________ _____ _____ ________
/ ______| /\ | \ / | | |
| | / \ | \/ | | ____|
| | / \ | |\ /| | | |__
| | ___ / /\ \ | | \ / | | | __|
| | |_ | / /__\ \ | | \/ | | | |____
| |____| | / ____ \ | | | | | |
\________| /___/ \___\ |___| |___| |________|
______ ______
| __ | | ___|
| | | | | |_
| | | | | _|
| |__| | | |
|______| |__|
_______ _ _ ____ ______ _ _ ______ ______
|__ __| | | | | | _ \ | __ | | \ | | | ___| | ____|
| | | |__| | | |_| | | | | | | \ | | | |_ | |____
| | | __ | | _/ | | | | | |\\ | | | _| |____ |
| | | | | | | | \ | |__| | | | \\| | | |___ ____| |
|_| |_| |_| |_|\_\ |______| |_| \__| |______| |______|
“When you play the game of thrones, you win or you die...”
=== TABLE OF CONTENTS ==================================================
Original version and future updates
Introduction
FAQs
Character build section:
Mors Styles
Alester Styles
Attributes
Mors stance abilities
Mors special stance abilities
Alester stance abilities
Alester special stance abilities
Traits
Walkthrough section:
Chapter 1: For this night an all the nights to come
Chapter 2: For all the days gone by
Chapter 3: Between a hunter and his prey
Chapter 4: A lion's will
Chapter 5: Beauty and the beast
Chapter 6: The Crown's dogs
Chapter 7: Stray dog
Chapter 8: Legacy
Chapter 9: Promise
Chapter 10: Crossroads
Chapter 11: Breaking point
Chapter 12: Fight fire with fire
Chapter 13: Bounds
Chapter 14: Light and Shadow
Chapter 15: Old scar
DLC section:
Dog skins
Valar Morghulis items
Prologue: Blood Bound quest
Misc. section:
Thanks
Help
Legal
=== VERSIONS ===========================================================
Original version – Posted on 15 March of 2016
1st Update includes: Grammatical correction and the text was reorganized.
2nd Update includes: DLC cover and contributions by gamers
------------------------------------------------------------------------
Future Updates: Playing the full game once more to look for those missing
codexs, making the shops list and the equipament list.
(weapons and armors)
=== INTRODUCTION =======================================================
Hello gamers, this is my first writen walkthrough.
Since i haven't found any other on this game i've decided to write my own.
I will put it in English (not my language) to be accessible to everyone.
This will be a step by step walkthrough to be used as you play the game
and may contain some minor spoilers witch i'll do my best to avoid.
I will not make a battle strategy for any fight or boss since the way
you build your characters vary too much and besides the fights are very
simple and don't require strategy at all.
At this time i have seen 3 seasons of the HBO series and read 5 books
by George R. R. Martin so I'm well aware of the story.
This game covers only the events of the first book (or the 1st season)
and has several made up Houses and places.
There are two main characters:
Mors Westford once a knight in the service to house Lannister and the
last of the Westford line (their sigil is a black dog on a blue field).
He is now a Ranger in the Night's Watch for 15 years.
Always with is faithful dog. He is know as “The Butcher”, respected
by allies and feared by foes.
Alester Sarwyck the elder son and heir of House Sarwyck in Riverspring
(their sigil is a broken silver sword on a red field). Once a knight
serving house Lannister. After Robert's Rebellion he decided to
leave Westeros and headed to the free cities were he became a follower
of R'hllor, the Lord of Light. Now after 15 years he has returned
as a Red Priest from Braavos for his father's funeral.
=== FAQs ===============================================================
I got 46 questions from friends so far, but i will only put some:
Q: I don't know the Game of Thrones story, will i like this game?
A: I believe the RPG's games are not for everyone, but this a action
RPG so it's a bit more aproachable to non-RPG players.
By not knowing the story i don't think you will dislike the game but
you may lose some hidden points in the story.
This is not a very popular game to begin with...
------------------------------------------------------------------------
Q: Why did you wasted your time playing this garbage?
A: I believe this to be a OK game, it's not great and has some problems
but nothing that will make you rage quit it.
As an RPG gamer i like to play every RPG game out there.
It's not just Final Fantasy you know?
« Deleted his reply »
-------------------------------------------------------------------------
Q: How many hours took you to past the game?
A: I am not sure, the first time was like 30 hours maybe...
The second time took me more time since i was writing as i was
playing. Pass the game two more times to use the different styles
and one last time while guiding myself with my own guide to get the
stuff i may missed and with the Bonus loot stat at max to see if i
missed some Bonus drops as well, but i've not yet found every codex
and i'm not sure to got every drop.
------------------------------------------------------------------------
Q: Did you pass the game in Lord difficulty?
A: No i did not, the game allows to change difficulty when you wish.
It makes no difference in the game, just makes your enemies stronger
and your characters weaker.
My advise, play in Squire since is not that easy.
------------------------------------------------------------------------
Q: Why did you not developed more the fight strategy?
A: I can't tell you to use a Landed knight ability if you are playing
as a Magnar since there are different styles and each as unique
abilities so i just put the armor and weapon of the enemies so you
can ajust your priorities
------------------------------------------------------------------------
Q: Witch are the best styles?
A: Well is all about your choice. I've played with them all.
My favourites were the Water Dancer and the Landed knight, but i
remmember having alot of fun with the Magnar as well.
Hedge knight is all about power, Sellsword is only good when you got
an ally with Provoke and Archer can be a fun challenge agaist
various enemies at once...
------------------------------------------------------------------------
Q: Witch do you prefer? Alester or Mors?
A: Mors all the way!
------------------------------------------------------------------------
Q: Why did i not get the same loot as you in the walkthrough?
A: Most places give different loot, where i got a worn gauntlets, you
may get a leather hood or a armor, is random.
I've have played 5 different gameplays and never got the same on
every place unless it a unique piece.
------------------------------------------------------------------------
Q: Why are you missing some codex?
A: I have not found them all yet, if you help me with the location i
will mention you.
------------------------------------------------------------------------
Q: Witch is the true end?
A: There are four endings. Two for Mors and two for Alester
(and another if you lose agaist Valarr in chapter 14).
Neither can be consider a true ending.
------------------------------------------------------------------------
Q: How did you get the Misericorde knife glitch in chapter 8?
A: I don't know, i just did and sell it over and over until i was
satisfy with my purse...
After i change area i was not able to sell it any more but she was
still in my inventory.
BTW this glitch only happened once, i never got it again.
------------------------------------------------------------------------
Q: Did your Dog ever gone missing during the game?
A: As a glitch? No but I've heard of that one before.
------------------------------------------------------------------------
Q: Did your music or sound ever glitched??
A: All the time. The music and sound as always stopping especially
during the scenes...
------------------------------------------------------------------------
Q: Did you save ever turn corrupted?
A: Twice. Once I was unable to enter the Godswoods in chapter 2 and the
other was when I let Mors die in the torture scene in chapter 9.
I advise everyone to keep various save files in RPG games.
------------------------------------------------------------------------
Q: Does the dog count for the Great teamwork trophy?
A: I let my dog die once and was unable to revive him with Alester
by giving me the message “No ally KO” so i belive the dog is not
included on that trophy but I'm not 100% sure
------------------------------------------------------------------------
Q: Can you get the Platinum trophy on your first gameplay?
A: Yes you can, if you keep a master save in chapter 13 before you
enter Alester's room in Riverspring.
And of course you need to restart some chapters like 2 were you need
to please the nobles and the people.
But if you follow the walkthrough and make the right choices you
should get them all.
------------------------------------------------------------------------
Q: Are you going to make a trophy guide?
A: I don't know, maybe...
------------------------------------------------------------------------
Q: Are you going to cover the DLC?
A: No, i don't have it nor will I buy it.
Update: My friends gave me a 10 Euros card for me to buy and cover the
DLC, blasted friends ;)
------------------------------------------------------------------------
Q: Why have you writen this in English and not Portuguese?
A: This way it will accessible to more people, after all the game
is in English. Maybe i'll make a translation later
------------------------------------------------------------------------
=== CHARACTER BUILD ====================================================
MORS STYLES
STYLE – LANDED KNIGHT
BEST EQUIPAMENT – SWORDS
MACES
SHORT BLADES
HEAVY ARMOR
MAIN STANCE - DEFENSE
SECONDARY STANCE (LV.7) – ELITE DEFENSE, DOMINATION, FRENZY
------------------------------------------------------------------------
STYLE – HEDGE KNIGHT
BEST EQUIPAMENT – TWO-HANDED SWORDS
TWO-HANDED MACES
POLEARMS
HEAVY ARMOR
MAIN STANCE - DOMINATION
SECONDARY STANCE (LV.7) – ELITE WARRIOR, DEFENSE, DEXTERITY
------------------------------------------------------------------------
STYLE - MAGNAR
BEST EQUIPAMENT – AXES
HAMMERS
SHORT BLADES
MEDIUM ARMOR
MAIN STANCE - FRENZY
SECONDARY STANCE (LV.7) – BERSERKER, DOMINATION, INTENSITY
------------------------------------------------------------------------
ALESTER STYLES
STYLE – WATER DANCER
BEST EQUIPAMENT – SWORD
BLUNT PROJECTILES
SHORT BLADES
LIGHT ARMOR
MAIN STANCE - INTENSITY
SECONDARY STANCE (LV.7) – MASTER WATER DANCER, DEXTERITY, FRENZY
------------------------------------------------------------------------
STYLE – SELLSWORD
BEST EQUIPAMENT – SWORD
HAMMERS
SHORT BLADES
MEDIUM ARMOR
MAIN STANCE - ASSASSINATION
SECONDARY STANCE (LV.7) – HARDENED KILLER, FRENZY, DEFENSE
------------------------------------------------------------------------
STYLE – ARCHER
BEST EQUIPAMENT – BOWS
CROSSBOW
LIGHT ARMOR
MAIN STANCE - DEXTERITY
SECONDARY STANCE (LV.7) – ELITE ARCHER, ASSASSINATION, MINTENSITY
------------------------------------------------------------------------
ATTRIBUTES
LANDED KNIGHT
___________________________________________________________________
|Strength | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Damage | 30 | 32 |33.9| 36 | 38 | 40 | 42 | 44.1| 46.1|48.2|
|Critical dmg |x1.3|x1.4|x1.5|x1.6|x1.7|x1.8|x1.9 |x2.0 |x2.1 |x2.2|
|Damage resist |1.5%| 3% |4.5%| 6% |7.5%| 9% |10.5%| 12% |13.5%| 15%|
|___________________________________________________________________|
___________________________________________________________________
|Agility | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Attack Speed |2.31|2.26|2.22|2.18|2.13|2.09| 2.05| 2.01| 1.96|1.92|
|Hit Chance% |71.8|73.3|74.7|76.2|77.7|79.1|80.6 |82.1 |83.5 |85 |
|Deflection% | 4.1| 8.3|12.4|16.6|20.7|24.8| 29 |33.1 |37.2 |41.4|
|___________________________________________________________________|
___________________________________________________________________
|Luck | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Bonus Loot% | 7.5| 15 |22.5| 30 |37.5| 45 | 52.5| 60 | 67.5| 75 |
|Dodge% | 2.6| 5.1| 7.7|10.3|12.8|15.4| 17.9| 20.5| 23.1|25.6|
|Critical hit% | 1.8| 3.6| 5.4| 7.2| 9 |10.8| 12.6| 14.4| 16.2| 18 |
|___________________________________________________________________|
___________________________________________________________________
|Endurance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Health | 570| 594| 618| 643| 667| 691| 716 | 740 | 764 | 789|
|HP recovery% | 0.1| 0.1| 0.2| 0.2| 0.3| 0.3| 0.3 | 0.4 | 0.4 | 0.5|
|Energy Cost% | 30 | 28 | 26 | 24 | 22 | 20 | 18 | 16 | 14 | 12 |
|___________________________________________________________________|
___________________________________________________________________
|Intelligence | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Bargain% | 5.7| 7.7| 11 |15.7|21.7| 29 | 37.7| 47.7| 59 |71.7|
|Energy Recover| 1.5| 1.6| 1.7| 1.9| 2.1| 2.4| 2.7| 3.1| 3.5| 4 |
|Skill Learning| 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|___________________________________________________________________|
HEDGE KNIGHT
___________________________________________________________________
|Strength | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Damage |41.9|44.7|47.4|50.2|53.1|55.9| 58.7| 61.6| 64.5|67.4|
|Critical dmg |x1.3|x1.4|x1.5|x1.6|x1.7|x1.8|x1.9 |x2.0 |x2.1 |x2.2|
|Damage resist |1.5%| 3% |4.5%| 6% |7.5%| 9% |10.5%| 12% |13.5%| 15%|
|___________________________________________________________________|
___________________________________________________________________
|Agility | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Attack Speed |3.12|3.07|3.01|2.95|2.89|2.83| 2.78| 2.72| 2.66|2.60|
|Hit Chance% |71.8|73.3|74.7|76.2|77.7|79.1|80.6 |82.1 |83.5 |85 |
|Deflection% | 4.5| 9 |13.5| 18 |22.6|27.1|31.6 |36.1 |40.6 |45.1|
|___________________________________________________________________|
___________________________________________________________________
|Luck | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Bonus Loot% | 7.5| 15 |22.5| 30 |37.5| 45 | 52.5| 60 | 67.5| 75 |
|Dodge% | 2.7| 5.5| 8.2|10.9|13.7|16.4| 19.1| 21.9| 24.6|27.3|
|Critical hit% | 1.8| 3.6| 5.4| 7.2| 9 |10.8| 12.6| 14.4| 16.2| 18 |
|___________________________________________________________________|
___________________________________________________________________
|Endurance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Health |512 |534 |555 |577 |598 |620 | 641 | 663 | 684 | 706|
|HP recovery% | 0.1| 0.1| 0.2| 0.2| 0.3| 0.3| 0.3 | 0.4 | 0.4 | 0.5|
|Energy Cost% |25.8|23.8|21.8|19.8|17.8|15.8| 13.8| 11.8| 9.8 | 7.8|
|___________________________________________________________________|
___________________________________________________________________
|Intelligence | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Bargain% | 5.7| 7.7| 11 |15.7|21.7| 29 | 37.7| 47.7| 59 |71.7|
|Energy Recover| 1.5| 1.6| 1.7| 1.9| 2.1| 2.4| 2.7| 3.1| 3.5| 4 |
|Skill Learning| 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|___________________________________________________________________|
MAGNAR
___________________________________________________________________
|Strength | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Damage |24.9|26.5|28.1|29.7|31.4| 33 | 34.6| 36.3| 37.9|39.6|
|Critical dmg |x1.3|x1.4|x1.5|x1.6|x1.7|x1.8|x1.9 |x2.0 |x2.1 |x2.2|
|Damage resist |1.5%| 3% |4.5%| 6% |7.5%| 9% |10.5%| 12% |13.5%| 15%|
|___________________________________________________________________|
___________________________________________________________________
|Agility | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Attack Speed |1.85|1.81|1.78|1.74|1.71|1.68| 1.64| 1.61| 1.57|1.54|
|Hit Chance% |72.1|73.5|74.9|76.3|77.7|79.1|80.5 |81.9 |83.3 |84.7|
|Deflection% | 4.1| 8.3|12.4|16.6|20.7|24.8| 29 |33.1 |37.2 |41.4|
|___________________________________________________________________|
___________________________________________________________________
|Luck | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Bonus Loot% | 7.5| 15 |22.5| 30 |37.5| 45 | 52.5| 60 | 67.5| 75 |
|Dodge% | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 |
|Critical hit% | 1.8| 3.6| 5.4| 7.2| 9 |10.8| 12.6| 14.4| 16.2| 18 |
|___________________________________________________________________|
___________________________________________________________________
|Endurance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Health | 512| 534| 555| 577| 598| 620| 641 | 663 | 684 | 706|
|HP recovery% | 0.1| 0.1| 0.2| 0.2| 0.3| 0.3| 0.3 | 0.4 | 0.4 | 0.5|
|Energy Cost% |25.8|23.8|21.8|19.8|17.8|15.8| 13.8| 11.8| 9.8| 7.8|
|___________________________________________________________________|
___________________________________________________________________
|Intelligence | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Bargain% | 5.7| 7.7| 11 |15.7|21.7| 29 | 37.7| 47.7| 59 |71.7|
|Energy Recover| 1.5| 1.6| 1.7| 1.9| 2.1| 2.4| 2.7| 3.1| 3.5| 4 |
|Skill Learning| 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|___________________________________________________________________|
WATER DANCER
___________________________________________________________________
|Strength | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Damage | 22 |23.3|24.7|26.1|27.5|28.8| 30.2| 31.6| 32.9|34.3|
|Critical dmg |x1.3|x1.4|x1.5|x1.6|x1.7|x1.8|x1.9 |x2.0 |x2.1 |x2.2|
|Damage resist |1.5%| 3% |4.5%| 6% |7.5%| 9% |10.5%| 12% |13.5%| 15%|
|___________________________________________________________________|
___________________________________________________________________
|Agility | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Attack Speed |1.85|1.81|1.78|1.74|1.71|1.68| 1.64| 1.61| 1.57|1.54|
|Hit Chance% |72.1|73.5|74.9|76.3|77.7|79.1|80.5 |81.9 |83.3 |84.7|
|Deflection% | 4.1| 8.3|12.4|16.6|20.7|24.8| 29 |33.1 |37.2 |41.4|
|___________________________________________________________________|
__________________________________________________________________
|Agility | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Attack Speed |1.68|1.65|1.62|1.59|1.56|1.53| 1.49| 1.46| 1.43|1.40|
|Hit Chance% |79.1|80.5|81.9|83.3|84.7|86.1| 87.5| 88.9| 90.3|91.7|
|Deflection% | 5.2|10.3|15.5|20.6|25.8|30.9| 36.1| 41.2| 46.4|51.5|
|___________________________________________________________________|
___________________________________________________________________
|Luck | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Bonus Loot% | 7.5| 15 |22.5| 30 |37.5| 45 | 52.5| 60 | 67.5| 75 |
|Dodge% | 2.6| 5.1| 7.7|10.3|12.8|15.4| 17.9| 20.5| 23.1|25.6|
|Critical hit% | 1.8| 3.6| 5.4| 7.2| 9 |10.8| 12.6| 14.4| 16.2| 18 |
|___________________________________________________________________|
___________________________________________________________________
|Endurance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Health | 473| 493| 513| 532| 552| 572| 591 | 611 | 631 | 651|
|HP recovery% | 0.1| 0.1| 0.2| 0.2| 0.3| 0.3| 0.3 | 0.4 | 0.4 | 0.5|
|Energy Cost% |21.3|19.3|17.3|15.3|13.3|11.3| 9.3 | 7.3 | 5.3 | 3.3|
|___________________________________________________________________|
___________________________________________________________________
|Intelligence | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Bargain% | 5.7| 7.7| 11 |15.7|21.7| 29 | 37.7| 47.7| 59 |71.7|
|Energy Recover| 1.5| 1.6| 1.7| 1.9| 2.1| 2.4| 2.7| 3.1| 3.5| 4 |
|Skill Learning| 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|___________________________________________________________________|
SELLSWORD
___________________________________________________________________
|Strength | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Damage | 19 |20.2|21.4 22.6|23.8| 25 | 26.2| 27.4| 28.6|29.8|
|Critical dmg |x1.3|x1.4|x1.5|x1.6|x1.7|x1.8|x1.9 |x2.0 |x2.1 |x2.2|
|Damage resist |1.5%| 3% |4.5%| 6% |7.5%| 9% |10.5%| 12% |13.5%| 15%|
|___________________________________________________________________|
___________________________________________________________________
|Agility | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Attack Speed |2.31|2.26|2.22|2.18|2.13|2.09| 2.05| 2.01| 1.96|1.92|
|Hit Chance% |79.1|80.5|81.9|83.3|84.7|86.1| 87.5| 88.9| 90.3|91.7|
|Deflection% | 5.2|10.3|15.5|20.6|25.8|30.9| 36.1| 41.2| 46.4|51.5|
|___________________________________________________________________|
___________________________________________________________________
|Luck | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Bonus Loot% | 7.5| 15 |22.5| 30 |37.5| 45 | 52.5| 60 | 67.5| 75 |
|Dodge% | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 |
|Critical hit% | 1.8| 3.6| 5.4| 7.2| 9 |10.8| 12.6| 14.4| 16.2| 18 |
|___________________________________________________________________|
___________________________________________________________________
|Endurance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Health | 473| 493| 513| 532| 552| 572| 591 | 611 | 631 | 651|
|HP recovery% | 0.1| 0.1| 0.2| 0.2| 0.3| 0.3| 0.3 | 0.4 | 0.4 | 0.5|
|Energy Cost% |21.3|19.3|17.3|15.3|13.3|11.3| 9.3 | 7.3 | 5.3 | 3.3|
|___________________________________________________________________|
___________________________________________________________________
|Intelligence | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Bargain% | 5.7| 7.7| 11 |15.7|21.7| 29 | 37.7| 47.7| 59 |71.7|
|Energy Recover| 1.5| 1.6| 1.7| 1.9| 2.1| 2.4| 2.7| 3.1| 3.5| 4 |
|Skill Learning| 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|___________________________________________________________________|
ARCHER
___________________________________________________________________
|Strength | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Damage |31.2|33.1| 35 | 37 |38.9|40.9| 42.8| 44.8| 46.7|48.7|
|Critical dmg |x1.3|x1.4|x1.5|x1.6|x1.7|x1.8|x1.9 |x2.0 |x2.1 |x2.2|
|Damage resist |1.5%| 3% |4.5%| 6% |7.5%| 9% |10.5%| 12% |13.5%| 15%|
|___________________________________________________________________|
___________________________________________________________________
|Agility | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Attack Speed |2.38|2.34|2.30|2.25|2.21|2.16| 2.12| 2.08| 2.03|1.99|
|Hit Chance% |78.8|80.3|81.7|83.2|84.7|86.1| 87.6| 89.1| 90.5| 92 |
|Deflection% | 5.2|10.3|15.5|20.6|25.8|30.9| 36.1| 41.2| 46.4|51.5|
|___________________________________________________________________|
___________________________________________________________________
|Luck | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Bonus Loot% | 7.5| 15 |22.5| 30 |37.5| 45 | 52.5| 60 | 67.5| 75 |
|Dodge% | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 |
|Critical hit% | 1.8| 3.6| 5.4| 7.2| 9 |10.8| 12.6| 14.4| 16.2| 18 |
|___________________________________________________________________|
___________________________________________________________________
|Endurance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Health | 469| 489| 509| 528| 548| 568| 587 | 607 | 627 | 647|
|HP recovery% | 0.1| 0.1| 0.2| 0.2| 0.3| 0.3| 0.3 | 0.4 | 0.4 | 0.5|
|Energy Cost% |21.3|19.3|17.3|15.3|13.3|11.3| 9.3 | 7.3 | 5.3 | 3.3|
|___________________________________________________________________|
___________________________________________________________________
|Intelligence | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|-------------------------------------------------------------------|
|Bargain% | 5.7| 7.7| 11 |15.7|21.7| 29 | 37.7| 47.7| 59 |71.7|
|Energy Recover| 1.5| 1.6| 1.7| 1.9| 2.1| 2.4| 2.7| 3.1| 3.5| 4 |
|Skill Learning| 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|___________________________________________________________________|
MORS STANCE ABILITIES
Note: Energy Costs depends on Endurance and your current equipament.
Defense
(1)
/ \
(2) (3)-(4)
/ | | |
(5)(6) (7) (8)
| | | |
(9)(10) (11)(12)
\ | | /
(13) (14)
Note: All Abilities required a one-handed and shield equiped
(1) Self Defense – Type: Damage
Effect: Hit 1 Dmg x1.0, Hit 2 Dmg x1.2
Bonus: If Attacked Hit 3 Dmg x1.6
(2) Daze Strike – Type: Interrupt, damage
Effect: Dmg x0.7, Stun (2 secs)
(3) Taunt – Type: Support
Effects: Provoked (13secs)
(4) Resistance – Type: Defensive
Effect: Resistance (10 secs)
Dmg Resist +20%
(5) Massive Strike – Type: Area Damage
Effect: Damage x1.2, +25% chance to
inflict bleeding on each enemy
(6) Fighting Spirit – Type: Passive
Effect: Ally Damage +5%
(7) Tactician - Type: Passive
Effect: Dmg +10% if attacked by 3 or more enemies
(8) Physical Strength - Type: Passive
Effect: +10% chance to resist Stun
or Knock down
(9) Targeted Strike – Type: Interrupt, Damage
Effect: Dmg +1.4
Bonus: Dmg +2.5 if enemy is bleeding
(10) Stalwart Defender - Type: Passive
Effect: Dodge +6% if attacked by 3
or more enemies, critical hit +7%
(11) Flawless Armor - Type: Passive
Effect: Damage resist +40%
when using a recover ability
(12) Clenched Teeth - Type: Passive
Effect: HP recovery +5% for each critical
hit recieved (Max of +25%)
(13) Shield Strike – Type: Interrupt, damage
Effect: Dmg x1.0, stun (4 secs)
Bonus: Knock down (3 secs) if enemy has no shield
(14) Quick Fix – Type: Defensive
Effect: HP +25%
------------------------------------------------------------------------
Domination
(1)
/ \
(2) (3)-(4)
| | |
(5)-(6) (7) (8)
| | | |
(9) (10) (11)(12)
| |
(13) (14)
Note: All Abilities required a two-handed weapon.
(1) Devastation – Type: Area Damage
Effect: Damage x1.3
(2) Pierce – Type: Damage
Effect: Dmg x1.2, Bleeding (5 secs)
Bonus: Bleeding (10 secs) if enemy is wearing Medium Armor.
(3) Earthquaker – Type: Area Interrupt
Effect: Stunned (2 secs)
(4) Hard Head – Type: Passive
Effect: +20% chance to resist Stun
(5) Butcher – Type:Passive
Effect: Damage + 10% if enemy is stunned or Knock down
(6) The sight of blood – Type: Passive
Effect: Dmg +5%, attack spd +3% after each kill
(7) Headbutt – Type: Interrupt, damage
Effect: Dmg x1
Bonus: Dmg x2 if enemy is stun
(8) Unflinching – Type: Passive
Effect: +25% chance to resist Stun or Knock down
(9) Born to fight – Type: Passive
Effect: 1 in 5 hits will be critical hit
(10) Add injury to injury – Type: Damage
Effect: Dmg x1.2
Bonus: Dmg x1.8 if enemy is bleeding
(11) Upheaval – Type: Interrupt, damage
Effect: Dmg x1.3, Knock down
(12) Ferocity – Type: Passive
Effect: Stun and Knock down only last 1 second on you
(13) Massacre – Type: Area Damage
Effect: Damage x1.1
(14) Death from above – Type: Damage
Effect: Dmg x1.2
Bonus: Dmg x2.4 if enemy is knock down
------------------------------------------------------------------------
Frenzy
(1)
/ \
(2) (3)-(4)
/ | | |
(5)(6) (7) (8)
| | | |
(9)(10) (11)(12)
\ | | /
(13) (14)
Note: All Abilities required a weapon on each hand.
(1) Slash – Type: Prolonged Damage
Effect: Dmg x1.2, Bleeding (7 secs)
(2) Vicious Hit – Type: Damage
Effect: Dmg x1.4
Bonus: Damage x2.2, stunned (3 secs)
if enemy is bleeding
(3) Revenche – Type: Passive
Effect: Your next attack will cause bleeding
(8 secs) if hit by a critical hit
(4) Tough Nut – Type: Passive
Effect: Dmg resist +4% for each Critical hit recieved
(5) Rage – Type: Area Damage
Effect: Damage x1.2
(6) Warrior's Aura – Type: Passive
Effect: +5% chance of Critical Hit for you
and allies each time you interrupt
a ability (max of 25%)
(7) Blood Frenzy – Type: Support
Effect: Blood frenzy (30 secs)
Dmg + 20%
Attack speed + 15%
(8) Tireless – Type: Passive
Effect: Energy cost -10% with each 20% HP lost
(9) Flurry of Blows – Type: Damage
Effect: Hit 1 Dmg x1.2, Hit 2 Dmg x1.4
Hit 3 Dmg x2
(10) Cutthroat – Type: Interrupt, damage
Effect: Damage x4, Bleeding (7 secs)
Knocked down (4 secs)
(11) Fury – Type: Support
Effect: Berserk (25 secs)
dmg +20%, loss of control
(12) Trance – Type: Passive
Effect: Energy recover +8% if your HP is less than 50%
(13) Victorious Assault – Type: Damage
Effect: Dmg x0.8
Bonus: Dmg 2.8, HP +15% if enemy is knock down
(14) Self-control – Type: Passive
Effect: You keep control under Berserk
and steal 40 HP per attack
------------------------------------------------------------------------
Skinchanger
(1)
/ \
(2) (3)-(4)
/ | \ | |
(5) (6) (7) (8) (9)
| | | | |
(10)(11)(12)(13)(14)
| |
(15) (16)
Note: All Abilities required the Dog...
(1) Attack – Type: Attack
(2) Immobilize – Type: Immobilize, Interrupt
Effect: Immobilized (10secs)
(3) Energy – Type: Passive
Effect: Command speed recharge +10%
(4) Harassment – Type: Passive
Effect: Dog abilities instanty recharge
when dog kills a enemy.
(5) Cave Canem – Type: Passive
Effect: Kill speed +20% during Skinchanger mode.
(6) Remove shield – Type: Disarm, Interrupt
Effect: Disarm a enemy wearing a shield
(7) Take down – Type: Interrupt
Effect: Knocked down (3secs)
(8) Wild – Type: Support
Effect: Energy recover 6% (6 secs) to you and teammates.
(9) Toughness – Type: Passive
Effect: HP + 20%
(10) Fighting Dog – Type: Passive
Effect: Damage + 30%
(11) Disarm – Type: Disarm, Interrupt
Effect: Disarm a enemy in counter-attack
(12) Throat Lunge – Type: Interrupt, damage
Effect: Damage x4 if enemy has no shield
(13) Intimidation – Type: Support
Effect: Scared (8 secs)
(14) Reflexes – Type: Passive
Effect: Defletion +10%
(15) Sharp Fangs – Type: Passive
Effect: Remove shield, Disarm and Throat Lunge
abilities cause bleeding (8 secs)
(16) Barking – Type: Passive
Effect: Wild and Intimidation abilities last more 3 secs.
------------------------------------------------------------------------
MORS SPECIAL STANCE ABILITIES
Note: This abilities cost 2 points each.
Elite Knight (only if you reach level 7 with a Landed Knight)
(1) (2)
| |
(3) (4)
| |
(5) (6)
\ /
(7)
(1) Shield Expert – Type: Passive
Effect: Dmg x2, stunned +1sec for the Daze Strike
and Shield Strike ability. Dmg Resist +15%
for the Resistance Ability
(2) Enhancing Health – Type: Passive
Effect: HP +75.
(6) Energy Bonus – Type: Passive
Effect: Energy increases from 100 to 110.
(4) Endurance Bonus – Type: Passive
Effect: Endurance +1
(5) Punishing Blows – Type: Passive
Effect: 35% chance to inflict Bleed (6secs)
for the Self Defense and
Massive Strike Abilities.
(6) Natural Recovery – Type: Passive
Effect: HP recovery +2% for every 10secs spend
in combat (max of +20%)
(7) Unwavering Mental Fortitude – Type: Passive
Effect: gain 100HP for enemy killed.
