Two Worlds 2/Pirates of The Flying Fortress/Marvin Quests.
Single Player, off-line only.

Before getting started, make sure you remove other mods,
especially old installations of Worldmerge, if you think
whether or not these will conflict with (the newer version of)
Worldmerge.

All you require is the original Two Worlds 2 game (PC) and
the corresponding Pirates of the Flying Fortress expansion
(which automatically patches your game to vanilla version
1.3). It is advisable, though not required, to use an English
language installation.

While all non-English languages will work, the installer also
provides a somewhat extended support for a German
language installation - written text from PotFF, the (former)
multi player maps and the new quest line will be in English
though (this is only of cosmetic relevance).

NOTE: This is not just a TW2 walkthrough, it's for all three
as mentioned above, where TW2 and POTFF have been
integrated into a single seamless game along with the online
maps for the Marvin side quests. Remember, this is now one
huge seamless game.

Worldmerge combines the Two World 2 main campaign, the
eleven multi player adventure maps and the whole Pirates of
Flying Fortress Expansion into one coherent, newly balanced
single player game world. The experience curve as well as
the levels of the monsters have been adjusted accordingly -
reach lvl 65+ and still find challenging adventures.

Worldmerge ties everything together with a very long new
quest-line sending you all around the world of Antaloor,
even to the most hidden corners. You will find three new
difficulty levels (Novice, Expert and Master) with various
tweaks and enhancements, each for a female or male player
character, that bring a lot of extra challenge.

Furthermore, over 130 new hand placed encounters with
uniquely named Mini-Bosses and their companions are
added. They guard well hidden new treasures in the guise of
potions that permanently increase parameters and grant skill
points.

The skill system has been revised significantly: higher level
skills cost more skill points, a special, rather sinister
"teacher" has to be paid in order to reach the really high
skills levels and lots of skills, especially from the thieving
arts, have additional skill effects now:

Find extra loot with pick pockets, assassinate mid combat
when attacking stunned enemies, especially with daggers,
sneaky dodge attacks or disarm trap protected chests. Your
enemies have learned new tricks, too:

They refresh their health upon retreat, can take a last stand
when severely wounded that regenerates their hit-points in
combat, have higher chances to resist crowd control effects
and might even teleport to your position in a surprise attack.
Combat is more refined as special attacks cost stamina now
(a heartbeat sound will warn you of low stamina) and only
timed blocking allows you to recover stamina fast enough.
Also, there is no more hp regeneration of the hero in combat.
In addition to that, many great mods by gifted modders from
the Two Worlds 2 community are included (see details
below).

The single player game time (compared to the 45+ hours of
TW2+PotFF) is easily extended by more than 20 extra hours
(30+ if you choose the Master Difficulty). You're in for a
65+ hours role playing epic.

For installation just double click "Worldmerge 1.4a
setup.exe" and follow the prompts. Ignore the suggested
install directory. Search for the Two Worlds 2 installed
directory, select it, and click continue. It will further suggest
Two worlds 2\new folder. Backspace to get rid of the \new
folder, then continue.

After installation, all files should end up in your TW2 install
directory\WDFiles\mods. Only the readme's (TW2 install
directory) and the sound files (TW2 install
directory\SoundData) are exceptions. The installer will also
create a file called unins000.exe (and a corresponding .dat
file) for uninstallation in your TW2 install directory.

MOST IMPORTANT OF ALL: Some cut-scenes, especially
the destruction of the Flying Fortress, will not show properly
and the screen will be blacked out. If you have DX10
installed, it is critical that you start the game with
TwoWorlds2_DX10.exe.

Concerning usage:

A fresh start is required - it will not work (properly) with old
save games.

1. Install the mod as described and ideally choose the Novice
or Vanilla option.
2. Make a fresh character in the normal single player main
campaign.
3. Save her/him.
4. Quit back to main menu.
5. Start a Pirates of the Flying Fortress expansion game and
choose  Import your fresh character into the expansion game
without choosing to level her/ him up.

