,
while on the upper platform you'll find a door to the north.

It's as close to a new foe as you're likely to see in Bitterblack
Isle-Goblin Shaman are small Goblinoids that follow the rule of
Skeleton Sorcerers-they're fond of sitting around and acting like
stationary magick turrets, blasting foes with elemental magick until
somebody finally smites them. They're also incredibly resistant to
magick, so use physical attacks-bows or melee weapons-if you can.

New Goblins, and why not? We've already encountered two new types of
wolves, a new Ogre, a new Skeleton, and a new Cyclops, so... yeah, why
not Goblins? Is Bitterblack Isle only reskins and recycled monsters,
you ask? Yeah... pretty much. Anywho, you won't see any new attacks
with Greater Goblins-they fight just like Grimgoblins, but stronger.
Like with Grimgoblins, they recycle all the old Goblin types-small like
Goblins and large like Hobgoblins.

36) Go through the door to reach a wide hallway identical (again) to the
one in the Garden of Ignominy. It's the first chamber we entered in
Bitterblack Isle, occupied by Wargs. Anywho, continue north to find a
clone of the statue room-a lion flanked by two robed guys? Along the way
smite an Ogre (a normal Ogre this time, not an Elder Ogre), encounter a
new foe-the Sirine-and loot a rounded chest along the eastern wall of
the hall. In the statue room you'll find a square chest to the west, as
well as some ore veins to the south-west. Turn east to find two
passages-one upstairs to the north-east and another downstairs to the
east. Ignore the north-east passage (which experience tells us will lead
to the balcony over the fountain room) and head east, turning north when
you must. Kill a Hobgoblin and loot a rounded chest along the western
wall. Your way north will eventually be blocked by a large boulder,
which that butthole Hobgoblin would have loved to push on us-if only we
came from the other direction. Shame.

Another shameless palette-swap, the Sirine functions just like the
Harpy. It flies, it sings, and it's physically aggressive, like the
Succubus. They're also highly resistant to holy damage, so use something
else if you want to actually hurt one. A Sirine's song can heal its
allies-and it can heal quite alot of health very quickly, so in a fight
including Sirines, seek them out and kill them first, so you can make
good your damage on other foes.
37) Backtrack south and return to the statue room. Now take the
north-eastern passage to the balcony over the fountain room we ignored
earlier. At the end of this balcony is rounded chest. You should know
the drill now-run along the ledge of the balcony and jump to reach a
semi-circular balcony to the north. Search this northern balcony for an
ornate chest, then notice yet another Hobgoblin to the west, near yet
another boulder said Hobgoblin oh-so desperately wanted to drop on you.
Smash the boulder and note the stairs down beyond. Ignore them for now
and climb up on the railing along the eastern side of this balcony and
jump from the stonework onto another balcony to the south-west. Score
another rounded chest here, then jump from the stonework of this
semi-circular balcony onto a rectangular balcony to the south-west. On
this balcony head to the southern end to find an ornate chest.
38) Return to the balcony to the north (the one upon which the
boulder-pushing Hobgoblin lurked) and head down the stairs to the west,
the ones previously blocked by a boulder. Follow the tunnel as it goes
until you reach a chamber with a wooden bridge spanning it north-south.
The room below the bridge is watery and uninteresting, save for a
rounded chest that lurks along the western edge of the room. Loot it,
hop back on the bridge, and continue south. Go through a doorway, drop
down a ledge to reach an east-west running tunnel beyond. Turn east and
finally enter the fountain room, kill its inhabitants, and score two
square chests-one under the northern end of the western balcony and one
under the southern end of the eastern balcony. Finally, continue to the
north to find a door leading to the next level.

Gutter of Misery
39) Hooray! Stairwell! Head west and you'll find stairs leading up and
down. Go up first to reach a platform-a door to another area lurks
along the western wall, and to the east, behind some boxes, sits a
square chest. Loot and go through the door.

The Warrior's Respite
40) Surprise! Safe-zone. Seriously, the name should have given it away.
Head east to find a broken Riftstone (this one costs 5000 RC to repair),
and opposite it (to the south) you'll find two square chests hiding in
rubble. Return to the Riftstone and continue east to find a Healing
Spring. Jump on in, splash around, and enjoy healing fun. Once you're
done, turn north to find a small ledge you can jump on. Jump on it, then
turn east to spot another ledge above the Healing Spring that can be
reached with Double Vault. Reach it and look south to see a Macabre
Sculpture on a small ledge amidst some hanging ivy.

Note: Barroch will always be in The Warrior's Respite when you come
calling. Hurray for static merchants!