------------------------------------------------------------------------
Elite Warrior (only if you reach level 7 with a Hedge Knight)
(1) (2)
| |
(3)-(4) (5)-(6)
\ /
(7)
(1) Gruesome – Type: Passive
Effect: The ability Add injury to injury inflicts
more damage to a bleeding enemy. Damage x2
(2) Body of a Warrior – Type: Passive
Effect: Damage resistance +6%.
(3) Strength bonus – Type: Passive
Effect: Strength +1
(4) Shockwave – Type: Passive
Effect: The Earthquaker will now do x0,5 damage
(5) Strong constitution – Type: Passive
Effect: Hemlock, blindeye and Manticore's
venom no longer affect you
(6) Energy Bonus – Type: Passive
Effect: Energy increases from 100 to 110.
(7) Eternal rest – Type: Passive
Effect: The ability Massacre now knocks down (2secs)
immobilized enemies
------------------------------------------------------------------------
Berserker (only if you reach level 7 with a Magnar)
(1)
|
(2)
/ \
(3) (4)
| |
(5) (6)
\ /
(7)
(1) Desensitization – Type: Passive
Effect: Damage +5% with each 20% HP lost
(Max of +20%)
(2) Killer instinct – Type: Passive
Effect: Critical damage +8%\ Critical hit +3%
(3) Rain of blood – Type: Passive
Effect: The ability Cutthroat inflicts bleeding
for 15secs instead of 7secs
(4) Luck bonus – Type: Passive
Effect: Luck +1
(5) Hard Target – Type: Passive
Effect: Attack speed +10% when Enraged
(6) Energy Bonus – Type: Passive
Effect: Energy increases from 100 to 110.
(7) Sacred fury – Type: Passive
Effect: While in Berserk you recieve attack speed +2%
(+20% max) and Critical hit +3% (+30% max) for
each attack received.
------------------------------------------------------------------------
ALESTER STANCE ABILITIES
Note: Energy Costs depends on Endurance and your current equipament.
Intensity
(1)
/ \
(2)-(3) (4)-(5)
| | | |
(6) (7) (8) (9)
| |
(10)-(11) (12)
| |
(13) (14)
Note: All Abilities required a one-handed weapon.
(1) Fierce as a Wolverine – Type: Damage
Effect: Dmg x1.5, enemy next attack
as -30% hit chance
(2) Vicious Circle – Type: Passive
Effect: +2% chance of critical hit with each
critical hit performed (max +20%)
(3) Light as a feather – Type: Immobilize, damage
Effect: Dmg x1.2, Immobilized (8secs)
(4) Retaliation – Type: Damage
Effect: Counter-attack (6secs), dodge +10%
dmg x1.5 from each incoming attack
dmg x2.5 from each dodge you succeed
(5) Bully – Type: Support
Effect: Provoked (10secs)
(6) Cocksure – Type: Passive
Effect: Dmg +5% after each dodge(max of +25%)
(7) Quick as a Snake – Type: Area damage
Effect: Dmg x1
(8) Strong as a Bear – Type: Interrupt, damage
Effect: Dmg x1.2, Stunned (3secs)
(9) Smooth as a Summer Silk – Type: Passive
Effect: while using Bully ability
+12% Dodge (10secs) and
+8% Defletion (10secs)
(10) Calm as Still Water – Type: Interrupt, damage
Effect: Dmg x0.8, Knocked down (3sec)
(11) Opportunist – Type: Passive
Effect: 100% critical hit if enemy is knocked down.
(12) Anticipation – Type: Passive
Effect: +1% Defletion with each attack recieved
(13) Sting of the Manticore – Type: Damage
Effect: Dmg x1.5
Bonus: Dmg x2, Bleeding (4 secs)
if enemy is knocked down
(14) Recuperative Defense – Type: Passive
Effect: +20% deflection when using the
recovery ability
------------------------------------------------------------------------
Assassination
(1)
/ \
(2)-(3) (4)-(5)
| | | |
(6) (7) (8) (9)
| | |
(10)(11) (12)
| |
(13) (14)
Note: All Abilities required a one-handed weapon.
(1) Sneak attack – Type: Damage
Effect: Dmg x1.8
Bonus: Dmg x3 if enemy is not targeting you
(2) Blinding Dust – Type: Interrupt
Effect: Stunned (2.5secs)
(3) Poisonned Weapon – Type: Poison
Effect: Hemlock Poison (10 secs)
attack speed -30%, Hit chance -20%
(4) Detering Strike – Type: Area damage
Effect: Dmg x0.8, the enemy will change target
(5) Vicious – Type: Passive
Effect: 15% chance to inflict bleeding (7secs) with
each attack on a enemy not targeting you.
(6) Guile – Type: Passive
Effect: Dmg +10% on a enemy in stunned, knocked down
or not targeting you
(7) Apothecary – Type: Passive
Effect: Sneak attack ability causes max damage on a
Hemlock poisoned enemy
even if he is targeting you
(8) Assassin's Dance – Type: Passive
Effect: +5% chance of critical hit,
+10% critical damage if no enemy
is targeting you.
(9) Precision Strike – Type: Damage over time
Effect: Dmg x1.2, bleeding (7secs)
Bonus: Bleed +7secs if enemy is already bleeding
(10) Savage Strike – Type: Interrupt, damage
Effect: Dmg x1.9
Bonus: Dmg x3.2 if enemy is stunned
(11) Contagion – Type: Passive
Effect: 50% chance to poison another nearby enemy
with every blow to an Hemlock poisoned enemy
(12) Thirst for life – Type: Passive
Effect: Dodge +6% when HP -50%
(13) Pommel Strike – Type: Damage, disarm
Effect: Damage x1.6
Bonus: Disarm a enemy in Counter-attack
(14) Unbowing – Type: Defensive
Effect: you become invencible (8secs) when HP is at 20%
------------------------------------------------------------------------
Dexterity
(1)
/ \
(2) (3)-(4)
| | |
(5)-(6) (7) (8)
| | | |
(9) (10) (11)(12)
| |
(13) (14)
Note: All Abilities required a Bow or Crossbow.
(1) Paralyzing Powder – Type: Immobilize
Effect: Immobilize (7 secs)
(2) Poisonned Missile – Type: Poison
Effect: Hemlock Poison (10 secs)
Attack speed -30%
Hit chance -20%
(3) Rapid Fire – Type: Support, damage
Effect: Attack speed + 25%
(effect will stop if an attack misses)
(4) Sequencial Shot – Type: Passive
Effect: Critical hit for every 5 attacks and
Hit chance +3% with each attack on
the same target
(5) Target Practice – Type: Passive
Effect: Attack speed +20% if enemy is immobilized
(6) Impact – Type: Passive
Effect: +5% to Immobilize (8secs) with each attack
(7) Smoke Bomb – Type: Support
Effect: Loss of aggressiveness
(8) Deft Reloads – Type: Passive
Effect: Reload speed +10%
(9) Focus – Type: Support
Effect: Force to not attack (2 secs), Energy gain 25\100
(10) Head Shot – Type: Interrupt, damage
Effect: Dmg x1.7, Knocked down
(11) Discouteus Kick – Type: Interrupt, damage
Effect: Dmg 75 HP, Bleeding (12secs)
(12) Skilled Marksman – Type: Passive
Effect: Aiming speed +15%
(13) Explosive missile – Type: Area Interrupt, damage
Effect: Dmg 120HP, Stun (3 secs)
(14) Chirurgeon – Type: Passive
Effect: If enemy is bleeding, +20% chance of critical
hit. Each critical hit will immobilize
the enemy
------------------------------------------------------------------------
R'hllor
(1)
/ \
(2) (3)-(4)
/ \ | |
(5) (6) (8) (9)
| \ / | |
(9)(10)(11)-(12)-(13)
| | |
(14)(15) (16)
Note: Some Abilities requires a flask with fire or wildfire.
(1) Flaming Weapon – Type: Support
Effect: Flaming weapon (10secs)
Burning projectile
with a ranged weapon equipped
(2) Accelerated Combustion – Type: Damage over time, interrupt
Effect: Combustion (3secs) if enemy
is on fire or wildfire.
(3) Regenerative Heat – Type: Defensive
Effect: HP recovery +2% per second but energy
recovery is inative (lasts 10 secs)
(4) Incombustible – Type: Passive
Effect: Fire damage -50%
(5) Ignition – Type: Passive
Effect: Dmg +60% when using Accelerated
combustion ability
(6) Explosion – Type: Area interrupt
Effect: Stun (3secs), Dmg 150HP if enemies
are on fire or wildfire
(7) R'hllor Flames – Type: Passive
Effect: Regenerative Heat ability last more
5secs and no longer inative
your energy recovery.
(8) Dazzling Light – Type: Disorder
Effect: Madman (10secs)
(9) Wildfire Weapon – Type: Damage, interrupt
Effect: wildfire weapon (13secs) wildfire shot
with a ranged weapon equipped
(10) R'hllor Blade – Type: Damage
Effect: Effect: Flaming weapon (10secs)
Burning projectile with a ranged weapon
equipped (dosen't require oil)
(11) Inferno – Type: passive
Effect: Dmg +30% and range increases 5 meters when
using the the Explosion Ability
(12) Flame of Life – Type: Defensive
Effect: Revive a teammate with 30% HP
(13) Breath of Life – Type: Passive
Effect: You revive teammates with 50% HP
(14) R'hllor Fire – Type: Passive
Effect: Flaming weapon and R'hllor Blade
abilities will last more 5secs
(15) Vial of last resort – Type: Passive
Effect: If KO, Alester will do 100Hp damage
on your enemies and set them on
wildfire (6secs)
(16) Rebirth – Type: Passive
Effect: After your first KO you will be automatically
revived with 25% HP
------------------------------------------------------------------------
ALESTER SPECIAL STANCE ABILITIES
Note: This abilities cost 2 points each.
Master Water Dancer( reach level 7 with a Water Dancer only)
(1)
/ \
(2) (3)
| |
(4) (5)
\ /
(6)
|
(7)
(1) Agility Bonus – Type: Passive
Effect: Agility +1.
(2) Surgical Precision – Type: Passive
Effect: If using a cutting or perforating
weapon the Quick as a Snake ability
inflicts bleed (6secs)
(3) Slippery as an Eel – Type: Passive
Effect: When using Retaliation ability your
dodge increases from + 10% to +20%
(4) Sharp Sting of the Manticore – Type: Passive
Effect: if the enemy is knock down
the Sting of the Manticore
ability changes damage
to 3x and bleed increases
form 4secs to 8secs
(5) Energy Bonus – Type: Passive
Effect: Energy increases from 100 to 110.
(6) Hard Target – Type: Passive
Effect: 1 in 3 deflections will automatically
be a dodge
(7) Master Water Dancer – Type: Passive
Effect: 5% chance to inflict bleeding
(7secs) with each attack, HP +5%
with each dodge
------------------------------------------------------------------------
Hardened Killer (only if you reach level 7 with a Sellsword)
(1)
/ \
(2) (3)
| |
(4) (5)
| |
(6) (7)
(1) Expert poisoner – Type: Passive
Effect: Poisoned weapon will now inflict poison</pre><pre id="faqspan-2">
on your next three hits
(2) Initiative – Type: Passive
Effect: you get the state Initiative(10secs) at the
start of each fight, damage +10%
attack speed +10%
(3) Intelligence bonus – Type: Passive
Effect: Intelligence +1
(4) Hardened Killer – Type: Passive
Effect: +7% change of critical hit on enemies
with less than 30% HP
(5) Energy Bonus – Type: Passive
Effect: Energy increases from 100 to 110.
(6) Brutally edicient – Type: Passive
Effect: 10% chance to kill a enemy with less than
50% HP (don't work on elite or bosses)
(7) Ultimate survival – Type: Passive
Effect: When using the Unbowing you activate
invincible when you have 30% of HP
instead of 20%
------------------------------------------------------------------------
Elite Archer (only if you reach level 7 with a archer)
(1)
/ \
(2) (3)
| |
(4) (5)
\ /
(6)
|
(7)
(1) Point black – Type: Passive
Effect: 5% change to inflict stunned (5secs) with
each attack from a melee attacker
(2) Top shot – Type: Passive
Effect: +5% chance of critical hit
(3) Energy Bonus – Type: Passive
Effect: Energy increases from 100 to 110.
(4) Fire volley – Type: Passive
Effect: Increases the of speed the Rapid fire
ability form 25% to 30%
(5) Agility bonus – Type: Passive
Effect: Agility +1s
(6) Dead eye – Type: Passive
Effect: 50% chance to inflict Dead eye with each
critical hit. Dead eye: Hit chance -25%
(7) Elite Archer – Type: Passive
Effect: Critical damage +5%, Hit chance +10%,
Defletion +5% and Energy recovery +5%
------------------------------------------------------------------------
TRAITS
Strengths
______________________________________________________________________
| Born Leader 0000 | Teammates and allies do +7% damage |
| Leech 000 | +15% damage if the enemy is bleeding |
| Acrobat 000 | Deflection +6% |
| Giffted 00 | Two extra skills points per level |
| Art of Medicine 00 | +5% HP gained from Healing Flask |
| Master of Poison 00 | Poison impact duration +3 secs |
| Brute 00 | +2% Chance to stun (3 secs) |
| Honed Reflexes 0 | +10% Critical hit resistance |
| Adventurer 0 | +5% chance of bonus Loot |
| Accurate 0 | +1% Chance of Bleeding |
| Ambidextrous 0 | +2% to critical hit with 2 weapons |
| Assassin 0 | Attack speed +2% with daggers |
| | and short swords |
| Bruiser 0 | Damage +2% with two handed weapons |
| Dexterous 0 | Hit chance +2% with ranged weapons |
| Parry 0 | Damage resistance +2% using a shield |
|______________________________________________________________________|
Weakness
______________________________________________________________________
| Bad Leader 0000 | Teammates and allies do -7% damage |
| Hematophobia 000 | -15% damage if the enemy is bleeding |
| Greyscale 000 | Deflection -6% |
| Witless 00 | Two less skills points per level |
| Clumsey 00 | Flask have 15% chances of fail |
| Asthmatic 00 | Energy cost +8% |
| Gout 00 | Attack speed –5% |
| Allergic 0 | Poison effect duration +3% |
| Inattentive 0 | Critical chance –2% |
| Collapse Lunge 0 | Energy recovery –4% |
| Pyrophobia 0 | Fire damage +20% |
| Half Pint 0 | Resist damage –2% |
| Hemophiliac 0 | X2 damage recieved by the state of bleeding |
| Paranoid 0 | Hit chance –5% if attacked by 3 enemies |
| Psychopath 0 | Deflection –5% for each enemy |
| | killed by someone else |
|______________________________________________________________________|
=== WALKTHROUGH ========================================================
After Varys introduction and some scenes you can choose how to build
your character.
+---+ CHAPTER 1 +------------------------------------------------------+
+ Sidequest: The faith of the Ancestors (Completed in Chapter 13) +
+ Sidequest: Their watch is ending (Completed in this Chapter) +
+----------------------------------------------------------------------+
Mors arrives at Castle Black.
As you aproach Mormont, you get your first dialogue choice:
1 – Worse than anything you could imagine!
2 - The honor of the Night's Watch above all
Choose he second and you get another dialogue choice:
1 – What Swine!
2 – He's about to die... might as well let him talk
3 – The old dog never changes
Choose the first or the third, then you get one more dialogue choice:
1 – Enough Talk
2 – His death will be a lesson to them
3 – Gorold betrayed our Oath!
Choose the first if you want to skip ahead or the second to look tough.
After the scenes you recive Mors Westford Characters codex (1\32)
Castle Black Places codex (1\23) and a Tutorial codex, (1\34).
If you open the inventory menu you will get 5 more tutorial codex (6\34)
if you at every group of items you can have.
Now that you have control, you can loot the place:
First get the unique two-handed Executioner's Axe.
To the left between two building there is a dead tree, next to it you
will find boxes with money.
To the right there are two sworn brothers talking in front of some boxes
that also contain money.
Continue left and pass the well, to the right is the training yard but
we will be there shortly, continue foward from the well and see to the
right a iron gate leading to the elevator on top of the stairs is a
scroll with a ring and Benjen Stark Characters codex (2\32).
The nearest house has a ladder agaist it and some barrels with money.
Next to it is a building with two black flags, to the left of the door
is a paper posted on the wall with another ring and a Maester Aemon
Characters codex (3\32).
Go around the Common Hall building until you reach the front.
If you turn your back on the front door you see a abadoned stable inside
there is a bucket on the ground with money.
/// Common Hall --------------------------------------------------------
Enter the Common Hall by the front door.
Inside to the right you will see Castle Black Armour merchant and the
Blacksmith (we talk more on them later.)
Head left along the boxes and get a Worn plate Gauntlets
(or something else) from one of the chest.
In the middle of the wall is a Potion Merchant almost beneath the center
stairs, if you turn your back at him you see a door with stairs on each
side in front of the left stairs is a chest with Mail chausses
(or something else) inside.
Look to the left and see the hanging meat, aproach and near the pigs is
a pot with money.
Enter the kitchen area and pass the pig hunter, there is a wall cabinet
between him and the unlit fireplace with more money.
After the unlit fireplace there is a scroll on a stone table with a ring
and The First Men Society and History codex (2\22).
Turn around and see the big barrels, near the torch is a smaller barrel
on a table with a cup next to it containing more money.
On the back of the kitchen there is a stairs, go up the middle floor and
continue along the barrels and boxes to find money on the dead end.
Go up the next set of stairs to the top floor and grab the money in the
chest right in front of you.
To the left you see two man talking and another mark has Walder
(You twisted his arm in the scene as you arrived at Castle Black and he
better not be a Frey...)
To his right is another chest with money.
Aproach Mormont table and steal his sword (you wish) just grab the scroll
on the table to get a third ring and The Lord Commander of the Night's
Watch Society and History codex (1\22).
Note: I ended up with 15 Silver and 11 copper coins and some equipament.
Is random what we usualy get, i've play many times and always got
different currency and equipament (Luck level doesn't make a
difference apparently).
Talk to Walder and he will give you various dialogue choices:
1 – It is a part of the duty of my bloodline, our history
2 – The past does not concern him
Choose the second and you get another dialogue choice:
1 – Why not tell him about it, after all?
2 – No point discussing it with him
Choose the first and you get more dialogue choices:
1 – Is he making fun of me?
2 – Why would he want this?
3 – My past is dead. Forever
Choose the second and get even more dialogue choices:
1 - Magnificent, Honorable, but alas, impossible
2 - What exactly is he proposing?
3 – My past is dead. Forever
Choose the first and get one moer dialogue choice:
1 - Why not, after all? We can always hope
2 - Dreaming won't do him any warm...
3 – The burden is mine and mine alone
Choose the first and you will recieve The Faith of Our Ancestors
sidequest and The Warrior statuette (1\7).
Now let's get back on track...
/// Castle Black -------------------------------------------------------
The training yard is at the back of the Common hall, once there a scene
will issue and you will get a dialogue choice:
1 – I'll show them who's in charge here
2 – That thief Ronnet doesn't know when to shut his mouth
3 – The pride of Celtigar has no place here
Choose the first if you want to face the 4 of them.
In the other choices you only face 3 and will spare the recruit you
sided with.
After the battle Mormont will aproach with a dialogue choice:
1 – He was not cut out for the Wall
2 – Sad news...
3 – It is our duty to avenge him
Choose either and you will get another dialogue choice:
1 – No time to think about that now
2 – Why has Jon Arryn sent one of his men to see me?
Choose the second if you wish to learn more (or not).
You will get a total of 5 tutorials codex (11\34)
Jeor Mormont Characters codex (4\32), The Night's Watch
People and Factions codex (1\8) and The Wall Places codex (2\23).
You will see the Castle Black steward in the corner, if you talk
to him you get a tutorial codex (12\34). He gives you weapons for
free (and you can sell them for nothing) and projectiles for 2 silver.
Grab what you want.
Since we are talking of merchants the sellers inside the common hall
sell pricy stuff so you can buy one or two pieces only for now.
Note: I advise agaist selling stuff early since you never know what
will be useful later on. Enemies drop alot of stuff you can buy
in stores and sometimes even better equipaments. Save your money
for unique items in the stores since some are the best equipaments
in the game.
The recruits have move down to the side exit and are waiting for you.
Talk to Celtigar for a dialogue choice:
1 – Enough Talk
2 – The man's head is full of shit...
3 – Yes, let's talk about these fables
4 – I'll bring him back down to earth
Don't choose the first and you get another dialogue choice:
1 – Enough Talk. We have a mission
2 – I'll explain the situation to them
Chosse the second and get The Others Myths and Religion codex (1\14)
and The Wildlings People and Factions codex (2\8).
Now we are done in Castle Black. Let's head to the Westeros map.
You will recieve a tutorial codex (13\34), choose the only other place:
/// Icemark ------------------------------------------------------------
You will recieve the Icemark and Westeros Places codex (3\23 & 4\23).
Go foward, get another tutorial codex (14\34) and face your first
real battle.
Note: I will only post what armour and weapons your enemies will have
equiped since the strategy really varies on your characters style.
Your first wildling is a heavy armored swordsman with shield (drops a
wildling blade).
Right next to were he was there are 2 boxes with money.
Go all the way up the stairs and face a medium armored Wildling armed
with mace (may drop a Club as Bonus loot).
From the left door a medium armored axeman will appear.
Note: Bonus loot depends on your luck as well as bonus loot%.
Follow the corridor and meet Cregan.
Beside him is a dead wildling, loot his Antique sword.
To the right of the fireplace there is a big box with money.
Now aproach Cregan (who as been moaning all this time) and talk to him
for a dialogue choice:
1 – At least he fouth to the end
2 – I'll be spared the trouble of beheading you
Choose either the result will be the same.
You get the Their Watch is Ending sidequest.
Loot his corpse for the keys, a flask and his belongings (1\4).
You recieve two tutorial codex (15\34 & 16\34).
Exit through the big door to the middle square.
There are three wildlings around the fire.
From this point you can control Celtigar and you get a tutorial
codex (17\34).
Note: You can't change allies equipament.
Face an light armored archer, a heavy armored spearman (drops a wooden
spear) and a light armored axemen (drops Wildling leather armor).
Reinforcements will appear across the bridge. A light armored swordsman,
a light armored axemen (drops Bone axe), a light armored archer and a
medium armored wildling armed with a mace (drops a Cudgel).
You will also be given an tutorial codex (18\34) if you used to
much energy.
Aproach the fire in the middle and collect the burned ranger
belongings (2\4).
Ignore the door to the right for now and head for the bridge.
Before you cross under the gate get the money from the big box.
Across the bridge there is nothing but another dead brother and a crow.
Loot him for his belongings (3\4) a ring and The Mythology of the
Night's Watch Myths and Religion codex (2\14).
By the warm fire open the door i told you to ignore earlier and face
two beasts (as Cregan called them).
You get a tutorial codex (19\34).
They both don't wear armour at all, one uses an axe (drops a Flint axe)
on each hand (and a third in Ronnet head), the other a two-handed axe
(drops the unique Toregg's helmet).
After you defeat them you get a dialogue choice:
1 – The boy is about to do something foolish
2 – I'll calm him down
3 – This Wildling's life is in my hands
Once you calmed cowardly Pod down, you get some important
dialogue choices:
1 – Time for strong-arm tactics
2 – A quick death in exchange for information
3 – Let him suffer
CHOOSE the second and you get another dialogue choice:
1 – Pain will losen his tongue
2 – It may cost us time...
CHOOSE the first and you get more dialogue choices:
1 – We are losing precious time. I'll stop now
2 – He's lying... but not for long
3 – Let's finish this now
CHOOSE the second and you get one more dialogue choice:
1 – I must make sure that he is telling the truth
2 - We are losing precious time. I'll stop now
3 - Let's finish this now
CHOOSE the first one and you recieve Sadistic Trait (Critical Damage +3%)
and Expeditious Trait (+1% Chance of critical hit).
Note: If you choose any thing but those choices you may get only
one Trait or none.
After all that you will get even more dialogue choices:
1 – Never underestimate an opponent
2 – Better him than us. Now get moving!
Just tell cry baby Pod to shut up and continue.
You get a tutorial codex (20\34) and Mors can now use the
Skinchanger Stance.
Enter the door, go to the right and collect money from the box, head to
the other side and face two more wildlings.
A light armored archer (drops Wildling bow and may drop a Wildling hood
as Bonus loot) and a medium armored swordsman.
Go down the stairs and a horn will sound and you get a dialogue choice:
1 - I'm going to put that coward back in his place
2 – He's good for nothing
3 - I'll try and make use of him
Choose any one to stop Poddy's whinning (he is good for nothing indeed).
Ignore the rest of the stairs and enter the arch.
You will see a dead body on the floor.
Examine it and collect the last ranger belongings (4\4).
You will complete the sidequest.
On the balcony there are three wildlings, two light armored archers
and a heavy armored axemen with shield (drops a wildling vambraces,
a heavy chest and a small wooden shield). Drop your “useless dead weight”
there and continue down the rest of the stairs.
At the bottom you get a Tutorial codex (21\34) face the heavy armored
swordsman with shield and a light armored archer (drops Wildling leather
boots and another set of vambraces).
Aproach the dead wildling with a arrow. Looks like Poddy got one!
(I bet you it was a wildling archer that hit him by mistake)...
You will see five wildlings near the Wall gate.
Attack them, you get a tutorial codex (22\34).
Four of them have no armor, one is a axeman, two swordsmans and a
wildling armed with shortswords on each hand (may drop a Butcher's knife
as Bonus loot).
The last of them is a medium armored wildling armed with a two-handed
mace (drops a Heavy Cudgel).
You gain another tutorial codex (23\34).
Note: You barely have time to grab the drops before the wildling
reinforcements are upon you but don't worry you can get them
on Chapter 3.
The new group consist of two archers with no armor and two medium
armored wildlings armed with maces and shields.
No time for drops again...
Gorn will duel Mors (and his dog).
He is a heavy armored boss and a two-handed axe.
Kill him and his men will surrender... i mean surround you!
There are a total of ten wildling.
Five archers most with light armor, the other five, two are light armored
wildlings armed with shortswords, a axemen and a swordsman without armor
and a medium armored swordsman with shield.
All drops can be picked on chapter 3
Note: If you are playing in Squire difficulty (just like me at the time,
shameful i know) you can kill them all. In Knight difficulty maybe,
on Lord i applaud you if you can. If you do you recive a new trait
at the start of Chapter 3.
-------------------------- CHAPTER 1 COMPLETE --------------------------
+---+ CHAPTER 2 +------------------------------------------------------+
+ Sidequest: None +
+----------------------------------------------------------------------+
Alester as just arrived at Riverspring.
You get a dialogue choice:
1 – It has been a long time
2 – My past is behind me
Choose either and you get another dialogue choice:
1 – I have come to bury my father
2 – He asks to many questions
Choose either to satisfy the nosy ferryman...
You will receive some money (18 Silver and 12 Copper), The Red Priests
Myths and Religion codex (3\14) and Alester Sarwyck Characters
codex (5\32).
Leave the dock and aproach the large group to the right, speak to Tyrek
for a dialogue choice:
1 – A rabble-rouser in town?
2 – There would be blood in the streets!
Choose the first to get information.
Ignore the wooden bridge to the right and go foward into town, you will
get Riverspring Places codex (5\23).
After the two stone columns see two man looking to the river
(and talking about dead chickens).
Behind them is a pitcher with a scroll sticking out, you get a ring and the
Blackwater Rush Places codex (6\23).
Instead of following the main road you were, go to the street across, to
the right there is a stairs leading down and you see a man to the left
waving his arms around (he is a merchant but only sells you stuff if you
got the Valar Morghulis DLC).
Next to the man there are two boxes with money.
Go down the stairs. The Armor merchant will appear out of nowhere and
chat about weapons (yes the A R M O R merchant).
Enter the market area. You gain a tutorial codex (24\34).
Check the shops. There is no loot in the square just go up the stairs
to the right of the blacksmith, cross the stone bridge but don't climb
the stairs leading to the castle yet.
To the right pass the inn and after the hay there is a big box in
the corner with money.
Go back and this time go left of the Castle stairs.
Enter the open iron door under the stone arch, cross the wooden bridge
and follow to left path were you will see a fighting group blocking
the way.
There is money on a sack over a big box for the taking.
Go back a follow the right street this time.
Ignore the stairs to the right and follow the left way.
Note: There is something funny with the man in front of the big door
by the stairs, if you run agaist him he will start to float...
There is a little dead end with two barrels to the right, one has money.
Continue to were you will see some chains over your head and grab more
money from the boxes to the right.
Go back and climb the castle stairs (or the ones by the flying man) and
you be in front of the castle gate.
Before you aproach the gate, go to the right arch and you see two man
and two barrels, one has money.
You have every loot in town (run around to complete your map).
At the Castle main gate talk to the guard and you get a dialogue choice:
1 – He has to know to whom he is speaking
2 – I must speak to his superior
Choose the second for a dialogue choice:
1 – He will let me pass. This is my home
2 – I will not quarrel with him...
Choose the second to avoid fighting your drunken cousin.
Maester Harwyn will appear and you get The Free Cities Places
codex (7\23).
Follow the Maester and after he is done talking you get Maester Harwyn
Characters codex (6\32) and The Maesters Society and History codex (3\22).
Enter the Riverspring Godswood.
Note: My game crashed when i tried to enter it so i had to restart
the game from the start and delete all of my saves...
/// Riverspring Godswood -----------------------------------------------
Walk foward and a woman will aproach you, after talking to Elyana,
attend the funeral, then aproach your father for a scene...
Ok after Alester made everyone leave speak to your sister for a
dialogue choice:
1 – I understand her bitterness
2 – Let us speak no more of the past
Choose either, after the scene you gain Raynald Sarwyck, Elyana Sarwyck
Characters codex (7\32 & 8\32), The faith of R'hllor and The faith of
the seven Myths and Religion codex (4\14 & 5\14).
Talk to the Septan Ravella and you get a dialogue choice:
1 – So be it
2 – She dosen't understand my view
Choose the first if you don't wish to enter a religious debate.
If you choose the second then let the debate begin:
1 – I acted according to my faith
2 – That is enough. She'd better change her tone
The second will put her in place and end the conversation.
The first will continue the dialogue choices:
1 – This is pointless
2 – The exception does not prove the rule
Choose the second to make your point and put in her place after.
You get the Septon/septas Myths and Religion codex (6\14).
Between the altar and the door to the tunnels you will find a scroll
inside a broken log with a ring and the Godswoods Myths and Religion
codex (7\14).
Leave the Godswoods and enter the Courtyard of Riverspring Castle.
/// Riverspring Castle Courtyard ---------------------------------------
Before you talk to the Maester cross the arch and see the lone man to
the left he is the Riverspring steward that gives you free crappy
weapons and sells projectiles, behind him there are various barrels
and boxes, one contains an Antique sword.
Talk to Maester Harwyn for a dialogue choice:
1 – Elyana is angry with me
2 - Worse yet. The people suffer
Choose either and you get another dialogue choice:
1 – He's just a bastard
2 – Why did the queen allow this?
Choose either and you get one more dialog choice:
1 – Did my father have enemies?
2 – Why would someone want my father dead?
After you see the game of throne at play a guard rushes with bad news:
1 – What are Ryman and his men doing?
2 – Why did they rebel?
Choose either, get Gawen Sarwyck character codex (9\32) then leave.
/// Riverspring --------------------------------------------------------
Outside Ryman will report the situation, give you a flask and join you.