It's advisable to activate subtitles: in the Main menu,
Interface, hover cursor on the bottom choice and use mouse
wheel to role the top choices till you see Subtitles and click it
to On. In game, you'll be able to read the new, non-voiced
over quest dialogue and to look for hidden treasures right
from the beginning.

When all works out as described, you will have a fresh level
1 character in Vakhmaar Castle. A new entry in your quest
log should read "Two Worlds Colliding". When you find it,
you're set to go. Just to rephrase: Trick here is that the
character is created using the old campaign start option, but
the game is played via using the PotFF option (with
importing that un-leveled level 1 character from the old
campaign).

The new quest-line starts at the beginning of the game and is
designed to run almost to the final end. The quest giver is a
"Crystal Man", named Marvin, you will find on the bridge
spanning the central chasm in Alsorna (the island where you
will find yourself once leaving the dungeons of Castle
Vakhmaar). Rogdor, Dar Pha and Ghortarius have new lines
in the tutorial at the beginning of the game, explaining all the
new features of Worldmerge.

JAIL BREAK.

Instead of following Dar Pha right away, turn around and get
items from the dead soldiers. Shortly after following Dar
Pha, you'll see a sparkling lever on the wall. Pull it and enter
the jail cell to the right. On a bench find a jawbone with gold
teeth, sell it for 32 auras.

Now follow Dar Pha. After the second cut-scene, continue
following. As soon as you get to water, run around left to
find a chest with clothes. Continue following Dar Pha up the
stairs. She opens a door, don't go through yet. Continue up
stairs to final landing and pick up a potion Geminus Robur
Strength +1 permanent. Go through the door Dar Pha just
opened.

In the room there's a book downstairs. Go up the stairs and
run around pick up two books and a potion. Between the
bookcases operate a switch. Go back down and follow Dar
Pha onto a narrow ledge above the throne room, crouch to
get through and your sneaking ability will be unlocked. After
the crouching and cut-scene, check behind the stack of skulls
to find a Geminus Dexteritas +1 accuracy potion. There's
two books in the room.

After another cut-scene, head towards the stairs and down to
the throne room and watch a cut-scene fight between
Sordahon and Rogdor. Sprint (hold down the right mouse
button) and follow Dar Pha. You won't make it through the
bars. Talk with Dar Pha and learn about lock picking. Lock
pick the gate just to the side by hitting each gap in each ring
to push in deeper. If you have trouble doing it, hit Enter to
automatic lockpick.

Swim along the watery corridor. At last intersection, go left
up steps to find a chest with a coin. Go back the other way
to Dar Pha, continue following.

Inside the alchemist's old library pick up three books (one is
to the side behind Dar Pha) and a potion. Pick up the old
mace on the nearby shelf, talk to Dar Pha, then guard the
entrance with your equipped mace. Defeat the guard,
teleport to Alsorna.

Alsorna.

Dar Pha gets caught in a trap, then gives you a dagger.

Before doing anything, hit ~ or Enter, to open the cheat
console, and type twoworldscheats and hit Enter. Open the
cheat console again and type resetfogall and hit Enter. Now
the whole game world is uncovered. Also, if you want to be
like superman, type in the following two cheats:

god 1
opens all abilities to maximum and levels you to 100.

ec.dbg iamcheater
sets your four stats to 1000. You can further boost your
strength by typing in setstrength 2000 or more.

NOTE: When creating items at your feet, you must be
standing on solid ground. Any other surface will not work.

BEST WEAPONS.
Bow of A Thousand Thrums fully updated.
create wp_bow_35-bow_6367(9999,9999,9999)

Swift Steel Needles fully updated.
create ar_f_quiver_36-ar_f_quiver_55(9999,9999,9999)

Sulejmans Masterpiece fully updated.
create wp_axe_763(9999,9999,9999)

Enables permanent waterwalking while equipped.
Create wp_dagger_36-dagger_6658

TIP: Later in the game, you will find the Casqet of Embers (
hat_001a-helm_6283 ), a helm that gives permanent lighting
when worn. The Casqet of Embers is only available if you
have Pirates of The Flying Fortress installed. Also, jumping
from one map to another only works with an official game
that has been officially registered.

