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    Walkthrough by Haeravon

    Version: v1.02 | Updated: 09/26/14 | Search Guide | Bookmark Guide

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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.
    Supporting HaeravonFAQs
    Now, I know this is a not-for-profit FAQ, but FAQ writing is time
    consuming work. If you wanted to show your appreciation for this FAQ 
    and/or support for future FAQs by donating to my PayPal account, that
    would be an above-and-beyond gesture. If every person who downloaded
    my FAQs donated a penny... well, it would help out immensely (not
    really, since it won't even cover PayPal's fees, and in fact, very, very
    few people out of my 2,000,000 hits donate anything-it's hyperbolic
    speech, people). Now, without any more PBS-style solicitation...
    Alternatively, you can use the PayPal button on my webpage, at
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    If you liked this FAQ, if you like talking about video games, if you
    think sunshine was for people who were born before they had the good
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    play, and hear his soothing voice as he enlightens you with gaming
    wisdom? Your wish has been granted. Check out the HaeravonFAQs Youtube
    channel at http://www.youtube.com/user/HaeravonFAQs for video
    walkthroughs and gameplay videos.
    Yeah, there's a website, of course there's a website. You KNEW there
    would be a website eventually. If the meagre pickings of Facebook
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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.
    		    ***ENEMY STRATEGY: 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.
    		    ***ENEMY STRATEGY: DRAKE***
    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.
    		    ***ENEMY STRATEGY: GOLEM***
    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...
    		    ***ENEMY STRATEGY: WYVERN***
    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.
    		    ***ENEMY STRATEGY: DEATH***
    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.
    		     ***ENEMY STRATEGY: 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.
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