You recieve Ryman Sarwyck character codex (10\32) and tutorial codex
(25\34). You will also unlock the R'hllor skill stance.
Now there are 3 objectives on your map each has important dialogue
choices that will decide if Alester favor the people or the nobles and
if the guards will stand behind you...
Note: There are other dialogue choices that are optional and not
important for the final decision but i will include them.
There are three ways you can go, to the left you can exit to the town
but you will meet a guard named Bentrey that gives you a dialogue choice:
1 – It's safer to leave them there
2 – It's inhuman to keep them locked up
If you choose the second the four villagers will attack you.
If you choose the first they will stay trapped there and later you will
find them dead either way.
Since it doesn't concern the final decision do what you like and a
villager with a club will drop a Cudgel either if you kill him or collect
it for his corpse later.
If you decided on the second you can enter the docks area.
But i'll take the long way around.
Back in front of the castle gate go foward to were the spear guards
stand. Three villagers will give you the following dialogue choice:
1 – I will tax the nobles to feed the people
2 – They're starving. Only threats will work
3 – We'll distribute the castle's food
Chosse the second and they will leave (the annoying noise will stop...)
To the right you will find your first objective, you will decide the
lives of four villagers.
Talk to Alyn and you get the same dialogue choice to every other
villager here:
1 – This man\woman will rot in the dungeons
2 – He\She deserves to die
3 – Let him\her go free
4 – I would like to question the guard
5 – I'm interested in the villager's version
The first three will decide his fate the other two will tell you more
about the situation and i advise you to listen to both sides before
passing judgement.
Alyn should go to the dungeons.
Little Leo is innocent.
Brusco should go to jail (if you wish to side with the people)
or be executed (if you wish to side with the nobles but have the
guard support as well).
Mellara will go to the dungeon along with the guard who raped her
little sister.
In the same dead end were we found money in the barrels there is a
guard's corpse with Sarwyck leather boots.
Go to the streets instead of going up the stairs back to the castle
and you find a another dead guard with money on him.
Exit to the side door leading to the main stairs to the castle, there
are four man against a one guard, they will kill him and attack you
as you aproach.
Note: Most villagers don't wear armour and if they do none wears medium
or heavy armor only light. Their weapons vary alot from dagger,
hammers, maces, swords and pichforks used as spears witch is the
only two-handed weapon you will see.
Kill the four attackers (the blacksmith is a Elite) there are no drops
(Crude dagger as Bonus loot only), on the other side of the stairs near
in the inn three villagers have cornered some guards.
Behind them is a dead guard holding a butcher's knife.
Aproach the villagers and they will became hostile, defeat them and you
get a dialogue choice from Little Bludgeon:
1 – They killed no one. I may be merciful
2 – They must take responsibility for their actions, regardless.
Is not important chosse either. (You may get a butcher's knife as Bonus
loot if you kill them).
Cross the stone bridge and see two villagers kicking a guard, face
then and get the dialogue choice from Big Bludgeon:
1 – The guard is safe and sound
2 – But he dared to attack me
Chosse either again since it's not important (he will drop an old
braquemard if killed).
Next to the right is a less lucky guard get a pair of Sarwyck mail
chausses from his dead body.
Head towards the marketplace, by the top stairs to the right there
are some guards hiding, talk to them once set the crossbowman continue
down the stairs and loot the guard's corpse for money.
Go down the next set of stairs.
After the scene in the marketplace you get this dialogue choice:
1 – Let's intimidate them with our crossbowmen (if you set the guards)
2 – Only suppression will calm them
3 – All they need is food
If you choose the first they will leave.
The second will cause them to attack you (six enemies, one is Elite
they give an Antique sword as Bonus loot and a two-handed Pichfork).
The third will get you more dialogue choices:
1 – They are not my gods
2 – Well if that's what he wants to hear...
3 – I swear by R'hllor
The first will conclude in a fight as well.
The second and third will satisfy the people and they will leave.
Go up to the dock area, on your map you see two dialogue icons so
let's get them before the last objective.
To the right you find a villager body with money.
Go towards the castle passing the dead guard and talk to a man called
Habert for a dialogue choice:
1 – They are desperate
2 – They don't realize how serious their actions are
3 - R'hllor will help them through this ordeal
Choose either and they will leave.
Loot the dead noble (after sending the looter home...) for some
money continue to the right side were you see two man kicking a
guard kill them and you get a dialogue choice from Ryman:
1 – Only faith can save these people
2 – Violence might worsen the situation...
3 – He's right. We need to suppress this...
Choose any since is not important for the final decision.
The blacksmith will drop a Antique sword.
Go towards the docks and before you reach another pair of villagers
kicking a noble grab the sword sticking out of the guard's back for
a unique Rapier.
Aproach the two villagers and they attack you.
Defeat them and get the following dialogue choice:
1 – He attempted to kill us. He deserves death
2 – I will spare him
Choose either (if you kill him he may drop a old braquemard as
Bonus loot).
See the lone man starting at the water and talk to him.
Robin will give you this dialogue choice:
1 – Their deaths will be avenged
2 – R'hllor may bring him confort
3 – The fear of death will make him think twice
Choose the first to make him change his mind, the second will convert
him to R'hllor (he will move to the Godswood and be a merchant later)
and the third will end with a SPLASH!
Finaly aproach the group by the docks.
After the scene you get a dialogue choice:
1 – I'll try to calm them down...
2 – No negotiating
The second will start the combat while the first one will get you
another dialogue choice:
1 – Let them take their jewels
2 – I will not negotiate with these thieves
3 – These lords are our allies. My House pays
The first one will not satisfy the nobles (even if the woman survives).
The second will make them attack you (three men, one is Elite and they
drop only money) and the third is a little variant since it may appeal
to the nobles depending on other choices on the market.
If the woman did not survive you get more dialogue choices:
1 – R'hllor will take care of her now
2 – Events like this do happen
3 – Despair brings more despair...
The first will offend him greatly, the second will not satisfy him
either and the third will make him more reasonable about the situation.
A guard will come running and you get one more dialogue choice:
1 – We must act carefully. This Tyrek is dangerous.
2 – Let us listen to what he has to say...
3 – He's worried about his revolt
Choose any since this one is not important.
______________________________________________________________________
/ CONTRIBUTED BY David Rose \
| During the riot you can receive the Fanatic Trait: Chance to resist |
| the states "On Fire" and "On Wildfire" +5%. If Alester mentions |
| R'hllor a minimum of four times out of the five opportunities: |
| 1) During the conversation with Habert choose: |
| "R'hllor will help them through this ordeal" |
| 2) During the conversation with Ryman choose: |
| "Only faith can save these people" |
| 3) During the conversation with Robin choose: |
| "R'hllor may bring him confort" |
| 4) During the conversation with Garrison in the harbour choose: |
| "R'hllor will take care of her now" (if Rosemund was killed) |
| 5) During the conversation with Preston in the marketplace choose: |
| "I swear by R'hllor" (after you offer the castle's food) |
\______________________________________________________________________/
Before returning to the castle pass the ferryman and go to the left were
we started the level and grab the money for the dead body.
Head right on the dock and you end up behind the barricade in from of
the storeroom were two guards died, one will have Sarwyck Mail chausses
(again this equipaments may change like Mors in CH1) Go to the castle.
Note: If you did not free the villagers near the guard named Bentrey
their corpses will be on the ground and you can loot the Cudgel
for a villager's body.
At the castle gate let's see who did our actions appeal to...
If you killed the villagers in the market there no way they will side
by you.
The nobles may be satisfy by that even if the woman died at the dock
but the guards will not side by you either and you face two villagers
along with the boss Tyrek.
If you gave food from the castle to the villagers in the market the
nobles will not side by you but the people will as well as the guards
if you did a good judgement and you can choose to either arrest or
kill Tyrek (he fights solo here).
There are other options that will make neither side be with you (All
hail great Alester the ruler no ones loves) but i tried for hours and
hours but never found a way to appeal to all, (nobles are hard to
appeal unless you massacre the people) if you do, please share it
with the world!
After the decision (whaterver it may be) you may fight “Boss” Tyrek.
Defeat him and you can kill or arrest him. If you kill Tyrek you will
receive the unique People's friend gloves.
You are done in town check the shops if you like then enter the Castle.
/// Riverspring Castle -------------------------------------------------
At the courtyard, Elyana will give you a dialogue choices:
1 – She seems worried...
2 – I need to meet up with Harwyn again...
Choose either and you will get another dialogue choice:
1 – I intend to take control of our lands
2 – Stopping this wedding is my priority
Chosse either again since the result will be the same.
Now enter the Castle proper, talk to Harwyn and loot the place:
There is a scroll on the side of the throne witch contains a ring and
the House Sarwyck Houses codex (1\12).
Turn your back to the throne and see the fountain to the right were is
another scroll on top of the water exit.
This one as another ring and House Tully Houses codex (2\12).
The door by the left fountain leads to the underground tunnels door
(locked in this chapter).
Use the door by the right fountain and you will be overlooking the
dinner area.
Go down and collect money from different chest in there.
Go back and continue upward.
Run around the balcony above the throne room into the bedchambers area.
Down the first stairs you see a servant swepping to the left and a open
door to the right, follow it, in that corridor is the Maester room to
the left.
Left of the fireplace is another scroll with a ring and The Citadel
Places codex (8\23).
Go back were the servant is swepping and go right and enter Alester
bedroom.
During the scene there will be one last dialogue choice:
1 – Better to explain what the situation is here
2 – Immediately explain to him my motives
Chosse the first unless you want to skip some details and you are done.
-------------------------- CHAPTER 2 COMPLETE --------------------------
+---+ CHAPTER 3 +------------------------------------------------------+
+ Sidequest: Treasure hunt (Completed in this Chapter) +
+----------------------------------------------------------------------+
Mors regains consciousness in the Icemark and we start
with a dialogue choice:
1 – I've seen worse...
2 – I didn't think I'd make it this time
3 – My recruits have all been killed
Choose any, you will learn that Poddy is alive (Happy day -_-)
When you regain control is time to loot the Wildling bodies.
Note: You get two new Traits at the beginning of the chapter if defeated
all the ten wildlings accompaning Gorn on the first chapter:
No Surrender, No Retreat (Max HP +5)
Indestructible (Damage Resistance +1%)
If you did not defeat them all the you only receive one trait.
One wildling near you will have a Sellsword leather boots or something
else (I got an Armor other times).
Aproach the dug gate and find a burried scroll to the right (it took
me several gameplays to notice it).
It contains a ring and Brandon Stark Characters codex (11\32).
Go up to the next set of corpses and loot Celtigar belongings,
a Andal glaive and a Small iron shield.
Gorn will also have some loot (you got no chance to get it during
chapter 1) you will get Gorn's Axe and his armor.
Go up the stairs to the balcony.
Mors only finds a bow and you get a tutorial codex (26/34) and a
Skinchanger Myths and Religion codex (8/14).
Now you are able to control Mors dog by pressing the [] button.
You get another tutorial codex (27/34).
Look at the bow and you gain Poddy sent (no comment).
If you change back to Mors you can get the Short bow.
As the dog follow the sent back to the stairs.
Note: The best way to follow and finding a sent is to press R2.
Go to the top of the stairs and aproach the door in the corridor and
you get one more tutorial codex (28/34).
Call Mors to open the door.
Change back to the dog and head to the boxes that are left of the bridge
and you get a tutorial codex (29/34).
You will see a blue smoke from a box (again if you press R2 is easyer
to spot) and the dog will detect some hidden loot.
Change to Mors and collect it.
The sent is across the bridge and end under a fallen tree to the left.
Call Mors and he will open the path.
Note: You can go back were Cregan died but i search high and low with
Mors and the dog and found no more loot.
/// The Gift -----------------------------------------------------------
Let's hunt Poddy (I'll try not to look too excited)...
Start walking foward and by the small wooden bridge you recieve a
tutorial codex (30/34).
Aproach the man and you get a dialogue choice:
1 – What is this young man doing here?
2 – He may have seen Poddy
Choose either since he doesn't know anything about Pod either way...
Change to the dog and see the hidden loot on the tree right to the left
of the bridge.
Collect it with Mors.
Now this area is a bit complex to describe, so I'll use the camp in
the middle as a land mark.
Go down to the camp and talk to Ondrew for another dialogue choice.
1 – This must be the young man's family
2 – Perhaps they saw Poddy
Choose the second and you get info on Poddy.
They even will help Mors by leading him... to a ambush!
They give a dialogue choice:
1 - Cut-throats... no surprise there
2 – They've targeted the wrong man for their villainy
Choose the first and you get another dialogue choice:
1 – He's talking about Poddy!
2 – They're going to regret ever running into me
Choose the first if you want some info on Poddy but either choise will
end in combat (the only one in this chapter by the way) you face seven
robbers, two are medium armored bandits armed with shortswords, the
other five have no armor and no weapons, a quick area damage ability
will turn them to crow food and you will just face the two armored ones.
After you kill them you get a dialogue choice:
1 – I don't give a shit about your gold
2 – He might as well talk before dying
If you choose the first you lose the sidequest so choose the second.
Note: Is possible to get the sidequest by using the dog instead i shall
put it here as a optional way:
=== OPTIONAL WAY =====================================================
| After talking to the first man change to the dog, go foward towards |
| the dialogue icon on your map and listen to the conversation and you |
| get Treasure Hunt sidequest and two new scents. Follow one to the |
| south to a hollow tree, go inside and on the top you will be facing |
| a tree stump with the loot. |
| Back in the camp this time go west until a fork in the road. Hug the |
| left side and go around it (is very hard to track the smell here so |
| i advise you to use the map) and you can enter across the brushes |
| to a dead end over looking the camp this is were the second tree |
| stump lies with the hidden loot. |
|______________________________________________________________________|
Now you get the Treasure Hunt sidequest and the locations will be
displayed on your map.
They drop a Cutlass, a Carving knife and a few coppers.
Let's focus on the sidequest before looking for Poddy and look for more
hidden loot:
Go back to camp and head to the right were the first stump is (you still
need to find it with the dog before you can get it).
Back in camp go to the second location, grab both loots and the quest is
complete.
There are three more hidden loots here (i looked for more but only found
this three).
Head back the same way back to camp but stop at the first torch.
Check your map it helps alot.
Go up and to the right is a dead end.
Use the dog to see the blue smoke on a deformed tree.
Collect the scroll with a ring and The Old Gods Myths and Religion
codex (9/14).
Continue up to a small pond with some trees around it.
Use the dog to see the blue smoke on the right side of the lake.
Back in camp go down towards the lower left corner you will see a
falling tree above you (or near you if you climb the hill).
Beneath that fallen tree area use the dog to find the blue smoke on a
tree there and collect the loot.
Note: On the upper left corner road is a trap door to the tunnels
is Mole's Town but they are locked...
Now let's find Poddy. There are two ways to reach him (dog only) in the
lower left corner is a hollow tree up a hill (the same mentioned in the
last hidden loot location) that the dog can cross to a lower area.
Or you can go to the lower right corner (down from the ambush spot) were
you see a tree and rocks fall but you can still pass underneath with the
dog to the same area.
You will see Poddy strunggling against a weak little woman...
Aproach and you get a tutorial codex (31\34).
Get behind him to avoid detection and FINISH HIM! (try not to enjoy
it as much as i deed...).
You are done with this place. Leave to the world map.
/// Castle Black -------------------------------------------------------
Lothor will Immediately aproach with a dialogue choice:
1 – What does he want?
2 – I'll go see him in a moment
Choose either. Go with the dog to the stables and find the hidden
loot on the hay in a corner. Get it and enter the Common Hall.
/// Common Hall --------------------------------------------------------
Check the shops (they carry the same goods).
Change to the dog and go to the kitchen, behind the pig hunter there are
more pigs, see the one with blue smoke for some hidden loot.
Then go to the middle floor on the tables above the main door (behind
the dog hater) is another hidden loot.
Change back to Mors and collect both loots then go talk to Mormont for a
dialogue choice:
1 – I do not feel like going into details
2 – Poddy was not killed by wildlings
Choose the second if you don't mind throwing Poddy's name in the mud.
Read the letter and there will be another dialogue choice:
1 – I know where my duty lies...
2 – But i will never forget my wife
Choose either and you gain a Letter from Jon Arryn Quest codex (1\24).
Jon Arryn, Robert Baratheon Characters codex (12\32 & 13\32) and
The King's Hand, The Battle of Stag's Mount Society and History codex
(4\22 & 5\22).
Go down towards the front door and speak with Ser Godric Donnerly.
You get the following dialogue choice:
1 – How is old Arryn?
2 – No time to lose, the mission above all else
3 – The name Jared rings a bell...
If you choose the third you get more dialogue choice:
1 – I remmember now, he deserved what was coming to him
2 – The past is behind us, there's no point dweling on it
Choose the first one, (don't let that guy get their way) after that
matter is done you get another dialogue choice:
1 – How is old Arryn?
2 – Enough time-wasting, let's finish this
Choose either and you get a final dialogue choice:
1 – What is their plan?
2 – She is in Mole's Town
Choose either and you are done...
(Mors chapters seem to be alot smaller than Alester's)
-------------------------- CHAPTER 3 COMPLETE --------------------------
+---+ CHAPTER 4 +------------------------------------------------------+
+ Sidequest: None +
+----------------------------------------------------------------------+
Alester has arrived at King's Landing.
You get the King's Landing Places codex (10\23).
You start facing three gates.
Enter the left one to the stables.
To the right of the second horse inside a bucket is money.
Outside follow either arch and talk to Old Ren for information
(you can as well ignore him) you get some dialogue choices:
1 – He knows me. What does he know of Gawen?
2 – What can he tell me of King's Landing?
Choose either to get the info on that subject.
Then you get another dialogue choice:
1 – (the other information you haven't selected the first time)
2 – I will learn nothing more
3 – He deserves my charity
Choose the first if you want more information, (if you select it you
get one last dialogue choise about your donation...) the second to
leave him expecting some coin or give him the coin (one copper) by
chossing the third.
He will leave running like a madman (is doesn't look that old in
the legs...)
Behind him there is a weapons rack to the left of the gold cloak
examine it to get a Meat Cleaver axe (and a Studded Cudgel as Bonus
loot) cross the gate and Alester will make thankfull that you can't
smell the air...
By the fountain there are three direction you may take.
If you go left (up in the map) you find the entrace to the Sewers of
King's Landing (don't bother is all closed down there for now).
In this square there are three doors, you can open each one, inside
is a shop (Potions, Armor and Blacksmith) and the locked Tower of
the City Watch.
Brose the store's pricy wares then go foward towards the market area
you get a scene.
Old Ren is back and now with some friends and you get another
dialogue choice:
1 – That is out of the question
2 – I'll try to chat them up
3 – A few coins, and they will leave...
Choose either and you get more dialogue choices:
1 – By lying to them i might avoid having to fight them
2 – They won't let it go. Might as well end this
Chosse the first to make them leave or second to fight them.
Is a four on one fight. Two enemies don't wear armor one uses a
knife and the other a hammer, a third man wears light armored and
is armed with a hammer as well.
Axe is an medium armored Elite axeman.
Once you defeat them the Gold cloaks will come to the rescue (-_-').
You get a dialogue choice:
1 – I have done nothing wrong
2 – I didn't need any help
Choose either and the guards will leave Alester alone.
You recieve The Reapers and The Gold Cloaks People and Factions
codex (3\8 & 4\8).
I also got a Stone hammer as Bonus loot once.
Before you cross the arch look to the left, behind the cart and horse
blocking the street is a flower pot with money inside.
Old Ren will sprint again so follow him to the market area.
Go to the left and find Old Ren again (he is the dialogue icon on your
map). Talk to him and decide his fate:
1 – I shall spare him
2 – He deserves to die
Either way you won't get your copper back so do as you will.
Back in the market area there is a Tanner shop for light armor.
To the right there is a well with money in is bucket.
If continue down from the well you see a open door to a painter store.
Go around it conterclockwise and open the iron gate to the back of
the store.
In the back were they keep pots in a shelf there is a scroll with a
ring and Renly Baratheon Charactres codex (14\32).
Return to the market area and facing the painting shop door go right
and move around the widing streets until you are near another well
with two men in front of it.
To the left of the well you can open that door leading to the Flea Bottom
district.
Go through it and you will see a fountain with a bucket with money on it.
Continue foward and you will be in a balcony over the Flea Bottom houses
to the left you see barrels and fishing nets, one barrel has more money.
Go around that house and enter the Flea Bottom district, continue foward
to a big box with a scroll on top of it.
Get the ring and House Martell Houses codex (3\12).
You can run around the place but i didn't find any more loot in here.
Go all the way back to the well by the door you opened and to the right
you see a mob waving their fists around, so aproach for a scene were you
get dialogue choice:</pre><pre id="faqspan-3">
1 – These people are innocent!
2 – Does he at least have proof?
Choose either to get another dialogue choice:
1 – I am the legitimate Sarwyck heir
2 – A bastard like him is nothing...
Choose either to get one more dialog choice:
1 – Nothing is permanent in this world
2 – I must take this chance for my family
Recieve Valarr Hill Characters codex (15\32).
You can talk to the officer of the Gold cloaks and with Endrew but they
will not help you at all so talk to Hubb and you some dialogue choices:
Note: I found out his choices vary to much so i lead you into make
him help you for free
1 – He needs to be reassured
2 – He must know where Gawen is!
Choose the first one and you get another dialogue choice:
1 – I'm not surprised...
2 - He meddles in affairs which do not concern him
Choose the first one and you get more dialogue choices:
1 – I absolutely must read that letter
2 – Gawen should already have arrived in King's Landing...
3 – I must enter the house
Choose the first to get even more dialogue choices:
1 - I must enter the house
2 – I have more questions regarding Gawen
Choose the first and Hubb will lead the way to the back of the house.
If you differ from my choices you may see this options:
1 – I'll use emotions to get to him
2 – Two silver stags should give him back some courage
3 – I'll get fine on my own
Choose the first to follow him for free (don't waste 2 silver on him).
If you chosse the third you can talk to Hubb again he will have more
dialogue choices:
1 – I need his help
2 - Two silver stags should give him back some courage
3 – He can no longer do anything more for me
If you got him to show you the way just follow him if not I'll lead
you there (just send me two silver stags in the mail later).
Return to the Flea Bottom district by the fountain and head left twice
(you see the house with the Sarwyck banner).
Once there you will be ambush by four men.
Three wear no armor, two wield knifes and the other a club.
The fourth enemy is a light armored reaper armed with a shortsword.
Facing the open gate leading to the trap door go left to the dead end
with some barrels one has money in it. Return and enter the trap door.
/// Sarwyck Manse ------------------------------------------------------
The light of R'hllor barely reaches this cellar but i found no loot here
so ascend the stairs to the ground floor, enter the kitchen and between
the fireplaces is a sack next to a red jar with money.
Exit and enter the dining-room, there is a stack of books to the left of
the main door witch contains a ring and a Vassals Society and History
codex (6\22).
On the other corner is a droped chair and many papers on the ground,
pick up the Letter from Gawen that will be added to your Quest codex
(2\24).
Head to the upper floor and enter the steward bedroom.
Collect money from the wardrobe in front of the door and a Sellsword
mail gauntlets (or something else) from a chest behind the door.
Aproach the big shield in the wall left of the bed and you recive the
letter My Sweet Gawen... in the Quest codex (3\24).
Leave the room and you will be greeted by Mr. Bucket head and two guards.
Both guards are light armored swordsmans.
The officer is heavy armored knight armed with a mace and shield.
Defeat them and you get Chataya Characters codex (16\32).
The officer will drop his salary so collect it and leave to the
trapdoor again.
/// King's Landing -----------------------------------------------------
Let's head to Chataya's in the red district.
Facing the open gate leading to the trapdoor go right were you see two
men talking, turn left to were three men are gathered by a ladder.
Go right and you see another ladder with some barrels behind it one
contains the last loot in town.
To the right is a big stone ladder leading uptown.
The red light district is in the upper left corner of the map
(you see the red lights soon enough). Enter the house of ill fame.
/// Chataya's house of pleasure ----------------------------------------
By the door is a weapon stack were you get a Small wooden shield
(and a short bow as Bonus loot).
Talk to Chataya for a dialogue choice:
1 – Falena must work here
2 – I'll remember that
Choose the first one and you get Falena's room location.
Now let's loot the place:
On top of the fireplace is a scroll with a ring and Stannis Baratheon
(I'm surprised to see his name in this place) Characters codex (17\32).
Go to the upper floor, enter the right room with the colossal bed and get
the scroll in the far end of it.
You get another ring and Tyrion Lannister (I'm NOT surprised to see his
name in this place) Characters codex (18\32).
Exit and go to the left corridor, enter the first room to the right
were the patron is playing cards with two prostitutes (really...)
There is a desk with a mirror and a bowl with fruit and another scroll.
Get the ring and The Summer Isles Places codex (11\23).
Exit and head towards Falena's bedchamber and a hooded man will block
you and question you with some very important dialogue choices that
may give you a new Trait:
1 – He was a master spy for the other side...
2 – Pretend to know nothing...
Choose either and you get another dialogue choice:
1 – If he is a eunuch, he is not here by chance
2 – How did he survive the end of the war
Choose the first one and you get more dialogue choices:
1 – Enough talk I have business here.
2 – He must be here to see me...
Choose the second and you get even more dialogue choice:
1 – Let us discuss the Rebellion...
2 – That memory is painful
3 - Enough talk. I don't wish to speak of the past
Choose the first and you get further dialogue choices:
1 – I obeyed his orders
2 – It was the right thing to do
Choose the second and you get one more dialogue choice:
1 – The war ended badly...
2 – I refuse to speak of that
Choose the second for a final dialogue choice:
1 – I am only telling the truth
2 – I'll be careful
Finally choose the second and you get the Nostalgic trait
(one extra skill point per level).
You get Aerys II Targaryen Characters codex (19\32), Robert's
Rebellion and The master of Whisperers Society and History codex
(7\22 & 8\22) as well as House Targaryen Houses codex (4\12).
There's a empty room to the left and another with a door you can open
to the right also empty so continue foward.
Open the door and talk to Falena to get some dialogue choices:
1 – She seems to have great affection for Gawen
2 – I did not expect that...
3 – She dosen't appear to know more than me
Choose either and you get another dialogue choice:
1 – He did the right thing
2 – And since then, where has he gone?
Choose either again for even more dialog choice:
1 – I will hunt for Gawen
2 – What does Varys have to do with anything?
Choose the second and you get a final dialogue choice:
1 – Very well
2 – I know this cloak...
Choose the second just to have more information on the cloak, and you
are done so head for the exit and.. the city watch is here with that
good-for-nothing Endrew.
You get a dialogue choice:
1 – I was just defending myself
2 – They have no proof. Might as well deny it
Chosse the second and you will walk free... nope you are still
under arrest (I knew i shouldn't put that new cloak on).
/// Maegor's Holdfast --------------------------------------------------
You will get The Red Keep Places codex (12\23).
After a few days of vacation Varys will come and interrupt you holiday
with some dialogue choices:
1 – Why has he come to see me?
2 – He might have news for me...
Choose either and you get another dialogue choice:
1 – Why is he worried about this marriage?
2 – What is he planning?
Choose either again for more dialogue choices:
1 – He's right. It is worth a try
2 – Why does Valarr bother him?
Choose either and you get even more dialogue choices:
1 – Secret passages in the Red Keep?
2 – If he knows they're here, others do as well
Choose either and you get a final dialogue choice:
1 – All of that will benefit him.
2 – But that would be better than rotting in here...
Choose either and you recieve Varys Characters codex (20\32).
Leave the cell, go foward and you will learn what happen to your steward.
Continue to the middle room were the guard sleeps, steal the weapons
next to him and you recieve a Andal glaive sword, two Short bows and
Broadhead arrows along with some money.
You will hear more guards aproach but don't flee, if you are facing
the pillar in the middle of the room you can use it to block the guards
view by going around it clockwise and run to were the guard came for.
In that side room grab the sack on the table to retrive Alester's
belongings and the Key to the Red Keep's cells.
Next to the table is a chest with a Sellsword mail chausses
(or something else).
Equip yourself and leave back and face both guards you avoided earlier.
Fight a light armored swordsman and a light armored guard armed with a
shortsword.
To the right of the sleeping guard is the door to the other cells.
Enter the only open cell and you get a tutorial codex (32\34).
Press [] to use vision of R'hllor (a nice trick in birthday parties)
and detect the hidden passage entry.
Continue and use the lever to open another hidden door.
Go downstairs until you reach the open passage.
Note: This place is really dark you i advise you to go to options,
graphics and put the gamma higher so you can see better down here.
Enter the only open door towards the main spiral staircase.
Since you can't go up from here just go down.
Enter the door by the end of the broken stairs into a iluminated area.
After some steps the camera will guide you to a broken wall were three
guards are talking, you will be under a green lantern (see the strange
smoke from it? It shows you that is something hidden there), use the
vision of R'hllor and get the hidden loot in the lantern.
Go foward and more guards will spot Alester from the other side of a
iron gate.
Go up the stairs by the iron gate (don't worry those guards will not
reach you any time soon).
Under another green lantern you have three ways to go, to the left is a
dead end.
First go foward and look left to a big thing that resembles an...
Dragon Skull!!!
Aproach it (he dosen't bite) and get some money from a chest next to it.
Examine the skull itself and fish a scroll from his right nostril...
Get the ring and The Dragons Myths and Religion codex (10\14).
Return to the lantern and head right this time to a room with tables.
Behind the door is a chest with more money.
Continue to the left and were you see more lanterns (ignore the strange
noises for now) and pull the lever under the first lantern.
Go under the second lantern and get a Training bow (or something else
since i have got here a Meat Cleaver axe and a Studded Cudgel as Bonus
loot once).
Press the other lever under the second lantern and you can now go to
were the guards are beating the man.
Face the light armored swordsman (drops a Andal glaive) and the Heavy
armored swordsman with a shield.
The man will thank you and show you the way.
Follow the man towards the door you opened with the first lever just now.
As you enter you see a open door to the right (to the left there is a
cell door you can open once you have the silver key).
Follow the man and he will stop near a secret passage you can open by
using the vision of R'hllor but first enter the open cell to the right
of the man were you see (barely) a sack next to one of the beds with
more money.
Open the passage and go down the stairs. (the man will follow you now
instead of leading the way)
Down there go foward across the broken wall were two chest can be
looted, one contains money, the other a Small wooden shield and a Short
bow as Bonus loot (you may get something else)...
Head back and down another set of stairs, turn left and use the lever
to open the secret passage.
As you enter there are several barrels to your right on top of one of
them is a scroll with a ring and Wildfire Society and History codex
(9\22).
to the left there are three guards standing around.
You will face a heavy armored spearman, a light armored swordsman and a
light armored crossbowman.
In the crypts the first coffin to the left has some money.
To the left of the big open door is a open book with a ring and a
Maegor I Targaryen Characters codex (21\32).
Cross the big gate and up the stairs to vanquish two more guards, both
are medium armored swordsmans but only one as a shield (drops a Small
wooden shield and a Sellsword coat of mail).
Your are exactly on the other side you were when the guards spotted
Alester (we took the long road...) ok continue up the stairs until you
will face four guards, two light armored archers (one drops a Sellsword
leather gloves and may drop a Short bow as Bonus loot), a light armored
crossbowman and a medium armored swordsman (drops a Cutlass and a
Sellsword mail chausses).
At the end you can open a door back to the main spiral staircase.
Now you can move up.
The little bird will leave you after he gives you directions.