When your abilities are high enough, you can create two very
useful spells:

Three VERY useful cheats:

Open the most difficult chest. Perform the following cheats:
ec.addobjecttoinventory wp_staff_23
ec.addobjecttoinventory spell_amulet_01
ec.addobjecttoinventory card_water_ice 10
ec.addobjecttoinventory card_enchant 10

A spell much brighter than a torch and it lasts 135 seconds
each use. You need a spell_amulet_01, card_fire_force ,
card_area , and card_time 10

ec.addobjecttoinventory  wp_dagger_36-dagger_6658
Smart Traveler Dagger, permanent waterwalking when
equipped.

And for lockpicks:
ec.addobjecttoinventory lockpick xx  The xx is amount of
lockpicks you want.

Now back to the game.
Hold down right mouse button and sneak to the first enemy
and assassinate him with left button and search him, then
sneak and assassinate the others and search them.

At the skull post, head east over the hillside, then back north
to, 1173 3245 -106, find GEMINUS VOLUNTAS +1
permanent willpower. Back up hill to right, turn right to the
teleport.

Teleport and speak with Rogdor and follow him. Learn
about blocking and defeat the first 2 groms, take their
weapons. Use sneak to safely cross the log. Defeat more
enemies and take their weapons. After getting to the
destination, push some logs blocking the large boulders.

Head back across the log bridge and use your bow to shoot
two groms. Next shoot two enemies at once by pull the bow
(hold LMB), enter the sniper mode (by hitting X, then hit
multiple arrows key, mark each target (RMB) and shoot.
Return to the camp speak with Dar Pha.

Follow her to a destroyed bridge. You end up in the Alsorna
basement and get some magic training. Equip the staff and
hit key 1 for Fire bolt. Get rid of three Skeletons, then return
to the mage. Next hit key 2, go to the fire circle and blast
several different skeletons. Head back a ways and go right
into a new corridor. Take a book from left shelf and some
weapons. Read the book in inventory. Continue and to the
right and you'll see Tulok.

NOTE: If your are not playing the first part in tutorial mode,
you have to read the water magic skill book all the way
through before the Ice effect card appears on the ground.

Pick up the nearby skill book - water magic and the Ice
(effect) card. Look at all pages in the Water Magic skill
book. Open your inventory and choose the Fire Blast amulet.
Swap the fire card for the ice card and accept. Attack the
enemy with the newly created Ice Bolt. Use the teleport. The
bridge can now be repaired. Go speak with Cassara.

After the cut-scene, take the set of armour from the table.
Over on the left, pick up the Dirty Trick skill book and read
it. Go speak to Dar Pha and follow her to your private room.
Pick up 2 small potions and take everything from the chest.
In inventory, read the Skill mastery book. Speak with Dar
Pha again.

Back out in the main hall, head to the right and go down the
stairs and speak with Sokaris the smithy about recovering
materials. Dismantle any junk weapons to get five pieces of
steel. Sokaris tells you to keep them and upgrade your good
weapon. Talk again and he eventually tells you about fusing
stones. Trade with him, then wait a few seconds. He gives a
quest for an Orchish runestone. In inventory, read Upgrading
weapons book.

TIP: if you have 2 or more of the same kind of gemstones,
you can right-click them and fuse them into a larger more
powerful gem, just like Sokaris told you.

Return upstairs, to the outside and Ghortarius gives you a
personal teleport stone. Make sure you put it in a quick slot;
in inventory place cursor over the personal teleport stone and
press an empty number 1 to 0 to place it there. While
outside, press that number and click any other activated
teleport on the map to go there.

Again speak with the Prophet, then speak to Dar Pha.
Teleport to Ghortarius and get a mission to recover a
stabilizing stone. Finish all talking. Pick up the Unus and
read it. Straight across the main hall, through the door and
left to Rogdor for a quest. You can safely pick up the ham
and fruit.

TIP: Some chests on Alsorna contain Meat ( ing_59 ) and
you'll need at least two Meat. Very shortly you'll get
teleported to Bayan. Once there, two people will ask for
food, give each a meat. The first guy is not critical, but the
old woman Dagwa later rewards you for your kindness.