41) Backtrack to the Riftstone again and continue west to find a hole
in the wall leading north to find Barroch hanging out. Stash excess
loot, buy stuff, do whatever you need to do, then back to searching. Go
up some stairs to the east to find a 'Resting Bench', where you can
sleep... if you didn't already splash around in a Healing Spring. South
of the Resting Bench is another Notice Board, with brand new quests for
your perusal. From the Notice Board turn west to spot an elevated
wooden platform you can jump on. Do so and west to find a Moonbeam Gem
sitting on a desk, near a slumped-over skeleton. Return east, drop down
to the previous Notice Board-bearing room, continue east and go down
some stairs to find some rooms full of goodies. You'll find a crate of
Throwblasts, and nearby an Airtight Flask. Tuen east and head into
another room to score an Ornate Chest and another Airtight Flask.
42) With that we're done in the Warrior's Respite. Return to the Gutter
of Misery and head downstairs until you reach a large room at the
bottom. Here you'll find no fewer than three chests-a square chest
hidden behind some crates to the south-east, another square chest near
a puddle to the north, and a rounded chest behind some crate to the
north-west. Once you're done looting head through a hole in the wall to
the south to reach a twisting natural tunnel. Follow it, drop down a few
ledges, and you'll eventually find yourself in a sewer system.
43) You now have two ways to go-north or east. Go north first and keep
an eye on the eastern wall to spot some stairs leading up to a doorway.
Go east through the doorway to reach a watery room beyond. Drop down a
ledge and turn north to score a rounded chest, then head south, drop
down a waterfall ledge to find a small watery platform infested by
Leapworms, with a rounded chest to loot. Return to the larger hallway
to the west and continue following it north. You'll find an elevated
broken gate behind a waterfall, beyond which you should explore... if
you want to score two square chests. From them turn west to find a
rounded chest. Goodies, goodies everywhere!
44) Return south and when you reach the tunnel from which you entered
the sewers continue east. You'll have to dispatch some Saurians and
Vile Eyes. The tunnel slopes downward and forks north-south, but the
two forks meet further east, so... go nuts. Along either fork you'll
find a Giant Saurian lurking-one on a wall and one on a pile of bones.
A square chest lies at the end of the northern fork, right before it
meets the southern fork. Note that the Saurians here-including the
Giant versions-might randomly be replaced by Sulfur Saurians. The
scavanger beast in this area is an Elder Ogre, which will appear in
the northern tunnel here.

Fights just like a normal Saurian, but bigger. Didn't we fight one of
these in Dripstone Cave, during the quest 'Deeper Trouble'? Whatever,
they drop new stuff, so, uh, yeah. Cool.

Same as the Giant Saurian, above, just more sneaky... like Sulfur
Saurians tend to be.
45) When the forks combine head south-east. You can score another square
chest behind a collapsed pillar near a waterfall. Continue south and the
fork will split again. For now ignore the eastern fork and continue
south. Score another square chest near a broken grate, then head through
the broken gate to find yourself on a small ledge. Turn south-west and
jump on some roots, and from there continue south-west, jumping tenderly
into an open pipe. Search the grate in the pipe to score a Macabre
Sculpture. You can also gather some goodies from a skeleton near the

46) Return back to the north-east and crawl back into the sewers,
searching the unexplored east. North, up some stairs, you'll find a
door leading to another area. First, head south and loot a square chest
beyond some crates. You can also find some Warrior Remains in the
water, and you can search the grate to the north for more goodies.
Once you're done looting, head through the door to the next level.

Shrine of Futile Truths
47) Hear another disembodied voice, babbling about some great cycle,
and continue north-east to reach a spiraling ramp. Follow it down
clockwise and shortly a massive foe will descend from outside the
ramp-the Gazer.

The Gazer is an Evil Eye on a massive scale, the grand-daddy of all
floating orb monsters. Or mother. It could really go either way. Maybe
they're asexual? I prefer to remain ignorant about Gazer gender.
Consider it the 'boss' of the upper stratum, which of course, it is.