Enter the door on top and open the secret passage.
There are three guards here, a medium armored spearman, light armored
guard armed with a shortsword (may drop a Crude dagger as Bonus loot)
and light armored archer (drops a Short bow and Bodkin point arrows).
They will be reinforced by a light armored swordsman and crossbowman.
In the guard barracks is a chest between the bunkbeds with a
Sellsword mail gauntlets (or something else).
Varys will be waiting for you so talk to him and he will not give
dialogue choices (thank the seven)... follow his direction and
enter the Throne room.
/// The Throne Room ----------------------------------------------------
You will recieve The Iron Throne Society and History codex (10\22).
Go all the way up the stairs and open the secret door and soon enough
Alester will have his audience with the good Queen Cersei and she will
give you dialogue choices:
1 – I do not wish to tell the truth
2 – I did not escape from the Red Keep
Choose the first to annoy her and you get another dialogue choice:
1 – I won't say a word
2 – She's your queen! Show her how useful you can be...
Choose the first one again to make her mad for more dialogue choice:
1 – I will reveal nothing about my escape
2 – Best to change the subject
3 – Let's present this to our advantage...
Choose the first one, one more time and good queen Cersei will have
Alester executed (you see how good she is...)
GAME OVER
Ok... now that i give you reasons to hate her as much as i do
(the only thing i hate more is all the House Frey...) let's try to keep
Alester's head on his shoulders by making the right dialogue choices:
1 – I do not wish to tell the truth
2 – I did not escape from the Red Keep
Choose the second to please her and you get another dialogue choice:
1 – Even at that price, I cannot betray Varys...
2 – Let us now discuss Elyana's marriage
3 – The queen is influential. We should flatter her ego
Follow Alester's advise and choose the third for more dialogue choice:
1 – That decision should be made by House Lannister
2 – She can decide in the king's stead
Choose either here and you get one last dialogue choice:
1 – Valarr? Absolutely not!
2 – I must prove Gawen innocent...
3 - ...or lie to have the reward withdrawn
Choose the second to leave no losse ends and you will be rewarded
with Cersei Lannister Characters codex (22\32) and the Talkative trait
(deflection + 1%) if you make the right choices.
There is a scroll by the side of the iron throne, grab it (don't cut
yourself) and you get a ring and Aegon I Targaryen Characters codex
(23\32).
To the left is a table with a another scroll with a ring and The
Small Council Society and History codex (11\22).
Leave towards the main door, talk to Valarr and you are done.
(Did I not told you, Alester chapters are bigger than Mors's...)
-------------------------- CHAPTER 4 COMPLETE --------------------------
+---+ CHAPTER 5 +------------------------------------------------------+
+ Sidequest: Treasure hunt (Completed in this Chapter) +
+----------------------------------------------------------------------+
Mors is ready to leave Castle Black once again.
You receive Mole's town Places codex (13\23).
Check the shops before you leave then go to the world map.
/// Mole's Town --------------------------------------------------------
This area resembles The Gift area in Chapter 2 but with more landmarks
so is easyer follow directions.
The left path is a dead end... to Mors but if you use the dog you can
go under the fallen tree, there is a tree stump with some hidden loot.
Mark it and change to Mors.
Go foward across the bridge and enter the ruined house.
Collect some money from the furniture, now leave through the open door
and you will reach the camp on the left.
Stay by the well and change to the dog and go to the ruins to the right
near three soldiers you shall see some blue smoke heading out from the
dog hole towards a group of rocks examine it for hidden loot.
Collect it with Mors and head to the fireplace, talk with Robart.
Go up, to the left behind two soldiers there are some brushes you can
go over and collect the first hidden loot the dog discovered.
To the right there is a another ruined house with more money in a
piece of furniture.
You have to proceed down (this area is more tricky to follow).
Go back to the well and you see the lantern stay under it and change
to the dog, go down hugging the left wall and you see another lantern
to the left.
Stay under it and turn your back (or tail in this case) to the pole and
you be facing a a path leading further down, go foward hugging the right
wall and you will end up in a dead end facing the water.
To the right is a hollow tree the dog can enter by the end is another
tree stump with hidden loot.
Change to Mors and collect that loot.
There is nothing to collect to the left of this position (but be free to
look and complete your map there).
Return to the second lantern.
The area to the right of this lantern consist many paths.
You will find a third lantern were all paths convert towards Mole's
Town, stay under it facing down there is a path to the right with a
dead mousse (Elk, deer or whaterver).
Examine it and you recive a ring and Direwolves Myths and Religion
codex (11\14).
Back in the lantern continue down for a scene.
You will have a dialogue choice:
1 – This fool has no idea who he's talking to...
2 – Let's try to be diplomatic...
3 – He dosen't deserve my wasting spittle over him
Choose either and he will be put in his place by Godric.
I found no loot here so enter the house with the red light...
/// Tunnels of Mole's Town ---------------------------------------------
Enter the brothel, by the door is a weapon rack with a Andal glaive
(or something else) change to the dog and aproach the fireplace,
there is a blue smoke to the left on a bench some pillows, one has
the hidden loot.
Back with Mors advance and talk to Sybelle for some dialogue choices:
1 – No use beating around the bush
2 – Shake her down for information
Thank the Seven that going with Sybelle to her room is not an option...
Choose either (is funnier if you beat around the bush) and you get
another dialogue choice:
1 – Very well, if she wants to play rough
2 - Best to persuade her she'd be doing the right thing
Choose either again and you get the location of the girl.
On you map you see various dialogue icons and a merchant icon as well.
Go to the left were you see two men, one called Lommy the other Mule.
Talk to Lommy (the man whose teeth you just save of being broken up
in Mole's town) and you get a dialogue choice:
1 – No time to waste on him
2 – Godric is rather arrogant...
3 – A traveling merchant... Something's not right
Choose the second to make Godric fall of his high horse and then
choose the third choice (witch may appear on the first position
this time).
Check Mule wares.
Continue towards the fireplace and grab the hidden loot.
In front of you is Patrek (the fourth recruit you trained at
chapter 1) and Walder.
Talk to them and you get various dialogue choices that allow you to hear
their stories or you can ignore them.
Listen to everything and you get The King-Beyond-the-Wall Society and
History codex (12\22).
The last dialogue icon is the cook but leave him for now and go
downstairs to the girl's room.
To the right is a locked door (requires the key to the master bedchamber)
so go left along the corridor.
Ignore the first open door to the right, (were is a patron scrubing
the floor...)
Enter the first open door to the left and collect some money from
the chest behind the door.
Leave and pass the second open door to the right, enter the last room to
the left and there is a little box on the table with more money.
Back in the second room you should find the girl but she as vanish...
Examine the wardrobe to the right of the fireplace and you will find
The Mother statuette (2\7) and the girl scent so change to the dog and
follow it upstairs and towards the kitchen but the cook will not let you
in so change to Mors and cross the kitchen.
Talk to the cook now (he is more useful now than before) and collect
money from the chest to the right of the back door.
Continue downstairs and at the base of the stairs is a box with money.
Change to the dog and you see the yellow smoke leading to the trapdoor
and blue smoke to the right to a grain sack.
Collect the hidden loot with Mors and enter the trapdoor.
Now we see how big Mole's town really is...
You can use the dog and follow the smell or use Mors and follow
my directions witch i will provide.
With Mors go foward ignoring the corridor to the right
(that room will not open yet).
At the first fork you will see the fish seller to the left.
Open the door in front of him , collect money from the jar to the left
of the beds on a shelf.
On the kitchen there are two men how lost something, open the other
door and change to the dog so you can follow the blue smoke to a hay
near two men and a woman talking about the Wildlings.
Change to Mors and head there and grab it.
To the right is a mob in front of a door, talk to the men called Dale
Tomato (no comment...) you can't enter the crime scene right now.
Go back to the hay and continue foward to hear a couple talking of
a girl on the run, open the door to the left of them and enter the
room, to the left by the dog hole in the wall is a sack with money.
Leave through the other door and head left pass the two armored
smugglers and you will be facing the door in the upper right corner
of the map (this is your objective) remmember it but before we
enter turn left until you find two armed men (the dialogue icon
on your map) talk to Bran and you get a dialogue choice:
1 – I'll question them first
2 – We won't get anything out of them. Have them clear out
3 – They're law breakers. I hope they die
Question them if you like, you will still get the other two options,
if you choose to let them go they will leave or you can face them
in battle.
They both medium armored, one is a swordsman with shield while the other
is armed with a sword and shortsword (drops Braquemard).
Near them is another door to a third room, pass the beds and in the
kitchen by the fireplace is a sack with money.
Now return to the door in the upper right corner (use the dog if you
need) and open the door.
Talk to Jeyne Greystone and you will get some dialogue choices:
1 – She was the one Poddy attacked...
2 – She needs to trust me
Choose the second to gain her trust, you will get another
dialogue choice:
1 – What do you mean, impostor?
2 – Mormont will know what to do
Chosse the first and you will unmask the so called Ser Godric.
He is a heavy armored boss and wields a two-handed sword.
Once defeated you will face two a medium armored swordsman with
shield and a medium armored axeman with a shield as well.
Once you kill one of them a heavy armored spearman will come to
reinforce them. You get a new scent to follow so leave.
/// Mole's Town --------------------------------------------------------
After the scene Patrek will join Mors and they will face five soldiers.
There is a medium armored crossbowman, a light armored archer, a
heavy armored axemen (drops a Vale of Arryn beaked helm, a light
armored swordsman, and a light armored knife wielder (he may drop
it as a Bonus loot).
After the battle you get a some dialogue choice:
1 – Explain it to him
2 – No time for that
Either explain or skip ahead then you get another dialogue choice:
1 – We don't need her consent
2 – Try to make her see reason
Choose the second and you will get one more dialogue choice:
1 – Fighting doesn't scare me
2 – We best be careful. I have my dog
Choose the second since it's a better plan (actually chosse either
since it doesn't affect the way you act).
The woods between the town and Castle Black are now full of soldiers,
you can have Mors and his group run around and fight them while he is
ambush all over...
Or you can use the dog to pick them one by one (you get the same EXP
and the drops that you can collect with Mors later).
Leave Mors under the first lantern by the town and change to the dog.
By the second latern in this lower area there are five soldiers:
Note: By the way if they found the dog is not game over, Mors just
losse focus and the dog can try again.
You have a patroling spearman and a crossbowman that drops Vale
of Arryn mail gauntlets, a standing soldier to the right blocking
the right path towards the camp, a standing spearman (he drops Vale
of Arryn breastplate) blocking the middle path (you can use a gap
between two big rocks to get behind both of the standing guards) and a
soldier under the third lantern blocking the way to the left area.
The dog can't sneak behind the last standing soldier right now
(you can use Mors instead).
Aproach the third lantern but turn to were the hollow tree as fallen
by the river.
And you can access the left area.
By the end of the tree is another standing soldier so kill him, the
left area is patroled by two soldiers, one will drop a Sabre.
You can now sneak behind the soldier in the third lantern and return
to the lower area. If you follow the scent you see a soldier patroling
the left area towards the camp by passing the fourth lantern by the camp.
Kill him (he drops a Vale of Arryn mail chausses).
In camp there are three patrolman, one by the well, one archer behind
the fireplace ruins and a shield wearing soldier to the right of the
fireplace ruins (he drops a Worn large shield).
You also have three standing soldiers, one by the door in the ruined
house (he drops a two-handed Claymore, but you can't sneak on him) and
two crossbowman overlooking the right path.
Follow the scent to the fireplace and you will lose it but find some
hidden loot.
OPTIONAL - Before changing to Mors go behind the fireplace ruins
across the brushes were you found a hidden loot before and go
under the fallen tree to listen to the conversation.
Change to Mors, grab all the drops then kill the last soldier that
stand by the door in the ruined house (he is a medium armored with
a two-handed sword). Pass the house and you will find the three
Night's Watch brothers Mors send here.
If you did skip the optional stuff you get this dialogue choice:
1 – That impostor fooled us all!
2 – All of this for her...
Either choice you will end the same.
If you did the optional snooping you get this dialogue choice:
1 – This traitor is lying to me!
2 – Follow them anyway...
Choose the first one and you don't have to worry with the crossbowman.
You face the three brothers, two elite and one boss, all wear medium
armour and are armed with a spear, a two-handed sword and a dual
wielder with a knife and sword on each hand.
They drop 20 silver each, a Guisarme spear and a two-handed Greatsword.
There are two light armored crossbowman as well. Then leave.
/// Castle Black -------------------------------------------------------
Back home talk to Grance or better yet ignore him... Jeor Mormont will
be outside waiting for you so talk to him and get some dialogue choices:
1 – A true soldier follows his master to the end
2 – Why roam around Castle Black?
Choose the second to get more information and another dialogue choice:
1 – They will pay for their crimes with their heads
2 - … or join the Night's Watch
If you choose the first you will face four enemies, a light armored
archer, a light armored knife wielder, a medium armored soldier armed
with a sword and knife on each hand and a medium armored soldier
armed with a mace and shield.
If you choose the second you don't need to fight them and you gain the
Opportunistic Trait: Damage +2% for your allies.
-------------------------- CHAPTER 5 COMPLETE --------------------------
+---+ CHAPTER 6 +------------------------------------------------------+
+ Sidequest: Silence in the ranks (Completed in this Chapter) +
+----------------------------------------------------------------------+
Alester is still waiting for for Cersei in the Red Keep-
Look around the two big portraits and grab two scrolls with two rings,
House Baratheon and House Lannister Houses codex (5\12 & 6\12).
Once Cersei comes out she will give you the new objective, Valarr will
join the party and you recieve the Bastards and Succession Society and
History codex (13\22).
Many doors are now open inside the Red Keep but i found no loot anywhere.
Talk to Garrison Moreland (near Robert's painting) his reaction will
depend on who Alester sided with in Riverspring (if you side with the
people he will not polite...) then leave.
/// King's Landing -----------------------------------------------------
Valarr and Alester will exchange some friendly words, but before you
meet his Bloodseekers (i've heard that name somewhere before...)
Go back to House Sarwyck Manse.
To the left of the main door there is a opening to the servants kitchen.
As you enter look at the picture with a red leaf tree and you gain a ring
and The Children of the Forest Myths and Religion codex (12\14).
To the right is a big cabinet, on top of it is a box with money.
Outside behind the mob is a stable with hay and a cart.
Use the vision of R'hllor and collect the hidden loot by the pichfork.
Now follow to the objective and meet the bloodseekers, those are
very familiar faces, Wex (he was with Valarr at the Manse), Deziel
(he has the same sigil as Ser Endrew who testify agaist Alester in the
brothel) and Yohn (who resembles someone i belive you already guessed).
Talk to Ser Godri... I mean Yohn and you get a dialogue choice:
1 – They look like a gang of outlaws
2 – We have a task to accomplish
Choose the first, since they really look like outlaws...
After this dialogue choices all the next choices will be split
between Alester and Valarr. Here is the first one:
Valarr – Let us take care of this quickly and well
Alester – I must stop this massacre
If you follow Valarr you will fight the pottery shop owner and his boys.
Or follow Alester and be a more diplomatic about it. (this will
displease the queen)
You recive The Bloodseekers People and Factions codex (5\8).
Open the iron gate to the back of the pottery shop.
I will describe the Alester diplomacy way.
But I will also include Valarr way as well...
=== ALESTER WAY ======================================================
| Talk to Jaremy and you will get some dialogue choices: |
| Valarr – He is wary. No point in wearing kid gloves |
| Alester – I must come up with a story to reassure him |
| Choose either since Valarr will have is way here and you get another |
| dialogue choice: |
| |
| Valarr – This boy's insolence deserves punishment |
| Alester – If I don't intervene, Valarr will kill him |
| If Alester don't intervene. Valarr will kill them all |
| (check Valarr's way) so choose Alester choice if you want to avoid |
| the murder of this people... |
|______________________________________________________________________|
=== VALARR WAY ======================================================
| If you follow Valar way (by chossing his views) you will fight |
| Jaremy and his boys: |
| They are a total of seven men, four wear no armour, two carry maces |
| (one may drop a Studded Cudgel as Bonus loot), one a knife (witch |
| he drops) and the last one a sword. The potter apprentice wears a |
| light armour and wields a short blade while Jaremy has medium armor |
| and a hammer (this way will appeal to the bloodthirty queen...) |
|______________________________________________________________________|
As Alester tries to enter the back shop four Eyrie soldiers attack the
group, there are two archers (one wears light armor and the other a
medium armour), a light armored axeman and a medium armored swordsman
(he drops a Sabre).
Before you enter the shop use the vision of R'hllor to find a hidden
loot in the red pot to the left of the big white pot near the shop back
door.
Note: You will get a one of three Traits depending on how you fare
in this next part...
=== THE NIMBLE WAY ===================================================
| Open the door and the bastard will run, follow him under the arches |
| in the marketplace were he will drop barrels you need to avoid then, |
| up the stone stairs were alot of people will get in your way so stick|
| to one side to pass and keep following him to the Flea Bottom |
| district (is hard but you will get the hang of it fast especially if |
| you ever played any Assassin's Creed game) |
| You will also recive the Nimble Trait: Deflection + 1%. |
|______________________________________________________________________|
=== NO BASTARD WAY ===================================================
|If the bastard lose Alester not all is lost. Return to the pottery |
| shop and talk to Yohn and then to Weymar Cirley to get a dialogue |
| choice: |
| Valarr – No one resist me |
| Alester – If he wants to live, he will talk |
| Follow Valarr choice and torture the men and you get the God Of |
| Shadow Trait: Chance of critical hit +1% |
| Or follow Alester to spare Weymar and you get the God Of |
| Flame Trait: Critical damage +1%. |
|______________________________________________________________________|
So chosse witch one fits your play style best and go to the Flea Bottom
district house, Alester will face three Eyrie soldiers.
Two medium armored soldier with shields (one with a mace, the the other
with a sword) an a light armored soldier armed with a hammer and a mace
on each hand (he drops a Steel hammer). Enter the house.
/// The Hen House ------------------------------------------------------
As you enter look to the right and collect some money from the chest
there.
Go foward and meet the real Ser Godric and you get a dialogue choice:
Alester – What betrayal do you speak of?
Valarr – He thinks to impress me with his threats?
Choose either since the result is a fight.
You will face inicially five enemies, a heavy armored axeman, a medium
armored spearman, a medium armored swordsman, a light armored swordsman
and a light armored crossbowman.
They will recieve reinforcements from the kitchen:
A medium armored swordsman (drops a Vale of Arryn plate gauntlets
and maybe a Andal glaive as Bonus loot), a light armored archer (drops
a Short bow and Broadhead arrows) and a light armored knife wielder.
A second group shall appear from the right side:
there is a light armored archer, a light armored swordsman and a light
armored soldier armed with a shortsword (he drops a Cutlass and maybe
a Vale of Arryn leather boots as Bonus loot).
The way upstairs is blocked for now.
Face the fireplace and use the vision of R'hllor, look up to the skull
above the fireplace and collect the hidden loot.
Head left towards the kitchen, before you enter see the barrels to the
right and check the big chest for money.
Facing the kitchen door look to the left and enter the other opening
with some swords laying around and another big chest with money.
Enter the kitchen were Alester faces a heavy armored spearman and a
light armored elite armed with a sword and a great looking paring
knife on each hand.
Open the door they were guarding and go down the steps.
Aproach the enemy in the corridor and two other soldiers will come
out from a side room, fight a light armored archer, a medium armored
swordsman (drops a Vale of Arryn coat of mail) and a light armored
knife wielder.
Valarr may run foward and start another fight with three soldiers in
another side room, a medium armored crossbowman, a medium armored soldier
armed with a hammer and a light armored knife wielder.
On the first side room there are two sacks with money.
The second room is empty.
Continue to a third side room and use a the vision of R'hllor on the
boxes and grab a hidden loot, face the iron gate and get the money in
the box next to the barrel.
Open the iron gate and head foward, there is a side passage to the left
with a pair of Leather vambraces (or something else) in the big chest.
The other room with barrels and hay is empty.
Go towards the soldiers and face Ser Godric.
There are a total of five enemies, a light armored archer, a light
armored axeman, a light armored knife wielder, a medium armored
soldier armed with a mace (drops a Vale of Arryn kettle hat) and
the boss Ser Godric, a heavy armored armed with a sword and shield
(he drops a Flask, the Hen's Keys and a unique sword called Avalanche)
You will get some dialogue choices:
Valarr – Woe to the vanquished
Alester – I am witnessing the death of a honorable man...
Choose either and it's the end for the Mother Hen.
There is a table with a helm and a open book containing a ring a the
House Arryn Houses codex (7\12)
Aproach Harry Water and check to the right of him the weapon rack for
a stone hammer.
Talk to the boy and you get a dialogue choice:
1 – I do this for Riverspring!
2 – It is out of the question, let him take care of it
Either way he dies...
Use the vision of R'hllor and open the hidden shortcut passage door.
Examine the chest for the unique Tyrell cloak.
Pull the lever and return to the ground floor after a sweet talk to
your dear half brother...
The upstairs floor is now accessible.
Go there and enter the first open door you pass, there is a chest
behind the door with a Crude dagger (or something else).
Run the rest of the way to the last room were Yohn is looking at
a locked chest.
Open it with the Hen's keys and get the documents (now we see how both
the stories starts to entwine), there is another chest behind the door
with money.
Leave back to King's Landing and go to the queen.
/// The Throne Room ----------------------------------------------------
Aproach the queen for some dialogue choices:
Alester – I do my utmost for my queen
Valarr – I am the queen's emissary!
Choose Valarr to make him look bad to the queen...
now depending if you took the “Valarr way” or not you get different
dialogue choice:
Alester way:
Alester 1 – I stand completely by that decision
Alester 2 – Better to be prudent
Valarr 1 – I allowed it.
Valarr 2 – It would have been better if they had died
Choose either Alester or Valarr first choices to favor Alester.
Valarr way:
Valarr 1 – Those traitors got what they deserved
Valarr 2 – I was most efficient
Alester 1 – The potters were innocent
Alester 2 – Well, the bloodbath might as well serve my purpose
Choose Alester second choice to gain the queen's favor.
After either of those dialogue choices you get a last dialogue choice:
1 – How did Jon Arryn die?
2 – Better not ask too many questions
Follow Alester advise and keep quiet...
Leave and you will pass by Ser Uthor Donnerly, speak to him
and he will slander the queen giving you some dialogue choices:
1 – Is he sure of what he claims?
2 – I serve the queen. I must do something
3 – He is digging his own grave. I must reason with him
4 – 'Tis no matter. Let him manage on his own
Choose the second or third then go back and tell the queen of the
truth sayed by Ser Uthor...
You get this dialogue choices:
1 – It's chance to earn her favor!
2 – The queen's honor must be defended
3 – Let's make sure we know what she wants above all
4 – That is very sensible. Let us leave it at that
Choose the second since it will please her the most...
Go to Ser Uthor and get a series of dialogue choices that
will decide how to handle the situation:
1 – He has to be the one to attack me
2 – If I scare him, he will be quiet
3 – Let's pretend to help him
If you want to fight him choose the third and you get
another dialogue choice:
1 – His devotion to Arryn is his weakness
2 – Valarr will not give him an honorable death
The first will make him duel Alester (Ser Uthor is a heavy armored boss
armed with a two-handed axe).
The second will make him just leave and both choices displease the queen.
If you want to please the queen choose the second and you get another
dialogue choice:
1 – He leaves me no choice. I must kill him
2 – He doesn't understand the consequences of his words
Choose the second and then talk to the pleased queen and gain your
reward.
The Ring of the Lioness.
Try to leave the Red Keep and a men called Arwood Harlton will talk to
Alester and end the chapter.
-------------------------- CHAPTER 6 COMPLETE --------------------------
+---+ CHAPTER 7 +------------------------------------------------------+
+ Sidequest: The black bloodhound (Completed in this Chapter) +
+ Sidequest: New blood (Completed in Chapter 13) +
+----------------------------------------------------------------------+
Mors is in the Common hall.
You start with a dialogue choice:
1 – We are not permitted to act far from the wall
2 – We are already involved anyway
Choose either and Mors will move in front of the main door and
recieve a tutorial codex (33\34), Jeyne Greystone Characters codex
(24\32), The Night's Watch's pass Quest codex (4\24), the Stray Dog
Trait (Damage +2% to your allies) and two sidequests New Blood and
The Black Bloodhound.
Next to Mormont's table is Addam Flowers, talk to him to start
the sidequest The Black Bloodhound with a dialogue choice:
1 – What can you tell me about the suspects?
2 – I can handle it. I know enough
3 – That's his mission, not mine
Choose the first to know who are they and have them displayed
on your map.
Change to the dog, go to the ground floor and aproach Jonos in the
table near the kitchen area, follow a new scent to the boxes in the
middle floor and call Mors.
Grab Jonos' loot.
Return and talk to him for a dialogue choice:
1 – How is good old Jonos?
2 – This schemer definitely knows something
3 – And what if he told me about the stash?
Chosse the third to go straight to the point.
Two tables after Jonos there is old Grance, talk with him for
a dialogue choice:
1 – The coin that was found belonged to him...
2 – What does the old man know?
3 – Let's leave it at that for the time being
Choose the first and you get another dialogue choice:
1 – I belive him, but he must be tried
2 – Don't bother mentioning this...
Choose either is not that important.
Go up the stairs near Grance to the middle floor and talk to
Trebor for a dialogue choices:
1 – These two don't hide their problems well
2 – Trebor has no self-control. Let's tease him
3 – Arthur is more reasonable... Let's talk to him
Choose either and you will get another dialogue choice:
1 – They acted well...
2 – It's up to Mormont to judge, not me
Choose the first if you want more information or the second for
one more dialogue choice:
1 – I won't let myself be swayed
2 – It's not that bad...
Choose the first to end up the conversation or the second for the
information they give.
Go to the last suspect Bartram, change to the dog and follow the new
scent to the kitchen area were you see a door guard leave his post, call
Mors and talk to Gwayne for a dialogue choice:
1 – He's hiding something, I know it!
2 – It was probably nothing of importance...
Choose the first and face Gwayne, a heavy armored swordsman.
Examine the bag and return to Bartram with this evidences.
You get a dialogue choice:
1 – He's a good lad. Let's talk...
2 – This is serious, it's pointless to make it seem otherwise
3 – Later, not now
4 – This bastard was planning on deserting...
Choose the fourth to acuse him with the evidences and you get
another dialogue choice:
1 – We're going to sort this out right here
2 – It's up to Mormont to judge him
Choose either and you will fight him. He is a medium armored
swordsman with a shield.
Once all of this is done return to Flowers to end the inquiry:
1 – The remaining suspects are all innocent
2 – Let's discuss the inquiry
3 – It's best if I look into a few things
The first one will end up the inquiry at once but if you want to go case
to case (or if you belive some other deserve to be punish) choose the
second and you get this dialogue choice:
1 - Bartram
2 – The oldest of the lot, Grance
3 – Jonos, the schemer
4 – The two friends Arthur and Trebor
5 - It's best if I look into a few things
Let's go case to case if you wish (if not just skip ahead...)
=== Bartram case =====================================================
| 1 - Why is he a suspect? |
| 2 – Bartram and Gwayne were traitors! |
| 3 - It's best if I look into a few things |
| Choose the second to show him the proof. |
=== Grance case ======================================================
| 1 – It pains me to have to denounce Grance... |
| 2 – Why is he a suspect? |
| 3 – The old man deserves to be left in peace. |
| He recieved money in exchange for information. |
| If you belive it not to be treason choose the third choice, but he |
| was aware of the bribery and even blackmailed Yohn for more money. |
| If you belive him a traitor choose the first and you get another |
| dialogue choice: |
| 1 – Flowers is reluctant to do what is required... |
| 2 – That's just between him and his conscience |
| The first one will seal his fate while the second will leave this |
| decision up to Mormont and Addam. |
=== Jonos case =======================================================
| 1 – Does he know anything about him? |
| 2 – I have Jonos stash. Let's show it to him |
| Choose the second and you get another dialogue choice: |
| 1 – Isn't Flowers on the list of debtors |
| 2 – Well, he is leading the inquiry after all |
| Choose the first one to tell him how it is... |
=== Arthur and Trebor case ===========================================
| 1 – I've cleared up Domeric's “disapperance” |
| 2 – What does he have on them? |
| Choose the first and you get another dialogue choice: |
| 1 – The Law is the same for everyone. |
| 2 – Those two deserve to live! |
| If you belive they deserve execution for the murder of a traitor |
| brother choose the first (Mors just killed 5 traitor brothers and |
| nothing will happen to him so the law is NOT the same for everyone) |
| I say choose the second choice. |
|______________________________________________________________________|
Once you are finished leave the Common Hall to...
/// Mole's Town --------------------------------------------------------
Go foward and near the ruined house Mors will fight two Elite corrupted
brothers:
a Medium armored swordsman (drops a Iron mail helmet) and a light
armored crossbowman (he drops a Light crossbow and superior bodkin
point bolts)
Talk to Lothor and you get a dialogue choice:
1 – What does he know about the one who tried to bribe him?
2 – After him! Let's not waste any time
Choose either and follow Lothor to were Jarred lies and you will get
another dialogue choice:
1 – What do they want with Jeyne?
2 – He's going to die, right here, right now
Choose either and you will finally fight Jarred and other three enemies:
A medium armored archer (drops a Hunting bow and a Night's Watch armour)
two light armored soldiers with knifes and the Boss Jarred, wearing a
medium armor and dual wielding a sword and axe.
Once you loot the Night's Watch brother the dog will recive 3 new
scents, but before that enter the ruined building and get a scroll
with a ring and Westeros Currency Society and History codex (14\22).
Loot the box as well for some money.
Let's follow the first scent.
After a bit you see a dead brother, continue following the scent to the
fireplace and call Mors.
Talk to Raff for a dialogue choice:
1 – He killed the corrupt brother for his coin...
2 – Perhaps he saw something...
Choose either and fight him.
Raff is a light armored boss wielding knifes on each hand.
Before he dies ask him:
1 – What does he know about Godric?
2 – Why did he kill the brother?
3 – Why was he hanging around the area?
Choose wisely since he can only answer to one before the
stranger comes for him... (choose either is not important)</pre><pre id="faqspan-4">
collect his money then go back in the ruined building.
Follow the second scent and follow it to Mole's town.
There is a stump, examine it, call Mors and collect the money.
A man may come that you can kill or just scare.
The third scent is inside the brothel.
/// Tunnels of Mole's Town ---------------------------------------------
In the brothel there are 3 dialogue icons on your map, if you change to
the dog you see the final scent all over Sybelle (Yuck!).
Talk to her for a dialogue choice:
1 – She had to have seen the criminals go by...
2 – I must find out who is bribing our men
Choose either and you receive the master key of the brothel.
In front of Sybelle the is a “lady” called Willow.
Talk to her fora dialogue choice:
1 – I don't have time for this
2 – Let's see what this is about
Choose the second to get a lead on a future recruit.
To the left of Sybelle there is a man called Andar.
Talk to him for a dialogue choice:
1 – I think I recognize him
2 – I must be mistaken...
Mors is not mistaken choose the first for another dialogue choice:
1 – No one escapes the law
2 – I can hand out justice myself
3 - Let's listen to what he has to say
Choose either and you will get another dialogue choice:
1 – I can give him a chance
2 – I should execute him
Choose the first and he will return to the Wall.
If you choose the second you will face Andar, he is a heavy armored
boss axeman with a shield.