Over in the other room get a quest from Nortar. Pick up the
skill book. Back across the hall and use Ghortarius's teleport
to the outside teleport. Go straight to an empty camp with 2
chests. Open map to see the broken teleport green pin and go
there. Get the stone from one of the Groms.

On the nearby bridge, go talk to Marvin and tell him "I
would rather...Count me in", "Why me...", "Just one
lonely....". He gives you 5 books of clues. The books give
clues to the crystal shard locations here on Alsorna, but wait
till somewhat later to find them.

Directly east from the bridge, open map to see two round
rocks to the far east. At the most east round rock, 4116 3927
313 , become invisible, if possible, and sneak. LyranaBor and
a creature are usually making out. Kill them. Both of them
have weapons, one of them has a Geminus Vigor +1
endurance.

An easy way to increase Accuracy, Endurance, Willpower,
Strength, and Skill point; use the following cheats:
open cheat console with either ~ or Enter and type in
twoworldscheats and hit Enter. Again open cheat console
and type in any one of the following, then hit Enter:

ec.addobjecttoinventory geminus_dexteritas xx the xx is
amount. +1 accuracy permanent.
ec.addobjecttoinventory geminus_vigor xx  +1 endurance
permanent.
ec.addobjecttoinventory geminus_voluntas xx  +1 willpower
permanent.
ec.addobjecttoinventory geminus_robur xx  +1 strength
permanent.
ec.addobjecttoinventory geminelixir  1 skill point.

Go to the ship wreck on the NE coast. There's a high level
chest under the mast. The other chest has the old log. Defeat
three skeletons. In inventory, read the old log. Teleport to
Ghortarius and talk to give the stone, then talk to Cassara.
DO NOT put the Old Ship's Logbook in your personal chest
in your room. Keep it in your inventory!

Go across main hall, enter doorway and go left. Talk to
Rogdor, giving him the old logbook. Go back and talk to
Ghortarius and end up in Bayan. Give food to the man that
runs to you "I don't have much....". Go around left and give
food to a woman, Dagwa (this way, later she'll reveal a
secret passage).

NOTE: lots of other people will be offering to sell you a
counterfeit pass for the desert gate, and others will offer
quests. Refuse their offers till much later.

Go past Dagwa, a merchant has lockpicks, and on out the
south gate. Slightly to left you'll see a giant termite mound
on the hillside to the SSE. Go there and look in the hole to
get some eggs for a later quest. Nearby, at the green map pin
"The Runestones", is the Creepy Den cave entrance. Inside,
head all the way due east, staying left.

The stone is in a chest. Before trying to quick pick it, Enter,
quick save press Alt F1 at same time. Keep trying to quick
pick and reloading Alt F3, till you get it open without
wasting all your lockpicks. Once you have the stone, exit the
cave and go west to the road.

Much farther south on the road under a broken bridge, is
Clay-Cold Den with locked door, related to the "Unexpected
Danger" quest. Farther south, at an old house, is Horse
Charmer's Yard teleport you should activate.

Be sure to collect Varn Mutated Hearts. Much further south
on the road, at a Varn camp on the left, go around the
outside of the camp till you find the Varn's Bivouac teleport.

Continue road south to another Varn camp up on your left
(top if huts barely visible from road)  6_b4  3770 2848 -47 .
Continue road south to Jurban. Teleport is just before the
village. Go left and speak with the woman in the house to get
a part of the quest item. There's chests in the house. NE from
house is a termite mound. From the house, head SW to the
docks and swim NNW along the cliff to find IV_Delta.

Teleport back to the Jurban teleport. Then back north a short
way to intersection, continue NE. After passing a shrine on
the right, there's a Varn camp off right side of road. Then if
you head south towards the coastline, you'll run into about
20 OCEANBORNE WARRIORS and an elemental
BRONZEFOCUS. The ghost creature has a
GEMINELIXIR. Back north through Varn camp to the
road.

Continue road east, you soon find the Shadowy Copse
teleport. Just NW is a shrine. Farther NW is Shady Kettle
dungeon. Inside are 2 chests.

TIP: any time you enter a dungeon or den, take note of
where the entry/exit is so finding your way out is easier.