Eye in the Sky
The Gazer, of course, has many similarities to the Evil Eye-it'll send
its tentacles to harass you, wherever you are. The tentacles cast
spells, bite, grab, spit, all that we're used to. The Gazer also has a
few huge tentacles which will erupt out of the floor from time to time.
You can spot them coming by the orange mess on the floor. In addition
to the tentacles and their attacks, the Gazer also has its own magic
gaze attack, which damages and debilitates. Last and not least, it can
thump you with its body if you get below it. Why go beneath it at all,
then? Well, when it's sending its large tentacles to spike out of the
ground under you, if you run under it (and it's focusing on you), it
will end up clocking itself in the eye, stunning it and leaving its
eye distended and vulnerable. Just be careful on the ground floor, as
it can spew a noxious cloud of poisonous gas onto you down there,
leaving you only two options-retreating to the ramp or just taking the

Putting Out the Eye
No magical barrier this time-the Gazer is just outright immune to
damage anywhere save its eye. Size equals thick skin, which is fine
defense, it turns out. You can try to remove its tenctacles, but its
vulnerability state while it regrows tentacles leaves much to be
desired. Fighting it requires either ranged attacks, or some guts.
Jumping off the ramp and grappling its eye-hole and attacking it
directly is amazingly effective. It might bite down with its...
mouth-eye teeth, but the damage it deals is pretty tame compared to
the damage you'll be able to do to it.

Ritual Interruption
One of the odd mannerisms of the Gazer involves the Gazer sending
several of its tentacles to the southern end of the arena and starting
some odd ritual. The tentacles will shoot out beams and create a
Sauron-like eye effect in the air. If you kill the tentacles
participating in this little ritual, the eye will float down and you'll
be able to release multiple bolts of energy by striking it-it functions
just like the Magick Cannon skill. In addition, this ritual interruption
staggers the Gazer-put together, interrupting the ritual you'll be able
to deal massive damage to the Gazer.

Note: Unlike most foes, the Gazer will not respawn-at least, not during
your first run-through of Bitterblack Isle. After completing the
dungeon once, the Gazer will respawn like any other foe.
48) Once you're done smacking around the Gazer, a gate will open,
allowing you to continue deeper into Bitterblack Isle. First, however,
it's time for some looting. On the ramp you can score three rounded
chests-one at about 1:00, just before a large tree root, one east of the
stairs to the arena floor, and another at the end of the ramp. The ramp
and ground floor is a treasure-trove of various herbs and mushrooms,
which you can loot at your discretion. Amidst the rubble south of the
stairs you'll find two chests-one round and one square. Further south,
at about 5:30, sits another square chest. Continue around the edge of
the level clockwise until you can head between some pillars, where
you'll find two rounded chests (at about 8:00). Continue clockwise to
find yet another square chest (10:00). Finally, note that a shape has
been made on the ground using stones (it appears on the map and minimap,
in case you're wondering). The shape is a circle with three lines
coming off of it. Search the perimeter of the circle just north of the
western-most 'ray' to find a Macabre Sculpture hidden in the grass.
Once this area is looted, head down some stairs to the north to find
a door, which continues deeper into Bitterblack Isle. Didn't I just
say that? Whatever. Carry on.


Corridor of Emptiness
49) From the entrance head north-east until you find a gated door to
the east. From there turn west and scale some rocks to find a corpse
just hanging out on the stone. Near it, fittingly enough, are some
Corpse Nettles and a Macabre Sculpture. Climb back down to the east
and ignore the gate for now and continue north, where you will randomly
find Barroch waiting around to make your life easier. If you continue
down some stairs to the east you'll reach a dock, near which sits a
square chest. North-west of where Barroch stood you'll find stairs
heading down, deeper into Bitterblack Isle. Soon enough, but for now
head back to the gate we ignored earlier. If you go through said gate
to the east you'll find a "Recollection of another Arisen" tablet and
a Riftstone (5000 RC). Continue up the stairs to the east and you'll
find a door leading back to the surface. Once outside you can flip a
lever to open the gate and consequently, the first shortcut to the
depths of Bitterblack Isle. Yep, that's right, first statum is done.



|								       |
|	 	  	    Central Stratum			       |
|								       |
Sequence of Events:						{WLK046}
		1) Preparing for the Central Stratum
		2) Banshees on the Bridge
		3) Skeleton Brutes in the Hallway
		4) Pyre Saurians in the Pilgrim's Gauntlet
		5) Capcom's Lazy Repetition
		6) Corrupted Pawns in the Quenched Courtyard
		7) Butthole Spiders
		8) Macabre Sculpture #15
		9) Macabre Sculpture #16
		10) Macabre Sculpture #17
		11) Descending the Tower
		12) Macabre Sculpture #18
		13) Eliminating the Eliminator
		14) Charity on the Ledges
		15) Macabre Sculpture #19
		16) The Final Void Key
		17) Succubi and Shaman Vertigo
		18) Looting Down the Tower
		19) Macabre Sculpture #20
		20) Spiders in the Bone-Strewn Cave
		21) Another Bloody Water Room
		22) To the Bottom
		23) Macabre Sculpture #21
		24) One is Silver and the Other is Gold...