Mule still sells the same stuff so check him out if you like then
proceed to the lower area were the rooms are located and enter the
first room to the right.
Inside talk to the brothers for a dialogue choice:
1 – They will answer for their treachery!
2 – I need to find out where the impostor is hiding
Choose the second one for some information and you get another
dialogue choice:
1 – They helped me. The Lord Commander will decide
2 – These traitors should be executed on the spot
If you chosse the second you will face the four corrupted brothers.
Three of them have no armor and only one has a sword, the fourth is
a medium armored ranger armed with a hammer and shield.
Or chosse the first and they will be spared.
You receive the Bloodhound Trait (Dog damage +5%).
Change to the dog and find the hidden loot in the room.
Outside two more brothers will aproach Mors and give more
dialogue choices:
1 – I could use the extra help
2 – But there's only two of them...
Choose either and continue to the kitchen and go under to the
tunnels area.
In the middle room of this area is a dialogue icon, go there
and talk to Gulian for a dialogue choice:
1 – There's nothing for me here
2 – Maybe he'd make a good recruit...
Choose the second and you get another dialogue choice:
1 – Oh, life's sweet for this one here...
2 – I don't believe it
Choose either and you get more dialogue choices:
1 – The Wall doesn't need such a craven
2 – I'm still not sure, let's dig a little deeper...
Choose the second and you get a last dialogue choice:
1 – At least he'd be useful for something there
2 – He'll be able to compose as much as he likes
Choose the second and he will join the Night's Watch.
Now return to where we started and follow the right path leading to a
locked door were you have to say the password:
1 – I assume he's waiting for the password...
2 – What's he talking about?
3 – He will let me in!
4 – Let's try to be cunning...
Choose the first one to enter.
Go down the stairs and loot the box there for money.
Upstairs go foward to the next door.
In this are there are three sentries you can fight with Mors or use
your Dog.
There is a Heavy armored knight armed with a two-handed sword, a
light armored knife wielder and light armored archer.
Let's use the dog, turn to the left, cross the hole and kill the archer.
To the right is another hole leading inside a room with a knife wielder,
kill him and exit through the same hole and kill the heavy knight.
Change to Mors and use the door to enter the room with the dead knife
wielder and loot the small cabinet near the table for a Knife.
Stay were you killed the knight and change back to the dog.
This next area is full of enemies so try to kill as much as you can
with the dog.
Enter the hole right in front of Mors and kill the medium armor
swordsman there, then the heavy armored axeman on the same room
(he drops a two-handed Large iron axe).
Next to him is a sack with money and another in front of the dead
soldier.
Go back to were you killed the first knight and change to the
dog again.
To the left of the hole you just enter is another hole to the left of
a door.
Inside there are three enemies in this corridor, two smugglers and
a knight.
Kill the two smugglers (one wields a short blade and the other is an
archer) in front of you since the knight will detect the dog.
With Mors open the last door to the right were you see two smugglers
and a patroling soldier.
The dog can't kill them so go foward and face them:
The two smugglers wear light armour, one has a shortsword and the other
a knife, there is a medium armored swordsman with a shield (may drop a
Small iron shield as Bonus loot) and the Elite heavy armored knight
armed with a two-handed mace (may drop a Vale of Arryn mail chausses as
Bonus loot).
Change to the dog and enter the room in front of you through the
hole there is a smuggler (uses light armor and shortsword) and a
knight inside witch will spot the dog.
Just kill the smuggler and change to Mors.
Go to the right and open the door.
Mors will fight three smugglers (if you killed the one inside the
room) and the Knight.
The three smugglers wear light armor (two are armed with shortswords),
there is a medium armored crossbowman and the heavy armored spearman
knight in the room (he drops a Small pike and a Vale of Arryn mail
gauntlets).
After the battle enter the room were the dog kill the smuggler and the
knight was guarding the door.
Examine the weapon rack for a Knife, in the side room were the smuggler
died is a cabinet with the unique Baratheon guard shield.
Change to the dog in the middle of the room and see the blue smoke on
the small cabinet in the corner with the candle chandelier and grab the
hidden loot.
There is another room were the archer came out that is full of big
sacks, there is a small cabinet with a Sellsword plate gauntlets.
Change to the dog and look to the big sacks on the floor for blue smoke,
grab the hidden loot, exit that room and open the door to his side.
Change to the dog and enter the hole to the left that will bring you
back to the big sacks room go under the sacks to the next hole kill the
mace soldier here (drops a battle mace) continue a bit foward to a hole
in the wall leading inside a room kill the smuggler with a hammer in
there and examine the sack with the blue smoke.
Leave through the open door and kill the smuggler with a shortsword.
The other two soldiers can't be attacked with the dog so change back
to Mors.
Enter the room and collect the hidden loot, to the left is a red jar
with money.
Continue and fight the two last soldiers. Both wear light armor, one
uses a knife and the other is an elite archer.
Leave to the next area.
/// The Gift -----------------------------------------------------------
You start with a dialogue choice:
1 – I'll start scouting their location
2 – There's no time for intricate plans
Choose the second if you don't want to waste time killing the sentries.
But Patrek will want to double check your order:
1 – He has a point...
2 – We will crush them!
Choose the second again if you really want to face all the
soldiers at once...
=== OPTIONAL WAY =====================================================
| If you want to kill all the sentries that will make the boss battle |
| easyer. I'll put their locations here: |
| There is a crossbowman to the right of the camp. |
| Another crossbowman in the dead end above the camp area (look on map)|
| A crossbowman and a swordsman (drops a Sabre) to the south of camp. |
| (the dog can't kill them) |
| Once you kill them either with Mors or the dog return to the others |
| for a dialogue choice: |
| 1 – It's time for violence |
| 2 – I should have another look, just to be sure |
| 3 – We could put an archer on high ground |
| Choose the third if you got the message on the location were the |
| second crossbowman was. Then chosse to fight. |
|______________________________________________________________________|
Now face to face with Yohn you get some dialogue choices:
1 – Let's play along
2 – I'll never betray my oath
Chosse either to start the battle.
You will be fighting either three or seven enemies depending if you
killed the sentries or not:
The sentries are three crossbowmans and a swordsman(drops a Sabre) with
light armour, there is a medium armored spearman (May drop a Guisarme
spear as Bonus loot), a light armored swordsman and the Boss Yohn in
heavy armor and armed with a shortsword.
After the battle you get one more dialogue choice:
1 – It's time to leave
2 – I'll have one last look before we leave
Choose the second and loot Yohn for the unique Parade sword. Then leave.
/// Camp ---------------------------------------------------------------
In camp as you talk to Jeyne you get a dialogue choice:
1 – I don't wish to speak of it
2 – I might as well tell her everything
Choose the second to learn more about Mors past and you get
another dialogue choice:
1 – This place is completely safe!
2 – Yes, I want to see my family...
Choose either and you get more dialog choice:
1 – We'll see what fate has in store for us
2 – I'm not going there to find my former life
3 – She deserves better than to live here
Choose either again and you get even more dialogue choices:
1 – What can she tell me about the King?
2 – Enough talk
Choose the first to know more about the relation with
Jeyne and Robert, you get a final dialogue choice:
1 – I don't mind chatting a little while longer...
2 – She needs to sleep...
Choose the first and you will finally learn the Dog's name!
/// Westeros cottage ---------------------------------------------------
Mors recieves Tywin Lannister Characters codex (25\32).
Continue foward for a flashback, open the door and you get a second
flashback to the left is a cabinet with money, enter the bedroom to the
right of the door for a third flashback.
Back in the main room, get the unique finely crafted dagger in the table.
Go left for a scene, Mors recieve House Westford Houses codex (8\12)
and The Westford legacy Quest codex (5\24).
In the wardrobe in front of you collect the Westford Armour and The
Father statuette (3\7).
Leave through the back door for one last scene and we are done.
-------------------------- CHAPTER 7 COMPLETE --------------------------
+---+ CHAPTER 8 +------------------------------------------------------+
+ Sidequest: Blood and Sand (Completed in this Chapter) +
+ Sidequest: Self-Made girl (Completed in this Chapter) +
+ Sidequest: Avenge Riverspring (Completed in this Chapter) +
+ Sidequest: Rings and chains (Completed in this Chapter) +
+----------------------------------------------------------------------+
Alester is at the door of the Red Keep.
Go to the Harlton Manse (the objective icon in your map).
Ser Ethan will have a brief talk with Alester, on the right most bench
is a book with a ring and House Tyrell Houses codex (9\12).
Go upstairs and examine the chest behind Arwood Harlton for a Sellsword
mail chausses.
Talk to Harlton for a dialogue choice:
1 – Why speak to me here?
2 – For a stranger, he seems oddly familiar...
Choose either and you get another dialogue choice:
1 – Did I hear that right? Gawen might be dead?
2 – His initial findings?
Choose either as well and Ser Desmond will join Alester and he receives
Arwood Harlton Characters codex (26\32).
Leave towards the sewer entrance.
Check the shops on your way if you wish then enter the sewers.
/// Sewers of King's Landing -------------------------------------------
Don't bother with the iron gate in front of you since it's locked.
Go left ignoring all iron gate and reach the wooden door.
Ser Desmond will tell the password and Alester can now enter the
arena area.
There are four doors in this area; one in the lower left corner (the
one Alester just entered) one in the lower right corner and two on top,
one leading to to right door of the arena (where you find a Lord's steel
coat of mail or something else on the table full of equipaments) while
the other leads to the left door of the arena as well as an exit to
King's Landing (closed).
In the arena area in front of the two top doors overlooking the arena
itself is a scroll with a ring and the Trial by Combat Society and
History codex (15\22).
In the middle of the two lower doors in a bar counter, use the vision
of R'hllor on a small chest behind it and get the loot.
Use the lower right door to enter the tunnels area.
Go a bit foward and you will be on the other side of the locked iron gate.
Go left and enter the room to the left, inside is a big sack with money.
Exit and aproach the Reapers.
One of them has no armor and wields a hammer, the other is a light
armored reaper armed with a shortsword (may drop a Braquemard as Bonus
loot).
In the room to their right there is a archer and mace wielder both
without armor, while the room to the left has three more: two light
armored Reapers (one wields a mace the other a knife witch he drops)
and a elite Heavy armored swordsman.
Finish looting the Reapers prey for a Key to the sewer drain (it open
the locked iron gate you just passed).
The left room were the elite was, has money on a water dispenser and
a scroll under the wolf pelt containing a ring and the House Stark
Houses codex (10\12).
Continue foward for a scene then enter the wooden door.
You will get a dialogue choice:
1 – Let's stay hidden, I need to learn more
2 – They'll tell me what I need to know!
Choose the first one for more information then you fight them.
There is a medium armored swordsman (he drops a Reaper's Master
Key) and a heavy armored hammer wielder.
Once defeated you get a dialogue choice:
1 – They might be connected to the murders...
2 – They mentioned a locket...
3 - He mentioned someone by the name of Orys!
Choose either and Alester will decide Porky's fate:
1 – He must pay for his crimes
2 – His death will serve no purpose
If you kill him he drops a iron hammer...
On the weapon rack grab a two-handed Tribal hammer (or some other
weapon).
Open the iron gate with the master key to enter the Den.
Go foward until you reach a iron gate to the right.
Inside there is a medium armored spearman and a light armored axeman.
Use the next iron gate and continue foward near the purple light to
the left corridor you see three Reapers.
A light armored archer (drops a Hunting bow), a light armored Reaper
armed with a sword and axe on each hand and a medium armored axeman.
There are two iron gates there but let's return to the purple light
and continue foward until you have to turn left were other three
Reapers await.
There is a medium armored hammer wielder, a medium armored swordsman
with a shield and a light armored elite armed with a knife.
Use the vision of R'hllor and a hidden switch will apear.
Grab the money in the secret passage and pull the other switch to open
the next secret door that leads back were you face the first trio.
Open the door to the right and go up the stairs ignoring the iron gate
with Reapers on the other end for now (unless you don't want to complete
the map).
Enter the side room and pull the big lever.
Outside a hidden passage will open.
Pull the other lever in there to open a door leading back to the arena
area, go left without going back to the arena were you see a pile of
hay, there is a side room with more hay and another lever to open a
hidden door that leaves you in the beginning of the den area.
Outside this door go left and open the iron gate were you face the first
trio and go to iron gate we passed with the Reapers on the other side.
There are four enemies here, a medium armored swordsman (drops a Sabre),
a light armored reaper armed with a shortsword, a light armored archer
(may drop a Hunting bow as Bonus loot) and a heavy armored mace wielder.
The iron gate leads you back to were you face the second trio so
continue to the red door.
Inside you face a light armored archer (drops Blunt arrows) and a heavy
armored spearman (drops Bear spear).
They will be reinforce with a medium armored hammer wielder and a
light armored knife wielder.
Outside as you turn to the left corridor you will see two Reapers
guarding the door, they're both medium armored axemen.
Look up and see a sack and barrels on a tall shelf with money.
Open the door and meet Axe again.
There are three Reapers without armor armed with blunt weapons, a
medium armored mace wielder and the Elite Axe (not even a boss) he wears
medium armor and an... axe.
After you beat him you get a dialogue choice:
1 – Did he see Gawen?
2 – I want to know where his boss is
Choose the first and Alester will decide Axe fate:
1 – I have no reason to kill him...
2 – The realm would be better off without him
If you kill him you get Axe's Axe (really...) there is some money
in the shelf by the exit door.
/// King's Landing -----------------------------------------------------
Alester will come out in the Flea Bottom, now there are two ways to get
the full armor of the Golden Cloaks, the stealth way and the
expensive way. I'll cover both:
=== EXPENSIVE WAY ====================================================
| This way is the easy since the shops are already marked on your map. |
| Go to the market area and talk to Flement next to the tanner tent |
| for a dialogue choice: |
| 1 – He can sell me what I need |
| 2 - Let's speak with him a little |
| 3 – I don't have time for this |
| Speak with him if you like then choose the first option here to know |
| his price and see if you like the deal with another dialogue choice: |
| 1 – He's asking for too much... |
| 2 – I'm not interested |
| 3 – Seems like a fair deal |
| If you want to buy them choose the third or choose the first to try |
| to lower the price from 95 silver to 120!!! |
| You get another dialogue choice: |
| 1 - In his dreams! |
| 2 – 120 stags? It doesn't appear that I have a choice |
| Choose the first to call him a thief but if you really what to buy |
| from him again you have to pay his price... |
| |
| Now with the boots and gloves at hand go to the blacksmith to get |
| you armor and helmet. |
| In the blacksmith shop, talk to Eustace for a dialogue choice: |
| 1 – He can make me a breastplate and a helm |
| 2 – There's nothing for me here |
| Choose the first for another dialogue choice: |
| 1 – I have to find a excuse |
| 2 – If this is the case, he's of no use to me... |
| Make an excuse and you get one more dialogue choice: |
| 1 – 1 dragon... That suits me |
| 2 – It's too expensive, I'll find some other way |
| 3 – I'll intimidate him to to make him lower his price |
| If you want to spend 1 dragon go ahead and choose the first or just |
| intimidate him to a better price and you get even more dialogue |
| choices: |
| 2 - No, I don't really want to |
| 156 silver is a bit more cheap so choose the first option. |
| |
| The only thing you required to finish the Golden cloak uniform is... |
| ah yes the Gold Cloak. Enter the painter shop south of the market |
| area (is marked on your map) and talk to Andrey for a dialog choice: |
| 1 – He should be able to help me get the cloak... |
| 2 – There's no use lingering here |
| 3 – First of hall, I need to gather information... |
| Choose the third to flatter him and you get another dialogue choice: |
| 1 – How boring... I need to end this conversation |
| 2 – I'll flatter him into giving me a cloak |
| Flatter him some more and you get more dialogue choices: |
| 1 – For the right price, he'll change his mind |
| 2 – I could use guile to persuade him |
| Use guile to a final dialogue choice: |
| 1 – Only twelve stags, aren't I the lucky one |
| 2 – There has tio be another way... |
| Choose the first and you get the best price 12 silver (you can pay |
| up to 32 silver if you try to bribe him). |
| You got the full uniform for a max price of 1 gold and 152 silver |
| or as little as 1 gold and 53 silver. |
|______________________________________________________________________|
=== STEALTH WAY ======================================================
| You can get the full uniform without spendind a copper. |
| Exit the Flea Bottom area and turn left, Ser Desmond will talk about |
| drinking so turn left again to the balcony overlooking the Flea |
| Bottom area and you find a drunken guard. |
| Steal his armor and helm. |
| |
| Return and head back to the Sarwyck Manse (were Alester sneak inside)|
| Ser Desmond will talk again, to the left by the barrels is a sleeping|
| guard so try to steal for him and you have to fight him: |
| He is a Elite swordsman wearing light armor. |
| Once you got the boots and gloves the only thing you need to complete|
| the Golden Cloak uniform is... the Gold Cloak. (damn I've already |
| used that joke...) |
| |
| Go to the red light district, Ser Desmond will talk again, in front |
| of the brothel talk to Chataya for a dialogue choice: |
| 1 – I'd better talk to her about my plan. |
| 2 – It's best if she doesn't know too much... |
| Choose either and you get the Cloak. |
| As promise you did not spend a copper. |
| You will get the Resourceful Trait (Chance of bónus loot +1%) |
|______________________________________________________________________|
Equip the full set and enter the tower in front of the blacksmith
(marked on your map) Desmond will leave Alester before he enters.
/// Tower of the City's Watch ------------------------------------------
Go foward and enter the first room to the left, in the shelf you get
a Lord's Steel coat of mail and money from the chest behind the guards.
Talk to Justin and you get a dialogue choice but I'll not place it
here since you can listen to both (witch I encorage you to do).
Leave and enter the room in front of the T section Listen to Rufus
and Duran.
Use the vision of R'hllor and grab the hidden loot in a bowl on the
table near Rufus.
As you exit you can go either left or right, go left since the right side
is not accessible by now.
Ignore Caron and enter the room to the right, get a Tribal hammer on the
weapon rack then talk to Lester and Androw.
Go back and talk to Caron for a dialogue choice:
1 – I have to find a excuse
2 – I'll use the wagers as an excuse..
3 – I've nothing to say to him at the moment
Choose the second and you will be allow to enter the dungeons.
Behind the guards is a weapon rack with a Claymore.
Talk to Humphrey for a dialogue choice:
1 – Better speak of the wagers
2 – I need to see the body that they're keeping here
Choose the second since he will not let you see the prisoner yet.
Go left and enter the side room and you recive a Quest codex (6\24).
Humphrey will question Alester with a dialogue choice:
1 – Better tell them
2 – Better lie
Choose what you prefer and you get another dialogue choice:
1 – I can bribe him...
2 – Threatening might work...
3 – If I killed him here, no one will ever know
If you chosse the first you lose 125 silver, the third will make Alester
fight him and the other guard (a heavy armored spearman and a medium
armored swordsman, they drop the cell Keys and a War Scythe) or chosse
the second for more dialogue choices:
1 – Enough messing around, he's dead
2 – There's a certain officer who terrifies them
Choose the second to avoid combat and you get one moer dialogue choice:
1 – Who was this officer? Ser Harys?
2 – Or was it Ser Horas?
3 – Or even Ser Harrold...
Chosse the correct one (no I'm not telling) and receive the cell keys.
Open the iron gate to the cells and go left the last open cell (in front
of Orys) has as a bucket (toilet) with money on it.
Open the cell and talk to Orys for a dialogue choice:
1 – Is he the man I'm looking for?
2 – I need to know who hired him
3 – Why is he locked up down here?
4 – Why did they man handle him so dreadfully?
Choose either and you get another dialogue choice:
1 – He's making a fool of me!
2 – How could they have met?
Choose either and Alester will decide Orys fate:
1 – R'hllor does not yet claim his life...
2 – No. He must pay for the death of Gawen!
Choose the first to spare him or the second to kill him
(if you kill him you get the Justice is Blind Trait (critical damage +1%)
Go upstairs, head right on the T section and talk to Raymun for a
dialogue choice:
1 – Let's play dumb...
2 – Better pretend to be on a mission
3 – I'm going to ask to see the commander
4 – There's nothing for me here...
Choose the second and you get another dialogue choice:
1 – What was it again? Jorah?
2 – Or was it Janos? I'm not sure...
3 – Unless it was Jasper?
That one is easy, after that one you get one more dialogue choice:
1 – I know he's not here. Let's make the most of it
2 – I can just tell him any old nonsense
3 – I should question the guards
Choose the first and he will allow Alester to go upstairs.
On your way to the commander quarters there is a weapon rack with a
Tribal Hammer, enter the bedroom and loot the chest at the end of the
table for some money, use the vision of R'hllor and in the bedside table
you will find the personal seal of the City Watch commander, you can take
it of leave it on a dialogue choice (taking it will help alot if you
choose to free Orys).
Get the papers and recieve a Quest codex (7\24).
If you killed Orys then leave the tower.
If you want to save him then return to the dungeons and talk to him for a
dialogue choice:
1 – He's right... And I gave my word
2 – But he killed Gawen, he has to die
Last chance to kill him and get the Trait... Ok let's save him.
Choose the first and Orys joins the party.
Go upstairs and Caron will question Alester:
1 – I should say the prisoner is being transferred
2 – Or say that Janos decided to set him free
3 – I could use the element of surprise to kill him
This choice depends if you want to fool the guards or just
fight your way out...
=== THE BLOODY PATH ==================================================
| Chosse the third and kill Caron in front of the guards... |
| You will face a Elite heavy armored swordsman with a shield (may drop|
| a Sabre as Bonus loot), a medium armored swordsman with shield, a |
| medium armored hammer wielder (drops a Mallet) and two light armored |
| swordsmans. |
| Then a second group will appear that consists of a heavy armored |
| spearman, two light armored swordsmans and a medium armored swordsman|
| |
| A third and last group will stand in your way. |
| A heavy armored with a sword and shield, a medium armored swordsman |
| and a light armored knife wielder. Once you kill them all collect |
| the drops then leave the Tower. |
|______________________________________________________________________|
=== THE SILVER TOUNGE PATH ===========================================
| Choose the first and you get another dialogue choice: |
| 1 – I'll use the wagers to threaten him |
| 2 – The seal of his superior will shut him up (if you have the seal) |
| 3 – I could use the element of surprise to kill him |
| Choose the second and you can leave the tower with Orys. |
| |
| Note: This way gives you more EXP believe it or not... |
|______________________________________________________________________|
/// King's Landing -----------------------------------------------------
You will recieve the Art of Escape Trait (Deflection + 1%) if you freed
Orys, he will leave the party and Alester can now change back to his
old rags.
Note: I got some glich in this save were the Misericorde Knife equiped
on Orys stayed on my inventory, i could not equiped since it
was already equiped on Orys but i could sell it (for 1 gold and
82 silvers) over and over without losing it...
To the right you will see Ser Desmond talk to him and he will leave, now
by the fountain you see Hodd (a dialogue icon on your map) and talk to
him for a dialogue choice:
1 – What do you mean?
2 – Who is the girl?
Choose either and you get another dialogue choice:
1 – I can help her, but not now
2 - Very well, let him introduce the girl to me
Choose the second and you will start the sidequest Self-Made Girl.
In the Flea Bottom aproach the duo talking to Bethany and you get a
dialogue choice:
1 – I have come to help
2 – He doesn't need to be so aggressive
Choose either and you get another dialogue choice:
1 – Very well, I will help her
2 – Poor girl. There is nothing I can do
3 – I would like to clear up a few points first
Choose to help her (you can ask the questions if you like).
You get a Quest codex (8\24).
Go to the front of the Manse and talk to Half pint and will call for
Gyles.
You get a dialogue choice:
1 – He is irresponsible. He is to blame
2 – He has done nothing wrong
Choose either and prepare to be shock! (ok just a bit) and you get
another dialogue choice:
1 – Whore or not, he must help her
2 – No, he owes her nothing
3 – I should make some inquiries first
4 – I've done my part. It's up to him now
Choose the third and you will recieve The Crownlands Places
codex (15\23).
Enter Chataya's and talk to her for a dialogue choice:
1 – She seems upset with Beth. Why
2 – What happened between Beth and Ser Gyles?
3 – Did Chataya throw her out?
Choose the third for another dialogue choice:
1 – Beth seems to have come out poorly in the exchange
2 – She wanted to be with Ser Gyles
Chosse either. Search her room for money on the chest behind the door
and a Quest codex (9\24) on a little table to the right of the door.
Use the vision of R'hllor and grab the Moon tea from a vase to the left
of the fireplace.
Return to Chataya for one more dialogue choice:
1 – I found a letter
2 – I found some sort of strange medicine
3 – Not really, no
Choose the first and then talk about the Moon tea and you get even more
dialogue choices:
1 – Beth lied to me. She's not with child
2 – And what if she had been trying to get pregnant?
Choose either.
Return to Gyles for a dialogue choice:
1 – He had not told me that he owed her money
2 – Beth is not pregnant
3 – He will not go and see Beth if i tell him about that
Choose the second and leave.
Return to Beth for a dialogue choice:
1 – I must convince her to go back to Chataya's
2 – Enough! I'm taking her back to the brothel!
3 – Even Chataya would have nothing but trouble with this one
Choose the first and you will have to face Guncer and his eight henchmen:
He is a light armored elite armed with a knife and an axe on each hand
and his men use no armor and are armed with knifes, bows and some even
fists... they drop a Butcher's knife, a Shortsword and a War bow.
Return to Chataya's, talk to her and then talk to Bethany and you receive
The Maiden statuette (4\7).
Go back to the Manse and talk to Harlton.
You get a dialogue choice:
1 – May as well gave him the whole story
2 – No point beating around the bush. Valarr must pay!
Choose either and you get another dialogue choice:
1 – He probably acted on behalf of the queen...
2 – He looks after his own interests above all else
Choose either again, and get more dialogue choices:
1 – I had no choice
2 – The queen wanted the Mother Hen's head on a spike
Choose either once more, and you get even more dialogue choices:
1 – I'm not sure I remmember who that is...
2 – He's talking about Jon Arryn?
3 – A letter sent just before his death?
Choose either and you recieve The Lineages and Histories of the Great
Houses of the Seven Kingdoms Society and History codex (16\22.
Go back to the sewers.
/// Sewers of King's Landing -------------------------------------------
Enter the arena area (now with people), in the top left corner you find
Ser Desmond and Rupert, talk to him for a dialogue choice:
1 – Perhaps I can intimidate him
2 – What does he want?
3 – I'll let Desmond deal with this
Choose the second and you get another dialogue choice:
1 – I see were he is gojng with this...
2 – He'll give us nothing if we refuse to help him
No choice here so Alester will accept either way...
Talk to Ossifer and choose your fighting name:
1 – I already have a name (Alester lord of the Westernlands)
2 – I want a name that inspires fear... (Red Demon)
3 – I'll choose a name in honor of R'hllor (Azor Ahai warrior of light)
Choose what you prefer and go down to the left door of the arena,
Desmond will help Alester with a dialogue choice:
1 – I need to know his weakness
2 - I need to know what his strengths are
3 – I'd rather rely on my instincts
Choose what may concern you.
To your right is a Arena Merchant, then talk to the guard when you are
ready to fight.
The boss wears no armor and wields a two-handed hammer,
(he is weak to bleeding and uses a sweep ability in case you didn't
use the helps of Desmond).
Grab the money and go up to Rupert get the book and the key to the
arena private entrance.
Leave to King's Landing and talk to Harlton for some dialogue choices:
1 – He is right...
2 – What can just two men do...
Choose the first and you get another dialogue choice:
1 – King Aerys II was raving mad...
2 – The Targaryen line is no more...
3 – The current government is worse than the last
Choose either and you get one more dialog choice:
1 – I want in
2 – This is a interesting plan, albeit risky...
Chosse the first and you get a last dialog choice:
1 – I know the woman he speaks of...
2 – How does he know about Valarr?
Choose either and you recive Castlewood Places codex (16\23)
and The Brotherhood People and Factions codex (6\8).
You have the arena sidequest. (if you wish to skip this sidequest
just scroll down to the Riverspring part.)
Back in the arena, talk to Ossifer and choose to fight, you can talk
to Wyl the drunkard in the bar but he is of no help yet...
Go down to the left door of the arena by the merchant and talk to the
guard to start the fight.
You will face Ronal Rubek... and his two brothers:
They all wear light armor, two are armed with knifes and the other
with a hammer.
After the fight go back to Ossifer for a dialogue choice:
1 – Good... that will make up for this... this time.
2 – A bit extra won't be enough!
Choose the second to get even more money from him.
Let's fight again, now there are new rules the fights are no longer
to the death instead the victor will decide the opponent fate but the
crowd will give their opinion as well.
Before you head down talk to Wyl in the bar to get information about
Symon (it will cost you ten silver to know he uses a repair ability
and that he never killed an opponent in battle so save your money...)
go down and Rupert will explain the gamble.
Where you can place wagers on you or your opponent of 10 to 20 silver.
(personaly i never bet on my opponent since i am never defeated).
Face Ser Symon, he is a heavy armored Elite, armed with a hammer and
shield (funny he wears a Tyrell sigil and his shields as the Baratheon
sigil...)
If you defeat him the crowd will claim for life but the choice is yours:
1 – Show no mercy!
2 – Be calm... There's no need to kill him
If you kill him the crowd will dislike you (if you lose the next fight you
die).
If you spare him the crowd will love you (if you lose the next fight you
may live).
If you lose this fight he will spare you and if you bet on him you get
some money.
And if you won and have bet on yourself collect your money from Rupert.
Collect your money from Ossifer and start the next battle.
(if you spared Ser Symon you can talk to him in the arena area).
Talk to Wyl if you want information on Bayard (he is agile and merciless
it cost you 20 silver this time...)
Go down and if you want bet with Rupert.
Talk to the guard to start the fight but he will ask Alester to spare
the life of his brother for 20 silver.
Bayard is a Elite light armored swordsman.
After the fight if you won you get to decide his fate.
If you kill him you will lose the 20 silver from the guard but keep the
love of the crowd and the other way around if you spare him...
(if you lose the love of the crowd you can spend 20 silver on Wyl to pay
them a round and they will love you again...)
If you lose (I did not lose ever so I'm not sure) you may be spared by
the appeal of the crowd (if you spare Symon).
Make your decision and collect your money (talk to Symon if you spared
Bayard and he will give you 20 silver as well).
Bayard will be in the arena area if you spare him.
Agree to the next fight and head to the bar and talk to Wyl if you want
information on the man from Braavos.
Talk to Alequo in front of the bar for some dialogue choices:
1 – Let's get to the point
2 – Let's listen to what he has to say
3 – There's no time for this
Choose the second for another dialogue choice.
1 – He's not worth it, he's drunk...
2 – The drink loosens his tongue, let's take advantage of it
Take advantage of this and recieve the Braavos Places codex (17\23).
Face Alequo, he is a light armored elite armed with a piercing blade.
After the battle Alester will decide his fate, the crowd what to
spare his life.
Make your decision and collect your money.
Alequo will be in the same spot if you spared him.
Agree to the next fight and you get to choose your partner:
1 – Ser Symon is a good choice
2 – Bayard was formidable...
3 – Alequo will be an ideal partner
(if you killed any of this opponents their choice shall not appear and
if you kill them all Ser Galbart will be by your side in this fight).
Choose the one you prefer, go to the bar and talk to Wyl if you want
information on the two brothers (for 30 silver he will disclose that one
is a archer that never misses his target).
Talk to Tristyfer for a dialogue choices:
1 – I've heard of those islands
2 – Let's talk about the art of war on the islands
3 – Let's not waste time
Choose either since you will not learn much about them...