Continue east in the cave and kill everything till you get
message and a skill point. In NW corner of the north central
square room, on the bottom level, is an attribute crystal at
2955 4242 257 . The exit is at 1919 4484 384 . Back south
to road.

Continue NE to Kafil, don't talk, just kill the enemies, then
talk. Kafil rewards you. Nearby on the road is the Building
Site teleport. From the Shadowy Copse teleport, head SE
(lots of opposition) to the large rock offshore to find
V_Alpha. Two chests on the old ship.

There's 3 different ways of getting onto the ship:
A. Brew 2 of correct ingredients to get a waterwalking
potion;
2 Scapulari brains, or 2 pearls, or 2 duck eggs. Or cheat
ec.addobjecttoinventory potion_waterwalk_01 , drink it and
let the rising water lift you up level with the ship railing.
B. Do a speed run and jump onto the floating wood beam,
then run and jump onto the ship.
C. Do the cheat  jump 3681 2170 -158 .

Sneak up the fallen mast to the other chest.

From the Building Site teleport, head north and NE on the
road. In Varn camp at Sandy Coastline teleport, you'll find
IV_Epsilon. One varn has a GEMINELIXIR. Back on the
road, continue NE to the next log barrier. Head just south to
old house with 3 chests. Back north to road, continue quite a
way NE, the road dips east to a Varn occupied village.

At the last log barrier near the road sign, the Oros teleport is
behind the large rock to the left. Be sure you activate it. It's
best to try and clear out Oros Village, because much later
you'll be riding a horse through here in a quest.

Continue the road quite a way north, cross a long bridge, to
the middle of the huge S shaped road (refer to map to see
where N-S road crosses it). You can see V_Beta on the rock
with 2 trees on the left under a bridge. Continue the road
north to a large rock on the left sticking out towards the
road. Go east up the steep bank to a dungeon door ( 6_d2
3370 2837 108 ).

Enter and defeat a stone sentinel. Find a chest to loot. If you
have a good bow, use it on the stone sentinels below. Now
equip a good hammer. Jump down to the left and deal with
more sentinels.

DON'T approach the altar or you get teleported back up.
Turn around and head south then right to find a
GEMINELIXIR. Don't go up the stairs. Continue due south,
down long stairs, investigating side rooms, but no up stairs
yet. After all side rooms, work your way north, up long stairs
to small circular room on your left. Go up and operate lever
to exit.

Outside, open map and notice large round group of rocks
near the eastern coastline. Go there and find  V_Gamma (
6_E2  3222 4397 239 ) on a long rock in the middle of the
group of rocks.

There's a V shaped cove to the SSW walled with rock. To
the east of there on an islands SE corner you find V_Delta
on a rock by the rock column. Do a speed run/jump to get up
there.

Teleport back to Alsorna. Speak to the smithy and get
another Runestone quest. Up to main chamber, go right
through doorway, then left and speak with Rogdor. In
opposite room speak with Nortar to continue the collectibles
quests. Back in the previous room, speak to Rogdor again.
Go up the steps to Dar Pha's room and talk. On up to the
outside and teleport to Horse Charmer's Yard to the SE,
south of Bayan.

In the house are 3 chests. Just SE from the house, picklock a
door if not already. Inside, in the largest chamber is the stone
inside a corpse. West of there is an attribute crystal, shows
bright yellow. It's for Strength +2.

Back outside, teleport to the Building Site. NW from there is
the Payback quest. There is a tall wooden watch tower.
Eliminate the human and all others. Teleport to Oros Village
and the green pin collectibles location. In the house, search
the corpse for Defora's Quiver. A skill book and chest in the
next room. Teleport back to Alsorna and speak with the
smithy and get another Runestone Quest5.

Speak with Rogdor to complete the quest. Speak with
Nortar for another quest. Speak to Rogdor again and get
another quest about Ghortarius' Nightmare.

Check your inventory, you should now have a Rusty Key.
Teleport to the outside teleport and keep going around right,
past the end of the bridge. Sneak across the tree over the
chasm. Where you pushed the logs and boulders, go down
the bank. There's enemies in the cave. Search all bodies here
and outside in the camp.