Go down, place your bet and talk to guard to start the fight.
Face the two brothers (you can control your partner so do it).
They both wear light armor, one is a Elite swordsman and the other an
Elite archer.
After the battle the crowd wants them dead.
Do as you like and collect your money.
(Ser Symon will give you 30 silver if you spare them).
Now the last fight, talk to Ossifer and agree to fight L U C I F E R !
This is a fight to the death so be ready...
Wyl will give you little information on him, even if it is for free
this time.
Go down and place a big bet on yourself, talk to the guard and enter the
arena for the last time.
Face Lucifer, he is a heavy armored boss dual wielding a sword and a
(great looking) paring knife.
Collect your money from Rupert and go to Ossifer to get the reward
and complete the Arena sidequest.
As Alester tries to leave King's Landing, Lady Marianne will introduce
herself and you get a dialogue choice:
1 – A relative of Harlton's?
2 – Let's try and make this conversation quick...
Chosse the first and then leave town.
/// Riverspring --------------------------------------------------------
Go foward and the nosy ferryman will give you a dialogue choice:
1 – I've seen his face before...
2 – Here's the ferryman again...
Choose either and he will be available to take you to Castlewood later.
On your map you should see some dialogue icons there (depends on your
decision in Chapter 2).
In the marketplace you will see Little Leo in the butcher's stall talk
to him and recieve a Butcher knife.
If you didn't arrest Brusco you will meet him by the harbour with his
“friends” he will give you 75 silver stags if you accept.
Mellara can be found on the harbour area as well if you did spare her
form jail.
Alyn will not appear even if you set him free in chapter 2.
You will find a Mudder or Preston in the harbour.
By the castle entrace you meet Little Bludgeon and\or Big Bludgeon (if
you spared them or none if you kill them in CH2) wearing their new guard
uniform.
It will open a new shop in town depending on your choices in chapter 2.
If you really sided with the people by setting free everyone in the
judgement and giving the castle food in the marketplace a new shop will
open in the market.
If you sided with the nobles a shop will open in the harbour.
If the guards sided with Alester a new shop will open in the castle's
Courtyard. (Only one of this three shops will open or at least i never
got to open two or even the three of them at the same time).
Once you have talked to all and checked the shops enter the...
/// Riverspring Godswood -----------------------------------------------
There are several Red priest in here, talk to Robin (if you save him
in chapter 2) and you recive The narrow sea Places codex (18\23) and
he will trade with you.
Talk to Master Denyo and you get a dialogue choice.
1 – Seeing him reminds me of my initiation...
2 – How does he plan on making converts of Riverspring's people
3 – I need to get him to understand Riverspring
4 – Unfortunately, I have matters to attend to
You can choose them all if you choose the fourth last.
Use the vision of R'hllor and collect the hidden loot on the altar.
/// Riverspring Castle -------------------------------------------------
Go foward and talk to Elyana for a dialogue choice:
1 – No need to raise her hopes for naught...
2 – I was right about Valarr!
Choose the first and you get another dialogue choice:
1 – Her betrothed ordered him killed...
2 – Let's try to be as tactful as possible
Choose the second and you get the Rings and Chains sidequest.
/// Riverspring Castle Courtyard ---------------------------------------
Talk to Elyana and some well manered nobles...
Talk to her again but she doesn't what your help.
Greydon a Riverspring guard will aproach with a dialogue choice:
1 – What is he talking about?
2 – Why does he care about what I'm doing?
Choose either to learn more about this situation.
Alester receives a Bunch of keys to Riverspring Castle from him.
Speak to Elyana for a dialogue choice:
1 – This farse has gone on too long
2 – Best to tread carefully
Choose the second and you get another dialogue choice:
1 – But something happened...
2 – She must have put a stop to the wedding...
Choose either and go talk to the Roxtons for a dialogue choice:
1 – Best to feign ignorance
2 – What do they know about their father's situation?
Choose either then you can go and talk with Quenn Roxton in the
dungeons for a dialogue choice:
1 – So what did he want?
2 – He entered my lands with armed men
Choose either then leave to town.
Note: Took me several gameplays to be able to talk with Roxton
since the cell door glitch alot.
Talk to the Riverspring guard if you need an escort (three guards will
accompany Alester if you accept).
You will see some Roxton soldiers around.
Go to the market by the blacksmith where two soldiers are banging on
a door.
Aproach them and you need to fight them as soon as Criston exits his
house, there is a light armored knife wielder and a medium armored
swordsman.
After this fight you get some dialogue choices:
1 – He needs to tell me everything starting from the beginning
2 – I just need to know if adultery was committed
If you wish to learn every detail choose the first.
Now you get an important dialogue choice:
1 – We will enter through the main gate
2 – We will aproach from the rear, ambush or not
Criston will move in the direction you choose (you can't control him)
and the Roxton soldiers posted in path will try to kill him so just keep
with him and fight the soldiers on your way:
=== THE FRONT PATH ===================================================
| Criston will head towards the main gate, there two soldiers will |
| attack, a heavy armored knight armed with a hammer and shield (he |
| drops a steel hammer) and a medium armored swordsman. |
| Criston will continue towards the bridge were a single soldiers is |
| but he will call for reiforcements that appear from behind: |
| a medium armored elite armed with a shortsword on each hand (drops a |
| Courtly sword), a light armored crossbowman and a medium armored |
| swordsman. |
| The final soldiers will attack him near the castle gate, a heavy |
| armored swordsman with a shield and a medium armored elite swordsman.|
| Once you defeat them, enter the Castle. |
|______________________________________________________________________|
=== THE REAR PATH ====================================================
| Criston will head towards the side gate, there are four soldiers |
| here, two light armored crossbowmans (one drops a Levered crossbow) |
| a light armored archer and a medium armored swordsman. |
| Up the stairs only a light armored knife wielder will stand in your |
| way. |
| After a bit he will flee and call for reinforcements. |
| Fight him again (drops a Dirk knife), a heavy armored swordsman with |
| a shield and a medium armored elite swordsman. |
| Once you defeat them, enter the Castle. |
| (this way gives you less EXP since you fouth one soldier twice) |
|______________________________________________________________________|
OPTIONAL - If Criston dies then you get this dialogue choice when you
talk with Elyana:
1 – She doesn't seem very upset by Criston's death..
2 – More importantly, we need to see the Roxtons
------------------------------------------------------------------------
A the Courtyard talk to Elyana for a dialogue choice:
1 – She's not as relieved as I imagined she'd be...
2 – More importantly, we need to see to the Roxtons
Choose the first and Alester will have to decide how will this end:
1 - That is the only option to calm him
2 – We will not be able to avoid a fight
3 – The lord's demands are excessive
Choose the third and you get another dialogue choice:
1 – I am going to have to sacrifice Criston...
2 – His insults have become personal. I demand a dual
3 – I cannot sacrifice an innocent man...
If you choose the first poor Criston will be executed...
If you choose the second this will decided with a trial by combat
and you fight Ser Edwyn a heavy armored boss armed with a
two-handed sword.
The third will also decided with a trial by combat but you
get to choose:
1 – I must help my family
2 – I will not be judge by those gods
If you choose the second Criston will fight and lose as
Elyana champion...
You complete the sidequest and receive the Liege Lords Society and
History codex (17\22).
/// Riverspring Castle -------------------------------------------------
Talk to Maester Harwyn for a dialogue choice:
1 – I must tell him the truth...
2 - ...But not right away
Choose the first and you will control Raynald in a flashback.
Alester will start in is father office, there are several
papers and books you can examine but you will not find what
you are looking for. To your left is a chest with money and
another to the left of the desk.
Note: If you did not paid the rescue of the noble woman in the
harbour or give the castle's food to the people you will
find the unique Tytos Lannister's shield in the wall
Use the vision of R'hllor in here to find the hidden button to the left
of the desk, push it and a secret door will be reveal there are seven
keyholes and a scroll that contains a riddle.
You get The enigma of the keys Quest codex (10\24).
You need to find the Seven keys in the castle:
Still in the office stay under the big chandelier, see the lone candle</pre><pre id="faqspan-5">
support and use the vision of R'hllor to make it a lever, use it and
enter the hidden room, inside get the unique Raynald Sarwyck's collar
in the side table, then get The Father's key from the pedestal.
Exit the office, go foward and talk to Ryman were you get some tips
on the throne...
Go around the balcony and use the vision of R'hllor on the right most
statue to collect The Warrior's Key.
Enter Alester Room and use the vision of R'hllor on the bookshelf to
receive The Stranger's key.
The in next room (Elyana's) check the fireplace to get a ring and The
Andals Society and History codex (18\22).
Use the vision of R'hllor and search the bed for The Maiden's key.
The last room has a side table with money and a chest as well.
Near the chest use the vision of R'hllor to find The Mother's key.
Go to the Maester's room and talk to him (the dialogue icon on your map)
Go near his bed and use the vision of R'hllor to discover The Smith's
key on the fireplace.
Finaly enter the throne room.
Face the throne and use the vision of R'hllor and get the final key the
Crone's...
Note: If you wish for a new trait do this...
Go to the crypt (the stairs leading down from the throne room)
in there you can collect a Rusty Sarwyck breastplate, visit
the dungeons (if you send someone to prison in chapter 2 you
see them here) and explore the crypt.
Pass the dungeons iron gate and go down to the crypt area.
Stay under the first green lantern, then proceed foward to the
second green lantern (you can check the names on the coffins if
you like).
Under the second lantern turn left where you get the unique
Percelion Sarwyck's bow.
Back in the second lantern turn left again as you came from the bow.
Grab the rusty Sarwyck barbute helm.
To the left is a coffin with some candles, this is Raynald's coffin.
Choose the second icon for a dialogue choice:
1 – It would solve my problem
2 – There must be another way
Choose the first and you get the Morbid Curiosity Trait
(Chance of Bonus loot +2%), if you look around a bit more you
will find an exit to the Godswood in the lower right corner of
the map, near that exit there are several barrels and pots, in
one you will find money.
Ok now that we got the keys return to the office and use them on
the secret door.
/// Tunnels under Riverspring ------------------------------------------
Go foward until you reach the big door, to your right is a chest with
money and to the left of the chest is a mechanism that opens the
big door.
Take a good look at the Sarwyck sigil on the banners before you start
the mechanism since it's so obvious that i will not help you at all.
You need to answer three questions:
What colour is the Sarwyck sword?
1 – Yellow flames
2 – Gray steel
3 - Whitewashed
4 - Raven-black
How is the Sarwyck's sword described?
1 - Broken
2 - Tempered
3 - Sharp
4 - Blunt
Where does a Sarwyck keep his sword?
1 – In his hand
2 - Sheathed
3 – On his sigil
4 – On his grave
This is really easy (too easy even for outsiders...)
Enter the big door and let's do another more difficult (don't worry I'll
help this time).
As soon as you enter the door, look to the right where you see a tablet
on the wall with 4 Iron thrones, (you can check them for a zoom in)
continue foward and before the turn is a tablet to the right with 7
flowers. Turn and to the right a tablet with 3 er... persons, squids?
I'm not sure what that silouette resembles...
Someone told me it was blood so i'll call it a blood symbol...
The next one is two flames, enter the side passage there is a tablet
with 5 tridents (I know they are not but just bare with me).
In the room there is a couple of boxes with a Knight's cloak.
Back in the main path there is a tablet at the next turn with
one three-headed dragon (It's missing the wings...) and the last one
has 6 crows.
Enter the big room with the seven switches around it.
This puzzle is quite easy belive me.
To the left of each switch is a tablet on the wall with dots on
it (a big central dot and little dots around it) go to the upper
left switch (marked with one dot) and if you turn it you see the same
symbols of the tablets before, so you need to place the right symbol
that is marked the same number of the dots.
I'll just give you the answers to not overcomplicate this:
Upper left switch: (1 dot) – The three-headed dragon
Medium left switch: (2 dots) – The flames
Lower left switch: (3 dots) – The “blood” symbol
Central switch: (4 dots) - The iron throne
Upper right switch: (5 dots) - The trident
Medium right switch: (6 dots) – The crow
Lower right switch: (7 dots) – The flower
I hope you understood this.
Pull the lever in the middle (by the central switch) and the stairs
will be opened.
In the Brotherhood headquaters aproach the table, head left and you see
a lever in the wall that opens a hidden door to the exit (use it later)
to the left of the lever is a cabinet with a scroll with the Minutes of
the Shadow Council Quest codex (11\24).
On the right side of the room you find a little cabinet with money, use
the vision of R'hllor and the tablet to the right of it will turn into
a switch to a secret room, inside grab the money.
Go to the office and look in the cabinet to the right for a scroll.
Get the Let's banish the Collector Quest codex (12\24) and you receive
Avenge Riverspring sidequest.
On each side of the desk there are a little cabinet, one contains a War
axe, the other a Studded Leather boots (or something else)...
Finaly examine the desk for the documents.
Use the lever i just mentioned and leave back to town.
/// Riverspring --------------------------------------------------------
Victor (the nosy ferryman) will be waiting to take you to Castlewood.
But let's make the Avenge Riverspring sidequest. (if you wish to
skip this just go the the Castlewood section)
Go to King's Landing and enter The Collector's Manse marked on your map.
Talk to Gerion for a dialogue choice:
1 – I will tell him that the brotherhood sent me
2 – Pointless to try and trick him
Choose either since he will not fall for the trick.
You will face three enemies, a light armored crossbowman and two
knife wielders without armor.
Open the door and there is a door to your right and a stairs to the left.
Go up the stairs for now.
There are three doors upstairs, the first room as a light armored
crossbowman (drops a Levered crossbow), two knife wielders without armor
and a light armored swordsman.
Get the money from a chest by the bed and the Seizure Quest codex (13\24)
in the little cabinet by the bed.
On the second room you face two knife wielders without armor and a light
armored swordsman.
Inside loot the money from a chest by the door.
The last room is were Gerion is hiding, he is armed with a shortsword
and wears no armor (drops a Cutlass and the key to the Collector's
cellars), there is a medium armored axeman and a heavy armored hammer
wielder with him.
Return downstairs and enter the door to the right you skiped before.
Enter the kitchen and face the cook... he is a boss (belive it or
not...) wearing no armor and armed with two meat cleavers on each hand
(he will drop one).
No loot in the kitchen but please take a look in the big pot to the
right of the fire...
Open the cellar trapdoor, use the vision of R'hllor under the lantern,
press the hidden switch, fight the heavy armored knight armed with a
shield and hammer that is behind the secret door.
Kill the medium armored swordsman on the corridor.
Pass the cells of slaves (or meals?) and fight a light armored
crossbowman.
A medium armored dual wielding swordsman and a light armored knife
wielder will come from a side passage ahead.
Ignore the side passage for now and continue foward were you fight
five enemies, two light armored crossbowmans, a light armored knife
wielder, a medium armored swordsman with a shield and a Elite with
a mace but no armor (he drops a Battle mace and the key to the cells).
In the book shelf get A most rewarding transaction Quest codex (14\24).
Use vision of R'hllor to see a hidden switch (behind the crossbowmans
location).
In the secret room loot the chest for a Studded leather armor then press
the lever and open all the slave cells. (the second cell has Elite
broadhead arrows and bolts in the hay).
Enter the side passage we just ignore.
On the second room is a sack in to the right with money, use the
vision of R'hllor and press the hidden switch.
Loot the chest in the secret room and press the lever to enter another
cellar.
You face a light armored crossbowman, a light armored knife wielder
and a medium armored swordsman.
There are three doors here, the first as five enemies.
A medium armored spearman (drops a War scythe), two light armored
crossbowmans and two light armored knife wielders.
In the corner of the fireplace is a chest with money.
In the second door (the one to the right) you fight a light armored
knife wielder, a heavy armored knight armed with hammer and shield,
and the collector Brax, he is a heavy armored boss armed with a
two-handed mace.
He drops a Cavalry mace, a scroll with a ring and The Westernlands Places
codex (19\23).
In the chest by the bed you find some money, in the cabinet behind
the desk you find three object:
The Stranger statuette (5\7), Gerold Highttower's gauntlets and the
Initiation of Collector into the Shadow Council Quest codex (15\24).
In the third and last room you fight a medium armored swordsman, a
light armored knife wielder and a light armored crossbowman.
Use the door to go back to King's Landing and to complete the sidequest.
Return to Riverspring, talk to Victor and head to the next area.
/// Castlewood ---------------------------------------------------------
Pretty nice... on each side of the White Oak is a small passage, to
the left is the training grounds get a War axe from a weapon rack.
To the right there is money on the little fountain and the merchant's
area, get the Longbow from the table to the left, then use the vision
of R'hllor and grab the hidden loot on the fireplace near the armor
merchant.
Enter the Castle.
Head left and loot some money from the big flower vase, open the main
door to the throne room.
Inside go up the right stairs and collect the money from the tree vase
near the closed iron gate.
Aproach the throne and get the scroll in the ground for a ring and the
House Harlton Houses codex (11\12).
Talk to Lord Harlton for a dialogue choice:
1 - What is in those documents?
2 - Now, we can act
Choose the first and you get a final dialogue choice:
1 – Who is this girl?
2 – Why does the queen want her dead?
Choose either and you are done with the longest chapter in the game.
-------------------------- CHAPTER 8 COMPLETE --------------------------
+---+ CHAPTER 9 +------------------------------------------------------+
+ Sidequest: None +
+----------------------------------------------------------------------+
Mors is fighting off the soldiers.
Endrew will give you a dialogue choice:
1 – It is time to fight
2 – How many of them are outside?
Choose the second.
There are three doors in the cottage that Endrew and Mors need to defend.
The front door the west door and the back door.
It will be a great fight so be ready for it.
Go foward and face a medium armored knife wielder and a light armored
soldier armed with a shortsword (he drops a Half-glaive and a Warrior's
mail gauntlets).
A second group will attack the west door, go there and fight a light
armored knife wielder, a medium armored hammer wielder (drops steel
hammer) and a light armored archer.
There is a fourth man trying to break the west door as soon as you kill
the other three get him, he is a light armored swordsman.
A light armored duo will come to his assintance, one has a mace
and the other is a swordsman.
A third group will attack, a light armored archer, a light armored
swordsman and a medium armored swordsman with shield (drops a Warrior's
mail chausses and a Longsword sometimes)
The next group in at the rear door, a light armored knife wielder, a
medium armored dual knife wielder and a light armored crossbowman
(may drop a Levered crossbow as Bonus loot).
Run to the front door and fight a medium armored swordsman, a light
armored knife wielder, a light armored soldier armed with a mace
(drops Battle mace).
Kill the reinforcements, a light armored soldier armed with a shortsword,
a light armored archer (drops Broadhead arrows) and a Heavy armored
axemen (drops Visored sallet).
The last group is lead by Denziel, he is a elite heavy armored
crossbowman (he drops a unique crossbow called Rhoynish pride and a
scroll with a ring and Dorne Places codex (20\23).
With him is a medium armored swordsman with shield (drops Small iron
shield), a light armored crossbowman (may drop a Levered crossbow as
Bonus loot) and a light armored knife wielder.
Go to the west door and near it by the tall tree the are
the graves, collect Cerenna's amber pendant.
Talk to Ser Ethan for a dialogue choice.
1 – Jeyne is suffering... we have to hurry
2 – I need some more time...
Ask for more time and enter the cabin through the west door change to
the dog and see the blue smoke on the right, grab the hidden loot on
the woodpile then return to Ser Ethan and leave.
/// Camp ---------------------------------------------------------------
Change to the dog and follow the blue smoke to a side area.
Find the hidden loot on a broken vase. Change to Mors and go there, grab
the hidden loot and a War axe near a tree.
Talk to Jeyne for a dialogue choice:
1 – Is she pregnant with the king's child?
2 – Her hair is glittering silver...
Choose either then talk with Endrew.
You get a dialogue choice:
1 – He's a spy... change the subject
2 – Be frank with him
Choose the first then talk to him again for another dialogue choice:
1 – Let us talk about Valarr
2 – Are we out of danger now?
3 – I have no time to lose
Choose the first, then go to the dock.
To the left of Ser Ethan is a skeleton near the water with a scroll in
hand.
Collect the ring and House Greyjoy Houses codex (12\12)
Talk to Ser Ethan for a dialogue choice:
1 – He doesn't need to know
2 – Best to clarify the situation
Choose the second then talk to him again for another dialogue choice:
1 – He may have some useful information...
2 – I'd better return to Jeyne
Choose the first for one more dialogue choice.
1 – He may have news from the realm
2 – He is very young to be a captain...
Choose either and go back to Jeyne.
You get a dialogue choice:
1 – Discussing it would only make it worse
2 – It pointless trying to hide the pain
Choose the second and you go to the next area
/// Castlewood ---------------------------------------------------------
Change to the dog, find the hidden loot in the white oak and another
in the training area.
Collect them both and talk to Domeric for a dialogue choice:
1 – A Sworn Brother gives up his old life
2 – Maybe I can give him some news...
Choose either and you get another dialogue choice:
1 – That little shit!
2 – That young lad died needlessly...
Choose the second if you want to save him from the worse..
or choose the first for one more dialogue choice:
1 – I was bound by duty...
2 – Better spare him a little...
If you choose the first he will not be to happy...
Check the shops (this is the only time Mors gets to see them)
Enter the castle and talk to Harlton for a dialogue choice:
1 – I would prefer not to leave her alone
2 – There's little danger in her going alone
Go with her if you wish but end it's the same.
Talk to Harlton again for a dialogue choice:
1 – What could he know of me?
2 – I don't like that...
Choose either and you get another dialogue choice:
1 – I deserve my fate
2 – Careful, it's better not to reveal too much
Choose either again and you can go now get Jeyne back but
before you do let's sack the place...
Exit the throne room and turn right there are some soldiers talking
about the new hand while guarding the dungeons door (witch is locked
for now).
Open the door to the right and enter the left door to the guards barracks.
Inside collect a Warrior's plate gauntlets from the armor pieces
shelf, there is another set in the big table and a Half-glaive on the
spear rack (again it will be random loot).
Go back to the front of the throne room and head left this time.
Turn left again before the Maester room and enter the open door to a
spiral stairs, there is nothing down so go up.
Open the first door and enter (there is another door higher but it's
all locked up there right now so ignore it) you will be in a balcony
overlooking the dinner room.
Enter the next door to the cellar and collect money from a box there, in
the kitchen there is more money on a tall cabinet.
Exit through the left door to a room with a feast on the table, there is
a door behind the two guards talking about some red priest but it leads
to nowhere.
Near the table is a little cabinet with more money.
In the dinner room is a big chest by the door with money, grab it then
change to the dog and find the blue some from woodpile to the right of
the fireplace.
Get the hidden loot and enter the Maester room.
As you enter get the money from a side table, there is a medicine
cabinet with money in the right side near the counter and a book in
the table with a ring and Valyria Places codex (21\23).
Talk to Jeyne and choose to lead her to the dinner room.
Talk to Maester (George R. R.) Martin for some view points...
Enter the dinner room and talk to Harlton for a dialogue choice:
1 – I feel a little dizzy...
2 – I must have had too much wine...
Choose either and you get another dialogue choice:
1 – Robert isn't... so bad
2 – This conversation... is becoming... dangerous
Choose either and you get one more dialogue choice:
1 – He... drugged me!
2 – I must... I have to... protect... Jeyne
Choose either and you will face four enemies, a light armored knife
wielder, a light armored swordsman, a light armored mace wielder and
a medium armored swordsman.
After you defeat some of them a light armored crossbowman and medium
armored soldier armed with a hammer and shield will come as
reinforcements.
Defeat them all and you gain the Habit Trait (Damage Resistance to
critical hits +2%).
/// Castlewood Dungeons ------------------------------------------------
You start with a dialogue choice:
1 – This is a test. There's no point lying
2 – He can go and fuck himself
Choose the first and the interrogation will continue:
1 – Another test, lying won't make a difference
2 – He'll get nothing out of me...
Choose the first and the interrogation will continue:
1 – Better to tell the truth
2 – Does he honesttly believe I can answer that?
3 – To hell with all these questions
4 – Let's not speak of Jeyne, let's just discuss recruitment
5 – Make them believe that I'm here for them
Choose the fifth if you what to misled them.
The interrogation will continue:
1 – What brotherhood? I don't understand...
2 – Let's keep playing him along...
2 – He can go and fuck himself
3 – It is better to tell the truth, I know nothing of it
Choose the second and the interrogation will continue:
1 – Let us make him believe that all of Westeros knows...
2 – Better leave him in doubt
3 - To hell with his questions
Choose the second and the interrogation will continue:
1 – Let's make him belive they've been found out
2 - To hell with his questions
Choose the first.
The interrogation will continue:
1 – I'll have to talk if I want to live...
2 – I could be working for the Hen...
3 – I have the perfect answer for him...
Choose the second and the interrogation will continue:
1 – It was Godric Donnerly
2 – Or maybe Gorold Sunderly.
3 – No, it was Gerald Manderly.
4 – Or was it Gerald of Rivia?
You know is not Yohn... so i hope you remmember.
One last dialogue choice:
1 – I need more time...
2 – Let's accuse the Lannisters
3 – He can go and fuck himself!
I would love to accuse the Lannisters but choose the first one.
You will misled the torturers and recive the Fast Talker Trait
(Intelligence +1).
But if you choose different like telling them nothing you receive
the Indomitable Will Trait (Dmg resist +6%, endurance -1).
If you cooperate by telling the truth you recieve a quick death
and a game over screen (it was worse for me since i recieved a
corrupted data and had to restart from a older save).
You will control the dog now.
Use the hole to leave the cell, ignore the guards on the left since
you can't pass them, follow the scent and kill the lone guard.
More will come so continue (if you are spotted is not game over you
just start again) turn left behind the two guards ahead, use the hole
to the right in front of the counter and kill the guard inside that room.
Enter the next hole to a secret room and use the other hole to exit to a
storeroom, here there are two patrolmen, a lone guard (that you can kill
if you like) and two guards blocking the way to the left.
Go right and follow the blue smoke to uncover a hidden loot.
Back in the storeroom go foward to the open cell with a hole in it.
You will be in an other room with two guards, one patrols while the other
is standing look at a prisoner, you need to enter the cell between then
so do it when the patrol guard is going to the right (you can actually
kill them if you are fast enough).
Pass the hole, look right and you see Mors...
Enter the next hole and kill the guard for a final scene...
-------------------------- CHAPTER 9 COMPLETE --------------------------
+---+ CHAPTER 10 +-----------------------------------------------------+
+ Sidequest: The Maggot in the apple (Completed in this Chapter) +
+----------------------------------------------------------------------+
Alester is in Castlewood resting.
You get a dialogue choice:
1 – That's all I do, rest...
2 – She must know what Lord Harlton is doing
Choose either. Then read the book to gain A letter from Marianne
Quest codex (16\24).
Next to the door is a weapon rack with a Worn knight's shield and
some money on a shelf above the bedside table.
Leave the room and go foward since all doors up here are locked.
Between the iron gates is a weapon and armor rack with a Warrior's
plate gauntlets (or something else, you already know all the loot is
random...)
Continue foward and you are facing a heavy armored knight with a big
hammer on his back, use the vision of R'hllor and look right to the big
vase and get the hidden loot.
Go to the spiral stairs and meet Marianne in the cellar behind the
kitchen for some dialogue choices:
1 – Why the need for privacy?
2 – Why does she want to see me?
Choose either and you get another dialogue choice:
1 – I have faith in Harlton
2 – Maybe she needs a broader view
Choose either and you get more dialogue choices:
1 – It worries me too
2 – We have every chance of success...
Choose either and you get even more dialogue choices:
1 – My Brother! He's alive?
2 - ...He seems more dead than alive
Choose either and you get an important dialogue choice:
1 – I trust Marianne
2 – It would be better to keep her quiet
If you choose the first you get one more dialogue choice:
1 – Gawen is right... She will betray us
2 – I trust her
Don't trust her and side with Gawen for a dialogue choice:
1 – What did Harlton tell him?
2 – Why was he being tortured?
Choose either and go to the Maester's Room to talk to Ty for a very
funny scene with the Maester (George R. R.) Martin.
Speak with him for a dialogue choices that you can listen to or just
skip them.
Once you got the ointment go to the guard's barracks see a scene and
get the helm near the fireplace.
Return to Gawen for some dialogue choices:
1 – I want to know what happened to him
2 – Our priority is to get away from here
Choose the first for another dialogue choice:
1 – I've heard enough
2 – I want to hear more
Choose the second and you get more dialogue choices
1 - I've heard enough
2 – What did he find out after that?
Choose the second and you get even more dialogue choices:
1 – Who is this prisoner?
2 – It would be madness
Choose the first and you get The Maggot in the Apple sidequest
and the Dogged Investigator Trait (1 extra skill point per level)
In the courtyard talk to Domeric and ask about Ser Ethan,
go to the training grounds and get a Battle mace in the weapon rack
near the shooting targets.
Talk to Ser Ethan for a dialogue choices:
1 – He needs to be taught a lesson...
2 – I need to hurt his men
3 – I'm wasting time with this boor
Choose the first and duel with him.
He is a Heavy armored boss armed with a two-handed sword.
Once you defeat him you get another dialogue choices:
1 – And now, his men
2 – Leave it here
Choose the first and you will face a heavy armored spearman, after you
beat him you face a heavy armored knight armed with a shortsword and
shield and a medium armored soldier armed with a shortsword.
After you defeat them check the shops (this will the last time you see
them) and return to the castle.
Aproach the dungeon door and your objective will change.
In the dining-room talk to Shorei for a dialogue choice:
1 – There is something troubling the girl
2 – Her troubles with Alesander may help me
3 – There's nothing I need from her
Choose the second and you get another dialogue choice:
1 - Her anger might help me...
2 – I would rather not get involved
Choose the first and you get more dialogue choices:
1 – She could poison the guards for me
2 – No one will suspect her...
Choose the second and you get even more dialogue choices:
1 - The Maester who keeps them would be the obvious solution
2 – it is better if she doesn't know where to find it
Choose the second.
Go to Maester's room and you get a dialogue choice:
1 – See what he can show me
2 – I need a poison that will kill...
Choose either and you get a Heart's bane.
Return to Shorei and give her the poison.
See the scene and you get one more dialogue choice:
1 – It would be better if she fled the castle
2 - -She can get by on her own now
Choose the first, then loot Alesander for the dungeon Key.
Use it on the door and head for the dungeons.
Some guards will not let Alester pass so you need to fight them.
There is a Heavy armored elite armed with a two-handed hammer (May drop
a Chief's hammer as Bonus loot), a light armored swordsman and a medium
armored soldier armed with an axe and a mace on each hand.
=== OPTIONAL WAY =====================================================
| If you trust Marianne she will show you wrong and return with some |
| guards... |
| A Heavy armored spearman, a light armored soldier armed with a short |
| blade, a light armored swordsman and a medium armored soldier |
| wielding a hammer. |
| One of them drops the dungeons keys. |
| You will have you fight every guard in the castle. |
| In the dining-room you fight two Heavy armored spearman (one drops a |
| Reinforced guisarme spear and a Castlewood cloak) and a light armored|
| crossbowman. |
| Open the big double doors to the corridors around the Maester's room.|
| |
| Fight a Heavy armored knight with a shield and hammer (May drop a |
| Castlewood Shield as Bonus loot), a light armored soldier armed with |
| a short blade, a light armored crossbowman and a medium armored |
| swordsman. |
| The Maester's room is locked, go up the spiral stairs towards the |
| rooms and you face a Heavy armored knight armed with a big hammer |
| (drops a Warrior's mail gauntlets, a medium armored soldier armed |
| with a shortsword (i think it is since it resembles a Cutlass) and |
| shield, a light armored crossbowman and a medium armored swordsman. |
| Open the iron gate and fight one Heavy armored axeman (drops a |
| two-handed Long axe). |
| Go downstairs to the main hall and fight two medium armored spearman |
| a light armored crossbowman and two light armored soldiers armed |
| with shortswords. |
| Pull the lever to open the barred gate and head foward to the |
| dungeons. |
| I DON'T RECOMMEND THIS WAY SINCE IT WILL GET YOU LESS EXP AND LOSE |
| THE TRAIT AND THE SIDEQUEST. |
|______________________________________________________________________|
/// Castlewood Dungeons ------------------------------------------------
Go down the stairs, cross the iron gate and collect some money from a
box next to it.