NE from the campfire, DON'T kill Arghud, tell him "Well
alright". Enter the cave and search the corpse. Read the dead
man's notes. Approach the campfire, three skeletons attack.

Nearby is a round switch. Activate it and over to the left see
a dimly lit doorway just open. Hit Tab to turn on walking
and go across the narrow ledge to the doorway. Work your
way north, east, and south to the X "Orchish Nightmares".
Kill Nathas. Search him and the skeletons. Read Nathas'
journal.

Use the teleport and continue west to the outside. Kill
Arghud and search him. Read his journal. As you pick up
I_Gamma, kill the bear that appears. Search the bear. Return
to Rogdor to complete the nightmare quest.

Go back to the outside teleport. Hit Tab to turn run back on,
if you haven't already.

TIP: Sometimes in the game, when you use the cheat console
to get something, the item or ingredient name will remain on
screen. To clear the screen, input the following into the cheat
console:

SetConsole2Text <>

From the outside teleport, head SE through the camp and
continue SE down to a large tree. Near there, 4002 2820 191
, you'll find a GEMINELIXIR that gives 1 skill point. Head
NE to the river, hit Tab to turn walk on slow and head south
in the water to a couple of large rocks in the water. Slowly
slide down the falls and quickly grab I_Gamma as you go
past it. Teleport back to the outside teleport.

The next shard I_Delta you've probably already found at the
cave entrance where you checked on Ghortarius' nightmare.

The next shard, after crossing the bridge past Marvin, on the
west end go a few steps just NW towards the large tree and
go up the rocks and across the stone arch to I_Alpha. Just
below there opposite the large campfire, in a shallow cave is
an Attribute Crystal +2 strength.

The next shard, I_Beta , is on the NW side of the island off
the NW coast of Alsorna. The map shows the roadways,
leading to a gap in the rocks, just SW from the island. If you
take that route, you're not likely to survive the many fights.
The safest way to get there is go to the shipwreck and
walk/swim a relatively short distance west to the island. 3
Skeletons appear when you pick up I_Beta.

Now the final shard. From the west end of Marvin's bridge,
head north on the path and on around to the next
intersection. Head all the way downhill due SE to the water.
Just NW, go up the long sloping rock till you spot I_Epsilon
across a wide gap. Back up several steps and get a speed run
and jump to the right side onto the rock where the shard is.

Go down to the water, just west is a Grom lair with many
groms and 2 chests in first chamber and a chest in the large
north chamber. Outside, swim west to the spur and walk up
the path and use the Grom teleport (if you can't find your
way out,  jump 5_a1 .

Go give the shards to Marvin, talk again and say "What
happened has happened", he teleports you to a small village
(previously a multi-play map) with a lot of traders.

Turn around and go talk with the Emperor's Messenger.
Turn around, go downhill and activate the teleport. Go just
left and back around right to the well. Go north out of the
village and east. Go straight to a broken bridge. Between it
and a tree, go down the bank. Go SE on the small path and
on around, then directly NNE to a large tree. Near the large
tree, 3418 2976 -41, is an attribute crystal Willpower +2
next to small bush.

Follow the main path to the blue quest pin "Way To Vokar",
and speak to Dorthar. Continue the path to groms and big
wooden gate. Continue the main path to the X. Clear 2
graveyards, then report to Dorthar. Continue due north
along the path. On the last wide curve, head east to the right
of stone gateway, continue east into the wide area to the far
east side. 7925 6992 94 There find a mounted Trachanid. His
mount contains a +2 crystal. Go back west to the road and
through stone gateway.

Just before the second archway, look left behind a broken
wall, to find a chest. Near the end of the path, in the small
NW area above X, behind a rock  4154 7984 -12  you'll find
GEMINUS Voluntas Willpower +1. Continue to the final X
and kill 2 giant Anthropods. Before the third giant
Anthropod, look left behind boulders to find a chest. After
killing the third giant Anthropod, speak with Dorthar. You
get the second 5 shard clue books. Speak to Marvin.

Return to Bayan and head north out of town. Follow the
road due east, crouch under a cross bar and cross a bridge.
Just past some barrels, head south along rock on map
sticking far to the south, you'll find II_Epsilon near the tip
upon the rock 851 830 342. Approach from the east side
before the final big rock. Go up a steep hill and you can
probably see the shard on the long sloping rock.

Head back north, on the west side of the long rock. You'll
find a dungeon entrance in the side of the long rock  6_c2
465 1524 80 . In there throw a couple of switches and find
the huge colorful teleport, use it. Find another switch to
open a gate and work your way back outside. Continue north
to the main road.  Follow it east and NE to the Old Cart
Workshop at 4-way intersection. Activate the teleport. Head
to the X at the north center of the coastline.

At the X, open the dungeon door with your rusty key. Inside
fight 2 dead knights. This dungeon has lots of enemies and
chests. Through north gate, straight to candles on table,
down west to Necris's, west, east, down. Work your way up
to the far NE corner. In the south room is a chest with a
GEMINUS ROBUR Strength +1 percent. Back around and
up 2 staircases to the carpeted room.

Head east, south down stairs and west through round room.
South to large sunken area. Go down there and check out
the west room to find an Attribute Crystal Willpower +2.
Work your way back outside (the exit is at 2473 1951 334).

Head NE towards three small trees on the beach. North of
the small trees is II_Alpha at waters edge. Back SW to
dungeon entrance, then south to the road. Continue road east
towards Halhin. You'll pass near a large circular area of
rocks (shown on the map). There's several tall termite
mounds on each side of the road. Search all mounds to find
at least 16 termite eggs. These are for a quest much later. 10
are initially needed, then 30 more. Some are found in chests
in other areas.

Continue east on the road, to a house on the left. Next to an
outside chimney get III_Alpha. In the house are 2 chests.

Continue due east on the road to Halhin. Before getting
there, there's a Burrow dungeon on the right side of the road
next to a small fence and shrine, just SW from Halhin. Equip
a good hammer, there's Stone Sentinels in there. Enter the
cave, go down curving staircase. In the south central
hallway, in cell on north side of hallway, you'll find a
GEMINELIXIR.

Back outside, continue to Halhin. At the Y intersection, go
just left and activate the teleport. Don't do anything here till
much later. Go to the water's edge, at the NE from town,
swim north along the coastline, then out to Lighthouse island
to find V_Epsilon on the east side at waters' edge.

Teleport to Oros Village and follow road due north to a
shrine on the left below the S path. Head ESE through trees
and between two huge rocks. Dungeon entrance ( 6_d3
3522 3614 -60 ) is on the SE edge of the left large rock.
Inside, take first right and head directly north to corner room
and find a GEMINELIXIR. The rest of the dungeon has
skeletons, a stone sentinel, and a couple of chests.

Back outside, teleport to Horse Charmer's Yard. Head NW
on the road and north, on the north side of a long pointed
rock, up steep hillside on the left (looks like a fish tail) you'll
find a Giant Ogrilops that spawns enemies. There's II_Delta,
1232 4629 278, and 3 enemies playing dead there in the
grass, kill all and loot.

In the far SW large land spur of Erimos (this island), you'll
find IV_Gamma ( 6_a4 2615 4095 10 near a campfire among
several varns and giant Clockwork Golems on the south side
of the camp.

Go south, over the cliff, to waters edge. Nearby is a dungeon
entrance ( 6_a4  2729 3598 -160 ). Inside on the south side
of a column in the first chamber is a GEMINELIXIR.
Nothing else but a few giant scorpions and some spiders.
Outside, head west, follow the coastline a long way. Just
before some dead wood, there's a locked entrance.

Just beyond the dead wood, is the cave entrance to Fetid
Den  6_a3  2521 3018 -111 . Just as you enter the central
chamber, you can see a potion to your left, DON'T jump
there. Go on across the stone bridge to stairs, go to other
side of stairs and along the ledge to get a Geminus Vigor
Endurance +1 percent. The exit is at  2580 3058 429 .