Turn left and face a light armored crossbowman, a light armored knife
wielder and a heavy armored knight armed with a hammer and shield.
Go foward, ignore the locked doors and enter the torture chamber for a
scene.
You get a dialogue choice split between Mors and Alester:
Alester 1 – I must get him to trust me
2 – Might as well tell him the truth...
Mors - Alester cannot be here by chance
Chosse the second.
After the scene you face Endrew, he is a light armored boss armed with a
shortsword and a paring knife on each hand.
With him there is a light armored swordsman and a light armored axeman.
After you kill them collect the unique short sword called Turn-Cloak from
Endrew corpse and a Lance from one of his men.
Now you have combined everything owed by Alester and Mors.
Equip Mors with his gear.
On your map it should show the hidden loot that the dog found on CH 9, is
in a grain sack in the storage corner.
Collect it and go find the dog. Go back to the corridor you came for and
open the first locked door (you got the key after killing Guts).
You will be in a armory, get a Castlewood breastplate from the shelf inside
the counter.
Return the same corridor and open the second door to the guards quarters,
there is a couple of sacks by the big table with money.
Use the vision of R'hllor and a hidden switch will appear above the bench
with the fur on it.
In the same corridor a secret passage will open.
Cross it and you will be in a second corridor, the lower door is locked
so use either the top or middle passage to the inner cells where you see
the dog.
Fight a heavy armored swordsman with a shield and a medium armored soldier
armed with shortswords on each hand.
You get a dialogue choice:
1 – It is his fault Gawen is dead!
2 – We're wasting time!
Choose the second since is not the dog fault at all.
Change to the dog and follow the scent to the lower door, call Mors
and open the door and go upstairs were you face a medium armored soldier
armed with a shortsword (drops a Shortsword), a heavy armored spearman
and a heavy armored swordsman with a shield unless you beat them badly
during the sidequest, then they will not even get a fighting change.
Use the vision of R'hllor and a press the hidden switch to open a secret
stairs.
Go up and open the hidden door to another armory.
Change to the dog and kill the heavy knight there (he drops a Castlewood
breastplate and may drop a Chief's two-handed sword as Bonus loot).
Get a Castlewood cloak in the chest by the counter and a Worn knight's
shield from the weapons in the corner.
Exit the armory and kill the light armored archer and crossbowman.
Note: This heavy knight, archer and crossbowman gave 700 EXP each!!
Open the door and you see two guards talking to the right, change to
the dog to make this fight more easy, go foward up the stairs and kill
the knife wielder (drops dagger and Castlewood leather vambraces), there
is a group of three guards near but you can't kill them with the dog.
Go to the left of them is a stairs leading to a wooden balcony, kill
the crossbowman there.
Now change back to Mors and attack the medium armored soldier armed with
a hammer and the light armored crossbowman.
Under the balcony is a basket with money, where you killed the
crossbowman with a dog is a chest between two benches with the House
Harlton sigil.
Face the group of guards that consist of a Light armored soldier armed
with a knife on each hand, a light armored soldier armed with a knife
and a shortsword on each hand and a medium armored swordsman.
Change to the dog and follow the blue smoke to the jars and barrels to
find some hidden loot.
Get it and continue up the stairs to the left of the dead knife wielder.
Kill the heavy knight with the dog and use the vision of R'hllor, press
the hidden switch on the wall shield, before entering the secret passage,
use the dog to enter the hole, pass the three guards and kill the heavy
knight by the door.
Enter with Mors and Alester and fight the three guards, a heavy armored
knight armed with a two-handed mace, a light armored crossbowman and a
light armored soldier armed with a mace and shortsword on each hand.
In one of the little cabinets is a Castelwood cloak and in the shelf
above the hole is a scroll with a ring and The Reach Places codex (22\23).
Go back to the room with the secret passage and fight the two guards in
the stairs.
A heavy armored swordsman with a shield (drops a Sabre) and a light
armored crossbowman.
Now enter the secret passage change to the dog and find the hidden loot
on a big box, enter the hole pass the two guards and kill the crossbowman
in the corner.
With Mors open the hidden door and face the remaining guards.
A medium armored mace wielder and a heavy armored spearman boss (drops a
Reinforced guisarme spear and the key to Castlewood's high tower).
Where you killed the crossbowman is a book with a ring and The Dance of
the Dragons Society and History codex (19\22) and a chest with money near
the other two guards.
There is a stairs leading up, take the dog and listen to the
conversation between the two guards, one will leave but you can't
ambush him with the dog so attack him with Mors, he is a Light armored
elite swordsman.
The other guard upstairs can be killed with the dog.
Now you can enter through the front door or enter the secret passage,
using the vision of R'hllor, press the hidden switch to open a secret
stairs to the same room (witch you could have used to avoid fighting
some of the guards but is better this way).
Enter the room and you get a dialogue choice:
Mors 1 - Now is not the time to discuss this
Mors 2 - His loyalty is not in question
Mors 3 - He is my friend, but doubts remain
Alester - So this is the famous Jeyne...
Choose either and you get another dialogue choice:
Alester - He must pay!
Mors - He'll not have Jeyne
Choose either and you get to decide Marianne fate:
Alester - Enough of this! She must pay to avenge my brother!
Mors - Killing a innocent girl will not resolve anything...
If you spare her Mors will get the Kindhearted Trait
(Chance of Critical hit +1%)
See the scene and you are done.
-------------------------- CHAPTER 10 COMPLETE -------------------------
+---+ CHAPTER 11 +-----------------------------------------------------+
+ Sidequest: Safer streets (Completed in this Chapter) +
+----------------------------------------------------------------------+
Alester and Mors are on the way to Riverspring and you get a series of
dialogue choices that will inlight us one their common past:
1 – Jeyne... It wasn't supposed to turn out like this
2 – I don't want to talk about it
Choose the first and you get another dialogue choice:
1 – I know... and I'm sorry for that
2 – Is was better he did not know
3 – He need never know the truth
Choose the first and you get more dialogue choices:
1 – Does he think I haven't suffered?
2 – I did all that I could!
3 – Enough! All this is his fault!
Choose the first and you get even more dialogue choices:
1 – I want to mourn my family in peace
2 – Maybe he's right
3 – What I did was right!
Choose the side you wish and you get a split dialogue choice:
Mors - I need Alester's help to save her
Alester – I might need this girl...
Choose either and you get further more dialogue choices:
1 – If Valarr gets hold of her, he will control Riverspring
2 – But if I could get hold of her...
Choose the first and you get one last dialogue choice:
1 – Mors deserves to know the truth
2 - It would be better to remain vague
Tell Mors the truth and move to the next area.
/// Riverspring --------------------------------------------------------
Go foward and you get a split dialogue choice:
Alester – Why was he allowed to do that?
Mors - Valarr... The traitor will know pain!
Choose the first.
You will face three bloodseekers, a light armored soldier armed with
shortswords on each hand (drops Braquemard), a heavy armored swordsman
(May drop a Chief's two-handed sword as Bonus loot) and medium armored
soldier armed with a hammer and shield.
You get another split dialogue choice:
Mors - We can surprise him. Let's attack!
Alester – We can unseat him without violence
Choose either since the plan it's the same really...
Cross the stone bridge and face the four guards patroling the area.
There is a heavy armored swordsman, a heavy armored swordsman with a
shield (drops Sabre), a medium armored crossbowman and a light
armored archer (drops a War bow).
Go towards the castle gate for a scene.
Turn right towards the marketplace, you will run into another patrol the
consists of a Heavy armored mace wielder (drops a two-handed Heavy mace),
a Medium armored swordsman and two light armored archers (one may drop a
War bow as Bonus loot).
There are various spots you can loot in the market:
From the top stairs go left to a corner with three barrels to get money.
There is more money on the barrel to the left of the stall next to the
butcher's.
The herbalist shop contains more money.
Near two bloodseeker guards between the stall and the well is a jar with
money.
In the blacksmith shop is a Composite crossbow in a box and a Chief's
sword in the counter.
In the armor shop there is a Bloodseeker plate boots on a table and a
Bloodseeker leather armor on the chest next to it.
Go to the harbour area and talk to Harwyn for a dialogue choice:
1 – How are the people reacting?
2 – I need to call my banners
Choose the first if you sided with the people or the second if you sided
with the nobles and you get another dialogue choice of no importance.
Then turn around and you will be facing two stalls, the one to the left
has a barrel with money while the other as a box next to a net with money
as well.
You get the Safer Streets sidequest.
There are five groups of guards marked on your map:
A Heavy armored mace wielder and a medium armored swordsman (drops a
Bloodseeker mail gauntlets) in the harbour area trying to rape a woman.
On your way to the castle there are three bloodseekers guards,a medium
armored soldier armed with a mace and a sword on each hand, a light
armored knife wielder (drops a dagger) and a light armored soldier armed
with a shortsword.
In the marketplace there is a heavy armored mace wielder (may drop a
Heavy mace as Bonus loot) and a medium armored swordsman (drops a Chief's
sword).
To the left of the castle bridge a light armored soldier dual wielding
knifes and a light armored soldier armed with a shortsword are talking.
And the final group is a heavy armored axeman and a light armored
soldier armed with a hammer and sword on each hand are attacking a
men near the Godswood entrance.
Now go and meet Elyana for a dialogue choice:
Alester – It is time I took back what's rightfully mine
Mors - We have come to kill Valarr
Choose the first and you get another dialogue choice:
1 – What does she mean?
2 – I will take care of her
3 – We'll deal with that later
Choose the first and you get more dialogue choices:
Alester 1 – I won't forget. Riverspring needs her
Alester 2 – It's all my fault. I understand how she feels
Alester 3 – It's difficult for her, but that's how it is
Mors - I don't have time for this
Choose the second and she will get the bannermen support.
Return to Harwyn, some bloodseekers will appear so decide their fate:
1 – Let them alert Valarr of my arrival...
2 – Better silence them
Choose the second if you wish to fight them.
There is a medium armored axeman (drops a War axe), a light armored
swordsman and two heavy armored knights armed with a hammer and
shield (each of them droped a Warrior's plate boots).
After the battle you get a split dialogue choice:
Mors - They're nothing but half-trained boys!
Alester – Will they support me?
Choose either then go to the front of the castle for another battle.
Here you fight a heavy armored swordsman boss (drops a unique
Guardian helm), a heavy armored axemen with a shield (drops a Northman
axe), a medium armored soldier dual wielding swords and a light armored
soldier armed with a shortsword and knife on each hand.
/// Riverspring Castle Courtyard ---------------------------------------
If you got Elyana's support you get this dialogue choice:
Alester – He's a fool... I should be able to intimidate him
Mors - Enough lingering. They will die
Choose Alester to avoid the fight.
But if you choose Mors or did not got Elyana's support you will fight a
heavy armored swordsman with a shield, a medium armored mace wielder and
a light armored knife wielder.
Enter the Castle and go foward to the throne room.
Talk to Valarr for a dialogue choice:
Mors - I'll never let him get hold of Jeyne!
Alester – I have come to take back Riverspring...
Choose the second and you get another dialogue choice.
Alester – He is relying on his army... They need to be kept apart!
Mors - I will settle this...
Choose either since the end will be the same Mors will fight Valarr.
Before the fight you get a dialogue choice:
1 – I will slaughter him!
2 – Words are wind...
3 – I need to concentrate on the fight
Choose the second to gain a bonus at the start of the fight Valarr is
a Light armored (really???) two-handed swordsman.
During the fight you get various dialogue choices:
1 – He'll see how I fight!
2 – Keep him talking, catch your breath...
Choose the second to regain some energy.
1 – I will kill him! He will pay for that!
2 – Cerenna, Tya... What happened to them?
3 – I'll make him spit out everything he knows
Chosse the first and you can prevent Valarr to regain some HP
and he will go down pretty quick. See the scene and you are done.
-------------------------- CHAPTER 11 COMPLETE -------------------------
+---+ CHAPTER 12 +-----------------------------------------------------+
+ Sidequest: None +
+----------------------------------------------------------------------+
Alester rises from the grave and Ryman will give him a dialogue choice:
1 – My time here is not over yet...
2 – And I'm not the only one alive
Choose either and you get another dialogue choice:
1 – I want Valarr, that's the only thing that matters now!
2 – We need as many allies as possible
3 – We must save the captives
Choose either the second or third. Ryman will join the party and you
recieve the Back from Beyond the Grave Trait (Endurance +1).
Note: If you did get the Morbid Curiosity Trait during Chapter 8 then
you already explored and cleared this area (if not go to Ch8
section before entering the tunnels under Riverspring)
Go foward and you fight a heavy armored knight armed with a hammer and
shield, a medium armored soldier armed with a sword and knife on each
hand (may drop a Sabre as Bonus loot) and a light armored soldier armed
with a shortsword.
Head towards the dungeon but the gate is closed.
To the left a medium armored soldier armed with a shortsword (drops a
Bloodseeker coat of mail) and a heavy armored spearman (drops a War
pike) are looting the graves.
Kill them and the light armored archer and the medium armored swordsman
with a shield on the other corridor. In the corner of both corridors
were the guards were use the vision of R'hllor under the green lantern
to make a hidden switch appear.
Press it and enter the secret passage to the dungeon area.
Fight a medium armored soldier armed with a shortsword, a heavy armored
swordsman (drops a Zweihander), a light armored crossbowman and a
medium armored soldier armed with a axe and shortsword on each hand.
There is also a heavy armored elite axeman with a shield that will come
to their aid.
Collect the money from the corpse in the torture chamber.
Note: If you arrested Tyrek in chapter 2 he will be the unlucky
corpse on the torture table. Grab his unique ring and
Our Fight Quest codex (17\24)
Get the keys to the Riverspring cells on a table in the top left corner
of the room and free the soldiers.
Try to free Zachery (the blacksmith in a cell) and you get a
dialogue choice:
1 – He's a coward... Of no use to us.
2 – But maybe I can convince him!
Choose the second and he will join you.
Go to the cell next to where you enter for a dialogue choice:
1 – This man is too dangerous
2 – At least he'd know how to fight...
Choose the second and you get another dialogue choice:
1 – I'll free him
2 – No Ryman is right
If you choose the second he will join you
If you jailed Mellara you get a dialogue choice:
1 – It's far too dangerous...
2 – But it would be unjust to keep her here
If you choose the second she will leave.
If you jailed Brusco you get a dialogue choice:
1 – I don't want to take the risk...
2 – But I'm forced to do it
Choose the second if you want to free him.
If you jailed Alyn and the Guard the door will not open and you can't
set them free.
Finaly free the other three guards in a cell.
In that cell use the vision of R'hllor and open a secret room
with a chest. Collect the hidden loot and leave the dungeon area.
Outside you need to pass undetected so aproach the guards for
a dialogue choice:
1 – He has a high ranking... let's play this out
2 – This soldier is clearly not respecting rules
By the way he talks he is no high rank so choose the second unless you
want to face two heavy armored spearmans and a medium armored
“low rank” soldier armed with shortswords on each hand.
/// Riverspring Castle -------------------------------------------------
In the throne room Wex will give you a dialogue choice:
1 – It's Wex, their leader... Let's flatter him
2 – Why are they staying in the castle?
Choose the second then get the loot on each side of him, three are money
the other gives you the unique Sarwyck mail coif.
Near the two guards is a helm and gauntlets, get a Bloodseeker plate
boots (or something else) from it and leave to the dining-room on one
side of the table are some scattered weapons, get a Warhammer and go to
the other side of the table to talk to Goat.
Decide the girl fate:
1 – Too dangerous to save this one...
2 – Maybe I could buy her?
Choose the second for another dialogue choice:
1 – I will haggle a little...
2 – Let's pay, don't make a scene
Haggle with him and you get one more dialogue choice:
1 – It's a small price to pay for a life
2 – No, I will give him nothing
Choose the first and save the girl.
In the kitchen there is a chest and a sack, both contain money.
On the balcony there are some weapons on the ground that will give you
a Warhammer.
Continue towards the bedchambers, get a Falchion sword from the weapons
on the ground there.
Alester room is locked for now, Elyana's room is empty and in the main
bedroom you can save the servants:
1 – It's too dangerous, I will be discovered
2 – I must save them!
Choose the second and face a light armored soldier armed with a
shortsword and a medium armored swordsman with a shield.
Go to the Maester's room and talk to him for some dialog choices:
1 – What is the situation with the injured man?
2 – Time is of the essence... We must act now
Choose the first and you get another dialog choice.
1 – Let's take this chance to kill the dog
2 – If he lives, it could be useful for dealing with Wex...
If you wish to fight a medium armored soldier armed with a shortsword
and a light armored crossbowman then choose the first, if you wish to
save Ravella then the second.
After you get one more dialogue choice with Harwyn but you can listen
to them all until you tell him to barricade himself.
You can now enter Alester room. Talk to Jorah for a dialogue choice:
1 – Elyana! He will die!
2 – I'm going to take my time with this...
To automatically kill him choose the first (you get no EXP).
Or choose the second and face him.
He is a light armored elite armed with a shortsword and knife on each
hand (he drops his signet ring).
To the right there are some pieces of armor in the ground, collect a
Bloodseeker mail gauntlets, to the left side of the bed is a table
with money, on the bed... collect the unique Gawen's fixed locket, a
ring and The Shadowbinders Myths and Religion codex (13\14).
Note: If you have killed Dale then you cannot ask Wex to open
the gates but you can use Jorah's ring to have the guards
removed. Also you can't save Ravella.
If you have spared Dale go to Wex for a dialogue choice.
1 – Dale is cured, and Wex can open the gates...
2 – I'll get Ravella out of here...
3 – I will return later...
4 – I will demand Ravella as my reward...
Choose the fourth and get her out of harm's way and she gives
you The Crone Statuette (6\7). (if you don't save her the
statuette is in her corpse).
Back to Wex ask him to open the gates and then head there for
another dialogue choice:
1 – I'll have to convince him there's an emergency
2 – I'll have to act like I've been given orders
3 – Let's sweet talk him
4 – Wex has authorized me to have these doors opened
5 – Jorah's ring will move them down.
Only the fourth and fifth will work.
The fifth will make the guards move, while the fourth will make your</pre><pre id="faqspan-6">
allies and Ryman enter to fight the three guards.
There is a heavy armored knight armed with a hammer and shield (drops
a Armor-smasher mace) and two medium armored spearmans.
Now you get an important dialogue choice.
1 – To the left is the great hall. A heavy challenge
2 – Better to take the right wing, the bedchambers.
I'll cover both routes.
=== THE RIGHT PATH ===================================================
| Go up the right stairs and fight a heavy armored axeman (drops |
| Battle-axe) and a light armored knife wielder. |
| A medium armored soldier armed with a hammer and shield, a light |
| armored soldier armed with a shortsword (drops a Courtly sword) and |
| a light armored soldier armed with a shortsword and a sword on each |
| hand (may drop a Falchion as Bonus loot) will come as reinforcents. |
| |
| Open the door to the bedchambers area. Fight the medium armored |
| soldier armed with a shortsword , a light armored soldier also armed |
| with a shortsword. |
| Along the corridor fight a medium armored soldier armed with a |
| shortsword and shield, a light armored archer ,a medium armored |
| axeman (drops a Northman axe) and a light armored soldier armed with |
| a shortsword. |
| |
| Enter Elyana's room as a medium armored hammer wielder and a light |
| armored soldier armed with a shortsword. |
| |
| In Alester's room you fight a light armored crossbowman and a heavy |
| armored axeman. |
| |
| Go to the balcony above the throne room and fight the heavy armored |
| elite swordsman (the others guards there should not see you). |
| |
| Attack the next group. |
| A Heavy armored axeman (drops Battle-axe) and a medium armored |
| soldier armed with a shortsword and shield. |
| |
| The second group consists of two heavy armored knights,a swordsman |
| and a spearman. |
| |
| The last group is a heavy armored axeman with a shield (drops a |
| Northman axe and may drop a Bloodseeker shield as Bonus loot), a |
| light armored archer (drops Summerwood bow) and a medium armored |
| armed with a shortsword. |
| |
| Talk to Greydon. (go to the left side and collect all the |
| loot in the ground) and enter the throne room. |
|______________________________________________________________________|
=== THE LEFT PATH ====================================================
| You first enemy is a heavy armored elite swordsman with a shield |
| (drops a Northman axe...). |
| Continue and face a group of a light armored crossbowman, a light |
| armored swordsman and a heavy armored swordsman. |
| |
| In the dining-room hall you face a light armored soldier dual |
| wielding knifes, a light armored swordsman, light armored |
| crossbowman, a heavy armored swordsman (drops a Zweihander sword) |
| and a medium armored soldier armed with a hammer and shield. |
| |
| Now enter the kitchen, fight a medium armored swordsman (drops |
| Falchion), a light armored knife wielder and a light armored soldier |
| armed with a shortsword (drops Courtly sword). |
| |
| Enter the office and fight a light armored crossbowman, a heavy |
| armored spearman and a medium armored soldier armed with shortsword |
| and a sword on each hand. |
| |
| Note: I had a glitch once were the soldiers of the office appear in |
| the kitchen and I had to face all the six soldiers at the same |
| time... |
| |
| Go to the balcony above the throne room and fight a group is a heavy |
| armored axeman with a shield (drops a Northman axe and may drop a |
| Bloodseeker shield as Bonus loot), a light armored archer (drops |
| Summerwood bow) and a medium armored armed with a shortsword. |
| |
The second group consists of two heavy armored knights, a swordsman |
and a spearman. |
| |
| The third group is a Heavy armored axeman (drops Battle-axe)and a |
| medium armored soldier armed with a shortsword and shield. |
| |
| Finaly fight the heavy armored elite swordsman. |
| |
| Talk to Greydon. (go to the right side and collect all the loot |
| in the ground) and enter the throne room |
|______________________________________________________________________|
Note: Neither route feels more difficult than the other, besides you can
collect the loot form all the enemies of both sides but i got an
extra 50 EXP by going left...
In the throne room you will fight Wex and the rest of his men, a light
armored crossbowman, a heavy armored swordsman with a shield (drops
Falchion), a light armored knife wielder, a medium armored soldier with
a shortsword and Wex, he is a heavy armored boss armed with a mace and
shield (drops a unique mace called Splasher).
Enter the Maester's room and speak with Harwyn for a dialogue choice:
1 – If each man plays his part, it will be enough
2 – Now, we have to organize ourselves as best we can...
Choose either then you get an important decision:
To achieve the best results sent the bowmen with Ryman.
The villagers with Jon and the pikemen stay with Greydon.
You can place them as you wish but the results will not be as favorable.
Leave to the courtyard and go left to were you find the
dead boby of Mors...
-------------------------- CHAPTER 12 COMPLETE -------------------------
+---+ CHAPTER 13 +-----------------------------------------------------+
+ Sidequest: Not so wild (Completed in this Chapter) +
+ Sidequest: Rituals and Litanies (Completed in this Chapter) +
+ * Can now complete the New blood and The Faith of the Ancestors +
+----------------------------------------------------------------------+
Alester is talking with... Mors!
You get some dialogue choices:
1 – Might as well speak the truth
2 – It's better to lie to him
Choose the first or lie if you like...
Then you get another dialogue choice:
1 – Let's use Valarr attack
2 – My dog is still there...
Choose the second and you get a split dialogue choice:
Mors - I know some of the castle's layout
Alester – Let's talk about the garrison
Choose either and Harwyn will come with another split dialogue choice:
Alester – Best to explain the situation
Mors - Enough time wasted!
Explain the situation and Mors recieves the Back from the Seven
Hells Trait (Endurance +1).
There are some dead bodies that give you some loot around town:
Go towards the main gate, loot the bloodseeker corpse for some money
and ignore Jon for now.
Enter the marketplace and near the armor shop is a dead villager that
gives you a Ironborn axe. Go up the stairs next to the armor shop and
collect some money from a dead bloodseeker knight.
Back in the market head to the drawbridge and loot a bloodseeker corpse
with money.
Get a Lord's sword from a bloodseeker corpse between two Riverspring
guards (I had a glich once were this weapon did not appear in my
inventory).
Outside the drawbridge, cross the wooden bridge to the left, a dead
bloodseeker gives you money, pass the three corpses and get more
money from another dead bloodseeker next to a Riverspring guard.
In the harbour many bodies lie there but the only one has loot, it
is the lone guard in the harbour passage.
He gives a Knight's helm.
Speak to Victor the nosy ferryman and head to the next area.
/// Camp ---------------------------------------------------------------
You get a dialogue choice:
1 – He knows me too well...
2 – That's not his concern
Choose the first and you get another dialogue choice:
1 – Rightly so
2 – No use talking about that again
Choose either and you will go to the next area...
/// Castlewood ---------------------------------------------------------
Go towards the main hall and the dog will finally join you again.
Let's try to remain undetected, enter the guards barracks and get the
unique Grey Thunder's dueling sword.
Change to the dog and head to the balcony over the throne room, kill
the medium armored swordsman in the middle, the heavy armored axeman
(drops a two-handed Battle-axe and a Knight's boots) on one side and the
light armored crossbowman in the other, wait for the heavy armored knight
to exit the throne room and kill him.
With the throne room clear head to the other side.
You will see a heavy armored swordsman (drops a Zweihander sword), with
two medium armored spearmans and a light armored archer.
But if you don't wish to be discover just ignore them and head to the
left path.
Change to the dog and see the two guards talking.
After a while the light armored knife wielder will leave so use the dog
to kill the medium armored soldier armed with a mace and shield.
Enter the dining-room and stay by the fireplace, change to the dog and
kill the heavy armored elite swordsman patroling the kitchen.
Get his key and open the cellars.
Open the door towards the balcony over the dining-room, change to the
dog and kill the heavy armored knight armed with a hammer and shield
(he drops a Castlewood shield and may drop a Armor-smasher as Bonus loot).
Enter the spiral stairs and go up since the door below is locked.
Open the top door and change quickly to the dog, pursue the guard
through the broken iron gate and kill him before he raises the alarm.
Enter the hall with Mors but you cannot pass the iron gate so go to the
left into Harlton's office.
Here you find a unique spear called Strombreaker on his desk and A
missive from beyond the narrow sea, Concerns, The hunting party Quest
codex (18\24, 19\24 & 20\24).
Use the dog to find Harlton's bunch of keys in the ashes of the fireplace.
Use the vision of R'hllor to find a hidden switch to the left of the
fireplace.
The secret passage leads to a bedroom that has a chest with money and a
scroll with a ring and Daenerys Targaryen Characters codex (27\32).
Open the door to the room were Jeyne is and you will have to fight
Ser Ethan, he is a heavy armored boss swordsman (drops a unique
Guardless broadsword, a ring and The Greyjoy Rebellion Society and
History codex (20\22), with him is a light armored knife wielder and
a medium armored swordsman (drops Falchion).
After the fight you get a split dialogue choice:
Alester – He betrayed me!
Mors - What is he doing? Valarr will kill him!
Choose either and you get another dialogue choice:
Alester – So this is a personal matter?
Mors - This does not excuse his crimes!
Choose either and you get more dialogue choices:
Alester – And this is what you've done with it?
Mors - That justifies nothing!
Choose either and you get one more dialogue choice:
Mors 1 - It is time for this old bastard to die...
Mors 2 - I won't let him get his hands on Jeyne!
Alester – Those are the words of a tyrant!
Choose either and you have to run back to the room.
Now quickly get the money from the bedside table, examine the book
for Rhaegar Targaryen Characters codex (28\32), then use the vision of
R'hllor and a hidden switch will appear near the wardrobe.
Inside the secret passage go to the spiral stairs, go down and pull the
lever to open the hidden door.
You will be near the kitchen cellar.
The door to the other spiral stairs is locked so go through dining-room.
Fight the light armored archer and the medium armored swordsman.
There is also a medium armored archer(drops a Summerwood bow) and
crossbowman (drops War crossbow) in the side room.
Open the big doors and face four more guards, a heavy armored knight
armed with a mace and shield (drops a Flanged mace), a medium armored
swordsman, a medium armored crossbowman and a light armored archer
(drops Padded leather gloves).
Head to the main hall for a scene and you will fight a light armored
knife wielder, two light armored archers, a light armored soldier armed
with a shortsword and the boss Ser Desmond, a heavy armored swordsman.
After that fight you face a heavy armored crossbowman, a medium armored
spearman, a medium armored swordsman with a shield and a light
armored archer.
/// Camp ---------------------------------------------------------------
You get a dialogue choice:
1 – We underestimated the risks...
2 – No point in torturing yourself any more
Choose either.
/// Riverspring Castle Courtyard ---------------------------------------
You get a split dialogue choice:
Alester - How did he die?
Mors – This is a rare opportunity!
Choose either and you get another dialogue choice.
Alester – He is my guarantee to reclaim Riverspring...
Mors – I must send the child to a safe place
Choose the second and you get more dialogue choices:
1 – If anything happens to that boy...
2 – If Alester trusts him...
Choose either and you get one more dialogue choice.
Alester – What else does he know about these shadows?
Mors – Shadows do not concern me
Choose the first and you recieve a Halfhand needs help Quest
codex (21\24) and the Not so Wild sidequest.
/// Riverspring --------------------------------------------------------
Now that you have the dog here you can get all the loot in the south
and let's also finish the New Blood sidequest and The Faith of the
our Ancestors sidequest before we take Alester north.
Enter the Godswoods and talk with Denyo for a dialogue choice:
1 – It is still too soon!
2 – R'hllor will be grateful
Choose either (i prefer the first one) then leave.
Change to the dog and find the two hidden loots, one is behind the Red
Priests and the other is in a rock in front of the tree between the gate
to the Courtyard and the gate to Riverspring.
In the main gate talk to Jon to know the best places to get recruits.
Go back to the castle and enter the dungeons and recruit the people you
had not freed.
If you jailed Brusco you can't recruit him(a glich?).
Alyn and the Guard can be recruited with a dialogue choice:
1 – Four arms are better than two...
2 - ...but then they're two half-wits we could do without
Choose the first to make them join.
If you did not release Zachery you can recruit him:
1 – A true volunteer, that's a change...
2 - ...but it stinks of trouble
Choose the first to make him join.
Mellara will not be so lucky...
I never arrested Little Leo because he was innocent...
If you did not release Quenten you can recruit him:
1 – He seems tough enough
2 – He's not worth it
Choose the first to make him join.
Change to the dog and collect the hidden loot by the central cage.
There are other people you can recruit around town:
In front of the Godswood entrance is a man called Waltyr, talk to him
for a dialogue choice:
Mors - Nothing left to lose then? The ideal type for the Wall...
Alester – Let's leave this poor wretch
Choose Mors and he will join the Night's Watch.
To the left of the castle entrance you will see a female villager,
talk to her for a dialogue choice.
Mors - It'd be like killing you myself!
Alester – Why does she want to do it?
Choose Alester to understand her reasons and you get another
dialogue choices:
1 - The is no question of it...
2 – You're certainly brave enough for the Wall
If you feel desperate enough to recruit a woman then choose the second.
Enter the marketplace, and MAKE SURE YOU BUY The Smith Statuette (7\7).
To the left you will find a man called Donnor that you can recruit:
1 – Who is this Jester?
2 – With pleasure!
Choose the second and fight him.
He is a Light armored boss armed with a shortsword.
Beat him and he joins the Night's Watch.
Go up the stairs towards the harbour and head left.
Change to the dog and find a hidden loot in one of the corpses.
Talk to the villager, try to recruit him but Alester will not allow it
so find the four brigands beating a men near you.
There is a medium armored elite armed with a shortsword, two light
armored knife wielders and a member of the gang that wears no armor
nor weapon.
After the fight you get a dialogue choice:
1 – He'd make a good recruit
2 – Another criminal? He can die!
Choose the first and recruit him to the Wall.
You get another dialogue choice with the scared Villager:
Mors - I can easily persuade him to come with me
Alester – I must reassure him
Choose Mors and you end up recruting him all the same
(in your face Alester!).
Since you have already recruited all the people in Mole's
town and in Riverspring go to the world map and enter King's Landing.
/// King's Landing -----------------------------------------------------
Talk to Morros and he will tip you to were to find recruits.
Go to the Red keep were you find a guard facing the door.
He offers to let you inside the Maegor's Holdfast.
Inside talk to the Gold cloak for some negotiation:
1 – Fifty stags. I can allow myself that
2 – There must be another way to do business
3 – He'll buckle under threat
You can pay him, give him the Gerold Highttower's gauntlets that you got
in the Collector's house or fight him and his the helpers.
They are two light armored knife wielders and a light armored guard
armed with a shortsword and shield.
Either way you get four more recruits.
Return to the city by talking to the guard.
As you leave the Red keep arch look to the right and you see an angry
mob there, talk to Theomar for a dialogue choice:
Alester - Who are these men?
Mors - Maybe the Wall has need of them...
Choose Mors to try to recruit them and you get another dialogue choice:
1 – These brigands don't deserve a second chance
2 – The Wall isn't overly particular. We need them
Choose the second and you get one more dialogue choice:
Mors - It's not all that bad...
Alester – It's hard...
Choose Alester and you can avoid fighting the angry mob.
They will both join the Night's watch.
That's all the people you can recruit.
Change to the dog and enter the Flea bottom district, to the right
there are two men near some wood and hay.
Follow the blue smoke and get grab the hidden loot from the hay.
Go to the well in this area and you find more smoke leading to a sewer
drainage.
Get the hidden loot then go to the door of Chataya's, the hidden loot
is on one of the outside benches with pillows.
Enter The Throne room and aproach the Iron Throne, change to the
dog and you will see blue smoke heading to the door in the right, open it
and continue up to the room in the lower left corner of the 1st floor.
Inside with the dog you will find a scroll in a chair that contains a
ring and Jaime Lannister Characters codex (29\32).
You are done for the south for a bit let's head North on the map.
Note: Make sure to to buy The Smith statuette in Riverspring.
/// Castle Black -------------------------------------------------------
In the main door to the common hall there are three sworn brothers
with Patrek, talk to Duncan Paege for a dialogue choice:
Mors - I know about the murdered brothers...
Alester – I would like to know more about it
Choose Alester to know the details and you get another dialogue choice:
1 – This whole story has nothing to do with me
2 – I don't belive Patrek is capable of that
Choose the second and you get the Rituals and Litanies sidequest.
Enter the stables and talk to Addam Flowers for a dialogue choice:
Mors - Why Patrek?
Alester – Does he know anything about the murders?
Choose Alester and you get another dialogue choice:
1 – I know that it's not true
2 – His past is not important
Choose the first, the change to the dog and pick up the new scent and
follow it to Lothor.
Return and speak to Duncan for a dialogue choice:
1 – He lied to me. He can have his punishment
2 – There must be an explanation
Choose the second and go meet Wat for a dialog choice:
Alester – Patrek mentioned a certain patrol
Mors - Why was he quarreling with Myles?
Choose Alester.
Use the vision of R'hllor and you get a hidden loot from one of the
lanterns near Wat.
Go downstairs to the near well and use the vision of R'hllor again to
collect the hidden loot.
/// Common Hall --------------------------------------------------------
Head upstairs face Mormont and use the vision of R'hllor on a shield in
the wall above some barrels to the right of Mormont get the hidden loot.
Talk to Mormont and he will mentioned every recruit you have brought
(he will show disappointment with Mors if you recruited the woman...)
and you will finish the New Blood sidequest by talking to Mormont again.
Go to Walder for a dialogue choice:
1 – I must get back on the road
2 – Let's speak with him a little, he seems troubled
3 – I've got some statuettes for him
Choose the second and listen to the hole story.
Then give him all the statuettes and you finish The Faith of the our
Ancestors sidequest.
You get a split dialogue choice:
Alester – Heresy devours his heart, I must help him
Mors - The Seven are sending me a sign...
If you choose Alester you get another dialogue choice:
1 – The Seven have brought me nothing...
2 – If I reject them, I abandon my beliefs
If you choose the first you get one more dialogue choice:
1 – The power of his god is real
2 – It is nothing compared to my family's honor
If you choose the first you recive the Ashes of the Seven ring
(energy recovery +12% Alester only).
If you choose the second you recive the Glory of the Seven ring
(HP + 120, Energy cost -25% Mors only).
Either way you will be facing a fireplace after all your decision so use
the vision of R'hllor and get the hidden loot form the ashes near the
fireplace.
Go back upstairs and speak with Qhorin Halfhand for a
dialogue choice:
1 – He should have gone after them
2 – Defending the construction site was the priority
Choose either and you get another dialogue choice:
1 – Agree
2 – I have better things to do
Agree and you recieve the Qhorin Halfhand Characters codex (30\32).
Next to Walder you will find Addam Flowers patrol in the
Haunted Forest Quest codex (22\24), check Addam's chest near
the main door for A blackmail letter quest codex (23\24).
/// Castle Black -------------------------------------------------------
Talk with Duncan or Clifford (the brother guarding the stables to know
the whereabouts of Addam. Try to leave and four brothers will come and
talk to Mors and he gets a dialogue choice:
Mors - These rats are getting in my way
Alester – They have to know who the real culprit is!
If you choose Mors you will have to fight them.
There is a light armored archer, a light armored swordsman, a medium
armored spearman and a heavy armored knight armed with a shortsword and
shield (no drops no EXP).
If you choose Alester you can avoid the fight.
/// Mole's Town --------------------------------------------------------
Go foward and see the scene, go around and get him, Addam is a medium
armored boss armed with a shortsword and a knife on each hand and he
drops a unique shortsword called Shadow fiend.
Head to town and you get two scents, follow the smuggler's scent into
the tunnels, call Mors when you reach the dead end.
Use the vision of R'hllor and open the secret passage, inside use the
vision of R'hllor again to make a hidden switch appear with a passage
leading to the back tunnels, but use the lever to enter the crime scene
room.
In here you find the key to Mole's Town crime scene, money, a
Bloodseeker plate boots and a scroll by the body with a ring and The
Long Night Society and History codex (21\22).
With the dog you can find a hidden loot as well in this room.
Go back and enter the second secret passage, as soon as you exit the
passage go right and open the door, you will see a bag on the ground
next to the beam, grab it since is full of wildlings rags.
Follow the scent and find the smuggler. Talk to Byam for a
dialogue choice:
1 – He must explain who he is...
2 – What was happening at the square?
Choose the first and you get another dialogue choice:
1 – Who was he speaking to before?
2 – He's lying to me
Choose the first and you get more dialogue choice:
1 – What did the wildlings want?
2 – Where are they now?
Choose the first and you get even more dialogue choice:
1 – These traitors should die
2 – He spoke, just as I asked of him. He can live
If you choose the first you will fight Byam and his two boys,
they are medium armored and are armed with shortswords.
Follow the scent and call Mors at the end of the tunnel then leave.
/// The Gift -----------------------------------------------------------
Follow the scent to the camp and call Mors.
Fight the light armored elite armed with a shortsword, the light armored
wildling dual wielding knifes (drops Wildling soft fur) and the medium
armored wildling armed with a two-handed mace (drops Wildling soft fur)
Continue to follow the scent to...
/// Icemark ------------------------------------------------------------
Speak with Sabraque for a dialogue choice:
1 – So they'll be able to raid freely?
2 – I must take vengeance for my brothers who fell at Icemark
Choose either and you get an important dialogue choice:
1 – No. the wildlings arte nothing more than raiders
2 – I cannot condemn their families
If you choose the first you will have to fight your way to Sabraque.
Go up the stairs all the way and fight a medium armored wildling armed
with a sword on each hand (drops Wildling blade) and a light armored
archer in the middle floor.
On the top floor is a medium armored axeman with a shield
(drops Flint axe).
Change to the dog, cross under the boxes blocking the door an kill the
light armored knife wielder in the room and the other patroling outside.
Go back down the stairs and cross the middle floor to the other stairs.
If you go down you kill a medium armored swordsman and a light armored
knife wielder.
Go all the way up those stairs and face a heavy armored axeman with a
shield (drops Wildling padded fur), a light armored knife wielder and
a light armored archer (that you can kill with the dog and drops a
Wildling hunting bow).
Around the fire there is an archer, a mace wielder, a knife wielder
and a axeman without armor, a light armored swordsman and Sabraque
witch is a heavy armored boss armed with a two-handed sword.
Talk with Thistle afterwards.
OPTIONAL - If you choose the second you get another dialogue choice:
1 – I will go with him. I want to know what he has to say
2 – Too risky. I'd better go back
Choose the first and go up to the big fire to talk with Sabraque:
Mors 1 - I want to learn more of the Others
Mors 2 - He seems to know a lot about skinchangers
Alester – Does he intend to spend the rest of his life in exile?
Choose either and you recieve a wildling bracelet:
Dog command recharge speed +14%
Dog attack speed +16%
Dog dodge +10%.
(you get less EXP)
------------------------------------------------------------------------
Use the vision of R'hllor and collect a hidden loot form the fire.
Then return.
/// Castle Black -------------------------------------------------------
Talk with Duncan to complete the Rituals and Litanies sidequest.
Enter the common hall and talk with Qhorin (if you did not kill them
then you get a dialogue choice witch you can choose either choice).
You complete the Not so Wild sidequest and receive The Shadow Tower
Places codex (23\23).
Note: This is your last chance to do any sidequest you missed and
to check every shop and area outside King's Landing.
I also advise you to make a master save before entering
Alester's bedroom and you will be able to see all the ending from
this point.
/// Riverspring --------------------------------------------------------
Enter the castle and enter Alester's room when ready.
Hear both oaths and you get the most important dialogue choice:
Mors – Mors destiny
Alester – Alester's destiny
This will chosse the ending of the game.
There are two endings for Mors and two for Alester so by chossing Mors
you can only see one of his two ending but none of Alester's and the
same apllies if you choose Alester.
After the scene you are done.
-------------------------- CHAPTER 13 COMPLETE -------------------------
+---+ CHAPTER 14 +-----------------------------------------------------+
+ Sidequest: All done +
+----------------------------------------------------------------------+
Alester and Mors are in King's Landing.
The gold cloaks will question them:
Alester – Best to hide our identities
Mors - We might as well tell the truth
Choose either and you get another dialogue choice:
Mors - No chance!
Alester – I've got enough to pay this vulture... (if you got the coin)
Choose Alester and lose 2 gold (if you got the coin) or go with Mors and
face a heavy armored elite swordsman (drops a Lannister breastplate and
a Lord's sword), two medium armored soldiers armed with shortswords and
two light armored archers. (You will also fight if you can't pay)
Note: If you choose Mors destiny you get Westfords' Vengeance Trait:
HP recovery +4%. Alester will get Sarwycks' Vengeance: Chance of
critical hit +4% if you choose his destiny.
The is no way to get both.
Go foward and for a dialogue choice with Orys (if you saved him):
Alester – Orys? He might be able to help us...
Mors - The City Watch are busy cleaning up the town
Choose either and you will fight two light armored soldiers armed with
shortswords, with the help of Orys and a Reaper (if you spare Axe then
he will appear as well).
A light armored soldier armed with a shortsword and a medium armored
swordsman will appear as reinforcements.
There is a dead Stark guard with a Storm hammer you can loot.
Patroling the Gold cloak tower area is a group that consists of a heavy
armored elite swordsman (drops a Lannister plate helmet and a Lannister
glaive), two medium armored spearmans and two light armored soldiers
with a shortswords.
Guarding the sewer entrance you find a heavy armored boss swordsman, a
heavy armored elite swordsman, a light armored elite armed with a
shortsword and two light armored elite archers.
Go to the back on the paint shop and talk to Falena for a
dialogue choice:
Alester – Gawen... Might as well tell her right away
Mors - This girl isn't here by chance...
Choose the first and you get another dialogue choice:
Mors - She has the information I need
Alester – Let's ask her nicely
Choose the second, change to the dog and follow the scent.
In the marketplace kill the light armored archer and the other archer
on top of the stone stairs (he drops a Recurve bow).
There is a dead Stark guard under the arch between the marketplace and
the Gold Cloak tower area.
He gives a Stark coat of mail.
If you go up the stone stairs you find another dead Stark on a balcony
with a Braavosi stiletto.
Open the door towards the Sarwyck Manse and fight the patrol group of
a heavy armored elite armed with a mace and shield (drops a Lannister
shield), two medium armored spearmans and two light armored soldiers
with a shortswords.
In the middle of the square you find two dead Starks, one has a Stark
mail chausses and the other has money.
A second patrol group may appear from the side arch.
You fight a heavy armored elite swordsman with a shield (drops a
Lannister plate gauntlets), two medium armored spearmans and two light
armored soldiers with a shortswords.
Pass in front of the Red keep towards the balcony over looking
the Flea Bottom district, loot the dead Stark of a Noble Mace.
Go around to the back of the Sarwyck Manse and fight another patrol there.
You face a heavy armored elite two-handed swordsman (drops a Lannister
shield and a Terror blade), a heavy armored knight armed with a two-handed
Mace, a medium armored soldier armed with a shortsword and shield and two
light armored soldiers with a shortswords.
If you enter the Flea Bottom district you fight a heavy armored elite
armed with a mace and shield (drops a Lannister plate boots and a
Lannister glaive), a heavy armored knight armed with a two-handed Mace
(may drop a Mighty mace as Bonus loot), two light armored crossbowmans
(one drops a Siege crossbow) and a light armored soldier armed with
a shortsword and shield.
In the back of the Manse you will find Harwyn.
You get The Red cloaks People and Factions codex (7\8).
Go left towards the Sarwyck Manse but go up the stairs to Harlton's
Manse, kill the light armored archer, and the patroling group of a
heavy armored elite armed with a mace and shield, two medium armored
spearmans (one drops a Reinforced lance) and two light armored soldiers
armed with shortswords.
Near the Harlton's Manse is a dead Stark guard that you can loot a Stark
mail gauntlets. Head to Chataya's and fight a heavy armored knight armed
with a mace and a medium armored axemen with a shield.
Those were the last enemies in town.
Go find Ser Clement and you get split dialogue choice:
Alester – We need his sword at all costs
Mors - What we're to do sickens me
Choose either and you will fight Ser Clement. He is a heavy
armored boss armed with a two-handed sword.
Go back to Varys and you get a dialogue choice:
With Mors:
1 – I've tainted this weapon enough as it is...
2 – I need a custom-made weapon...
With Alester:
1 – This blade is more than enough
2 – We may come to need that favor...
Go to the blacksmith. Do the weapon you want or leave like it was.
You get Valyrian Steel Society and History codex (22\22).
Back to Varys you get some dialogue choices.
With Mors:
1 – It is out of the question for Harwyn to take care of him
2 – And it won't be Alester either
With Alester:
1 – The child will help me save Riverspring.
2 – If Mors protects the child, I will lose everything...
No choice here Varys will keep the child...
Go to the next area.
/// Sewers of King's Landing -------------------------------------------
The sewers are full of Bloodseekers.
Change to the dog to clear some out:
Kill the light armored soldier armed with a shortsword, then the medium
armored soldier armed with a shortsword and knife on each hand.
The room to the left as a heavy armored axeman, a light armored knife
wielder and a medium armored soldier armed with a shortsword and knife
on each hand that you can only kill with Mors.
Continue foward with the dog and kill the medium armored spearman.
Change to Mors and kill the trio in the first room i've already mentioned.
Ahead you fight a heavy armored spearman from a room to the right and
from a left room you fight a light armored knife wielder (may drop a
Misericorde knife as Bonus loot) and a medium armored soldier armed with
a shortsword and a sword on each hand.
In the room of the heavy spearman the dog will find a hidden loot in
the hay pile.
Enter the Reaper's hideout.
Fight the medium armored spearman (drops a Bardiche spear) and the light
armored soldier armed with a shortsword.
A heavy armored axeman with a shield and another medium armored spearman
will come as reinforcents.
In the room to the right there is a heavy armored knight armed with a
mace and shield (drops Mighty mace), two medium armored spearmans and
a light armored soldier armed with a shortsword.
In that room is a hole so change to the dog and see the patroling guards.
There is a medium armored spearman with a light armored knife wielder
(drops a Misericorde).
In the corridor is another medium armored spearman and a heavy armored
axeman but they a a bit hard to kill with the dog.
See the purple light in this corridor there is a switch to open the
secret passage.
I'll list the remaining Bloodseekers if you wish to kill them all:
In the secret passage that leads to the arena area you fight a medium
armored swordsman, a medium armored spearman, a light armored soldier
armed with a shortsword and a heavy armored axeman with a shield.
There is a group to the left of a heavy armored knight armed with a mace
and shield, two medium armored soldiers armed with shortswords and
knifes and a light armored soldier armed with a shortsword.
There is another group further left, a light armored soldier armed with
a shortsword, a medium armored swordsman, a medium armored soldier armed
with a shortsword and knife and a heavy armored spearman.
Enter the door with the red light and fight a heavy armored axeman
(drops Glory axe) and a medium armored swordsman.
Outside the room is a light armored knife wielder and another medium
armored swordsman.
Go towards the purple lantern and you will fight the last group as a
medium armored soldier armed with a shortsword, a heavy armored knight
armed with a mace and shield, a medium armored spearman and a light
armored knife wielder.
Press the switch, enter the secret passage, grab the money from the
water dispenser and another in the drainage. Talk to Varys.
/// Maegor's Holdfast --------------------------------------------------
Go foward and two pyromancers will give you a dialogue choice:
Alester – I serve the God of Flame. I don't fear them
Mors - His justice means nothing compared to my vengeance
Choose either and you will fight Stevron, a medium armored boss wielding
a knife.
With him are three medium armored elite soldiers (one is a swordsman that
drops a Lannister glaive, the other is armed with a shortsword), four
light armored archers and two light armored crossbowman (one is elite).
I know it seems like alot but they attack in waves and not all at the
same time.
Go up the stairs, pass the iron gate and get the scroll with a ring and
Eddard Stark Characters codex (31\32) on a cell door to the right.
Go to the objective on your map and you will fight two light armored
archers, a light armored swordsman and a light armored soldier armed
with a shortsword.
Then you fight Petyr, he is a medium armored pyromancer armed with
his fists and he drops the Silver key, a Master pyromancer's ring and
A letter from Valarr to the Pyromancers Quest codex (24\24).
With the silver key you can open the cell door near you (check your
map for the only door in the upper basement).
There is a Valyrian steel sword, a Storm hammer, money and a scroll
with a ring and The Alchemists' Guild People and Factions codex (8\8)
inside that cell.
Go up the spiral stairs to the dungeons, use the vision of R'hllor to
open the secret passage to the Red Keep.
/// The Throne Room ----------------------------------------------------
Go foward and see the scene.
Change to the dog, go down and sneak kill Valarr... No it not that easy.
Just head down a face him after a dialogue choice:
Mors - I'll skin him alive!
Alester – Elyana, watch me, I shall avenge your death!
Choose either and prepare for the final battle.
Valarr is a medium armored boss armed with a two-handed sword.
After a while he will summon a Shadow.
Finish his HP and you fight him again with another Shadow.
Take all of his HP again and see the shocking scene!
Note: If you lose this fight you will see the fifth ending.
-------------------------- CHAPTER 14 COMPLETE -------------------------
+---+ CHAPTER 15 +-----------------------------------------------------+
+ Sidequest: All done +
+----------------------------------------------------------------------+
Alester is in the Westford's cottage, 15 years ago.
After the scenes you get a dialog choice:
1 – I can't kill her...
2 - ...And yet, I must!
Choose the second to spare her more suffering...
You will fight a final duel, after a while you will fight three light
armored archers, two light armored crossbowmans, two medium armored
elite swordsmans and a heavy armored boss armed with a mace and shield.
Then the final duel will continue.
After the fight if you sided with Mors you will decide your ending:
1 – I will care for him, for Jeyne's sake...
2 – I will live and die at my post... at the Wall
Each is a different ending so choose well.
After the fight if you sided with Alester you will decide your ending:
1 – I will offer him to the queen in return to Riverspring.
2 – This child will live, in memory of Mors.
Each is a different ending so choose well.
See the Epilogue and you have finish the Game of Thrones.
THE END
------------------------------------------------------------------------
=== DLC ================================================================
Dog
You get two new skins for Mors's dog:
Original dog - The dog we all know and love (at least i do...)
Everybody says is a Pit Bull Terrier but to me it
looks more like a Norwegian Elkhound...
Dornish Hound - Looks like a Rottweiler witch is actually my
favourite species of dogs.
God's Eye Mastiff – Well the Mastiff looks like an... Mastiff of course,
but people told me is more like a American Bulldog.
(i've being looking and i say it's more like a
Bullmastiff witch is the mix of both races)
Items
You can buy equipaments for merchants in Castle Black, Riverspring
and King's Landing. If you remmember well there is a merchant waving
his arms around in those three places but you couldn't talk to him.
Now he sells 23 unique weapons, 2 shield and cutting arrows and bolts.
(he sells the same on the three locations). All his inventory gear has
special bonus like boosting critical damage %, damage resistance and others.
The lower damage (per sec.) is 44 and the highest 58, while
the lower price can be 1 gold dragon and the highest 12.
Quests
You will go beyond the Wall and find out how the legend of The Butcher
was born.
+---+ PROLOGUE +-------------------------------------------------------+
+ Sidequest: None +
+----------------------------------------------------------------------+
A clean faced Mors is in Castle Black, riding the elevator to the top of
the Wall with Gorold and Maekar. You will start with a dialogue choice:
1 – He's scared of heights!
2 – He has to get used to it...
Choose either and build your character.
Note: Nothing in this quest will not pass to the main game.
You will Level up fast, start with a decent gear (witch you can't
change yet). You recieve no money, codex, Traits nor sidequests.
Once on top of the Wall you get another dialogue choice:
1 – He's still bitter...
2 - ...But I didn't want that responsibility
Choose either and follow Gorold. Until you meet Cregan.
(I will assume you have at least played one chapter in the main game
by now...)
Anyway you get one more dialogue choice:
1 – I wouldn't dream of it...
2 - ...Well, why not?
Why not indeed... cross the bridge and help Weasel.
After the scene you will be surrounded by Wildlings.
You will fight a medium armored wildling armed with a mace and shield
and two light armored swordsman. After you killed them fight a light
armored knife wielder and a heavy armored wildling armed with a
two-handed Mace.
Two light armored archers will come as reinforcements.
Next a medium armored wildling with a sword on each hand and a light
armored archer will attack.
A medium armored Elite armed with an axe on each hand and a light
armored archer will the the last of the massive group.
Note: Gorold is an ally and you can control him(he has Assassin skills)
After the big fight use the basket to your next location.
/// Beyond the Wall ----------------------------------------------------
Fight both sentries. A Heavy armored swordsman with a shield and a light
armored knife wielder. The next group has a light armored archer, a light
armored axemen, a heavy armored wildling armed with a two-handed Mace
and a medium armored axemen.
You get a split dialogue choice:
Mors - Death over dishonor!
Gorold – We must obey if the boy is to life
Choose either since the end it's the same.
You will fight you first fight in the Pit agaist a weakling that has no
armor nor weapons.
------------------------------------------------------------------------
Note: All your weapons and armor have being replace by this point.
(if you are a Landed knight you Longsword was replace with a
weaker wildling sword).
(if you are a Hedge knight you Greatsword was replace with a
weaker two-handed Mace).
(if you are a Magnar your Axe and knife are replace with weaker
Axes one on each hand).
(Your medium armour will also be replace by a light armor)
After the fight you get a dialogue choice:
1 – This boy doesn't deserve to die
2 – This fight was a farse...
Choose either and you get another dialogue choice:
1 – Never!
2 – If I refuse, he'll kill me as well...
If you choose the first one Gorold will be tortured.
If you choose the second Gorold will be tortured just a bit less...
Enter the kennel and Torwynd will introduce himself and warn you about
a dog... then he gives you a dialogue choice:
1 – What can he tell me about the fighting pit?
2 – What can he tell me about this tribe of savages?
Choose one of them. Then you can see what is in the bowl...
You will have a dialogue choice:
1 – It looks disgusting
2 – Eating will give me some strength back
It really looks disgusting but it gives you your strength back...
Your choice.
Note – If you don't eat your HP will not refill between fights, but I
did finish all the fights without eating so do as you wish.
Gorold will return with a dialogue choice:
1 – Talking about it might help him
2 – He needs to rest
Choose the second to have him rest or the first to hear his story that
continues with another dialogue choice:
1 – What happened to him afterwards?
2 – He needs to rest
Choose the first and be ready for your next fight.
You are fighting a elite wildling armed with a two-handed mace
but no armor.
After the fight you get a dialogue choice.
1 – He can go fuck himself
2 – Well, if it helps me to survive...
If you want help from that traitor choose the second
Inside the kennel you can talk with Gorold and Torwynd.
Gorold will give you a dialogue choice:
1 – Nothing very useful
2 – Let's sum up the options
Choose either.
Aproach the bowl and decide if you want to eat or not...
Then you have to fight again.
This time you face a elite archer without armor and a medium armored
elite swordsman with a sword on each hand.
Note: If you are having trouble with the fight, drink the flask from
Weasel to be poisoned... what did you expect?
Enter the kennel and talk with Torwynd (take a look at Mors's beard!)
Time to choose again if you want to eat...
This fight will be in pairs, Mors and Torwynd agaist a wildling and Gorold!
Well Mors teams with Gorold and kill the other two. One is a medium armored
knife wielder elite, Torwynd is a heavy armored elite armed with a
two-handed mace.
NOTE: You can control Gorold again and this time he has more abilities.
Enter the kennel and decide if you want to eat one last time...
After the scene you are free to choose your gear, get the Crude dagger
from the corpse. You can sneak around the kennel to a overpass. Go slow
when passing the tent and open the other kennel on the other side.
Free Gorold and together try to find Maekar.
You can sneak pass some wildlings but i will intend kill them all...
Inside the big tent Mors just passed is a Medium armored spearman
(drops Bear spear), a heavy armored swordsman with a shield (drops Flask)
and medium armored wildling armed with a mace and shield. Inside the
tent you will find a bag with Mors Helmet (the one he was wearing at the
start of the quest). Go towards Mors kennel and follow the shadowy path
here you will see a wildling, let him move to a new position and then
attack him. He is a heavy armored axeman (may drop a Large iron axe as
Bonus loot). And the end of the path fight a heavy armored armed with
a meat cleaver and a shield (drops Old wooden shield).
Between the two leather tanners is a bag with Mors boots
(The same ones from the start...). In the middle of the area you fight
three wildlings, a medium armored swordsman, a light armored archer
(drops Wildling hunting bow and Bodkin point arrows) and a medium
armored wildling armed with a mace. On the middle of the tent is a spear
rack with Mors's weapon (Yes the same from the start got it?).
Near Gorold's kennel is the exit. Use the gate get the Mors Old Cloak
from a bag and run to the next area.
This area has a big tent in the middle to the right you will see a heavy
armored spearman, to the left there is a light armored archer (drops
Broadhead arrows) and a medium armored swordsman trying to rape a girl.</pre><pre id="faqspan-7">
Behind them you will find Gorold Sellsword cloak Inside the tent is a
light armored archer and a light armored knife wielder. You will also
find inside the tent Gorold Andal glaive and his Studded leather gloves.
Use the gate and go to the next area.
In this area you will fight a heavy armored wildling armed with a mace
and shield. Near him is a light armored archer (May drop the unique
Barbed arrows as Bonus loot...useless) and a medium armored wildling
armed with a sword and a knife on each hand (drops Longsword).
Wait for the patroling wildling to be far away and enter the tent, fight
a light armored archer (drops Blunt arrows) and a light armored knife
wielder. Inside you will find helmet for Gorold.
The patroling wildling is a medium armored axemen.
Guarding the gate are two heavy armored wildlings both have shield, one
has a axe and the other a hammer (drops Iron hammer). Behind the tree
you will find a bag with Mors's gloves. Use the gate and go to the
next area.
In this area wait for the patroling wildlings to be far away and enter
the tent were you find two sleeping wildlings and you get a dialogue choice:
Mors - Yes!
Gorold – Best not...
Choose Mors to make your life easyer.
To the left of the tent entrance you will find Mors armor (finally you
can change from that silly thing he is wearing)
to the left you will find a light armored archer and a Heavy armored
spearman boss(drops Flask and may drop a Silver ring as Bonus loot).
(if you spared the wildling inside the tent they will wake up and fight
you as well, one is a medium armored swordsman that drops a two-handed
sword and the other is a medium armored axemen) from the right you will
find two more light armored archers.
Next to the tent is a broken cart if you stand by it and look around
you will see a fallen tree stuck on a spikey rock. At the end of that
three is Gorold Armor.
Cross the gate and go to the last area (actually is the tent Mors and
Gorold were watching when they were captured).
Enter the tent and find most of Maekar and you get a dialogue choice:
1 – I have to end his suffering...
2 – I cannot kill him...
If you choose the second you get another dialogue choice:
1 – I simply cannot do it...
2 – I have to kill him...
If you choose the first then Gorold will do it for you.
Bael and Weasel will come and face Mors.
Bael is a medium armored boss armed with a two-handed axe, with him
is a medium armored spearman, a light armored axeman with an axe on
each hand and Weasel a light armored knife wielder. After the scene
the quest is complete.
(BTW the dog just fled, how did he join Mors anyway?)
------------------------------------------------------------------------
=== Thanks =============================================================
I wish to thank my family, online friends, “offline” friends,
David Rose, George R. R. Martin's brain and everyone that read this
walkthrough (or at least this part of it...)
=== Help ===============================================================
I have done this all alone for about 4 months, but I'm still missing
some stuff:
1 tutorial codex, a Characters codex and a Myths and Religion codex.
If you have found something wrong with this walkthrough or did find
something in the game i missed please send me a e-mail to
[email protected]
Just make sure to place GAME OF THRONES so i don't delete it by mistake.
=== Legal ==============================================================
Copyright 2015-2016 by Luis Cota. I own no rights to the game.
This walkthrough is my creation. Please do not copy this and pass it off
as your own work or post it without permission.
I only allow printing for personal use.
This FAQ/Walkthrough may be found at GameFAQs (www.gamefaqs.com)
This FAQ is complete, but I still want to perfect it in the future...