Back in Bayan, go behind the teleport, face north and run up
onto the rock. To SW, run/jump onto the roof and pick up
II_Beta ( 2770 2820 52 ). Look south to see a crystal on the
balcony. Go over there and pick it up without jumping down.
It's an attribute crystal Endurance +2. Just south to boards in
roof, get a Large Potion of Shock Resistance 75 percent
(you can't jump down there, sometimes you can).

Jump down to the teleport. West out of town and speak with
Odval at the desert gate. Just back inside town gate, speak
with Dagwa for a secret way past the desert gate. Back north
out of town, from front of graveyard entrance, go left and
walk or run up over some rocks. Go left into the SW tip of a
narrow gap in the rocks, you'll find II_Gamma  2239 3093
12 .

Turn around and go NNE through bushes, crouch through
the small gate. You find Smugglers Passage. If you have an
extra Personal Teleport Platform, drop it here. If not, use the
following cheat: ec.addobjecttoinventory
personal_teleport_platform 20 gives you 20.

Teleport back to the outside teleport at Alsorna. Go to
Marvin and give him the second group of shards, then talk
again. You get teleported to the inside of a dungeon. Head
east through door and a Tinker merchant talks to you.
Directly ahead Dorthar waits. Talk, then continue up small
east ramp. Refer to your map and go to the X. In the first
large area, you have to destroy all small enemies before large
enemy. Continue east, then south to next smaller area and
defeat all.

From bottom of teleport stairs, climb up the rock ramp to the
west cubby hole for a GEMINUS ROBUR +1 Strength.
South to next smaller area (up steps and to right), then south
to Dorthar.

Go back just north and head east. Refer to map and go to X.
Enemies spawn behind you. Pull a lever and run through the
gate. In the next smaller round room, an enemy is above
sarcophagus. Kill all. At sarcophagus, pick up an attribute
crystal Accuracy +2. Continue east and find a wheel to turn.
Go down east stairs and through door defeat a couple of
Tuloks. Open a sarcophagus. Continue south to Dorthar.
Now head west, and south to next X.

Put a box on two pressure plates. Continue west and defeat a
Tulok. Another pressure plate. A box in the NE corner. At
another pressure plate no box needed. Continue south and
operate two switches by the teleport. Continue south
upstairs, down east fight, and down west fight, defeating all.
Open the sarcophagus. Back up, and south. You get III
series of books. Speak to Marvin, you probably give him
III_Alpha.

Teleport to the Old Cart Workshop, then go WNW to the
medium sized long rock in the middle of the field, heading
towards the distant tower. Then just NNW to one of the
largest trees, 6_b1 5061 345 2 , is a GEMINELIXIR +1 skill
point. Teleport SE to the Old Cart Workshop. Head SE on
the road and uphill road south, take first right to map pin
Name-159 to some burned out areas, 6_c2  2270 2690 38 .
In a house, buy scrolls from "159", the guy you've probably
been warned about.

The scrolls allow you to increase skills. Teleport to Sandy
Coastline teleport. Just NE through a varn camp. Refer to
map to see a large walled in area. Go NE, past varn camp, to
SE corner 6_c3  4023 2024 -38 .

Picklock a dungeon door. In here are giant scorpions, an ant,
and 2 chests. Keep heading west to the large chamber. At
top of stairs,  to your left you can go up some sloping rocks
past some yellow crystal growth. On the ledge behind them
you can find an Attribute Crystal Strength +2.

Back over to the steps, go down to find a chest. Back up
steps, turn right and go on across the stone bridge. Work
you way to the NE chamber. On its lower level find a chest.
Back up just a little, go left and on south. Up more steps to
an intersection, go around left, then north to the exit.

Back outside, go counterclockwise around the large walled
in area to the very north side. In the deep bend of the wall,
6_c3 2563 3227 69, find III_Beta. Now back to Bayan. Out
north gate, Go over rocks on left side of graveyard, go right
through bushes, crouch through small gate.

You're now in Smugglers Passage. Refer to map, at the path
around both sides of large rock, head around to a teleport,
then just NW to 4-way intersection. Head NE to another
abandoned workshop and find III_Gamma at a cook fire.
Back out at the 4-way intersection, continue NW a little and
SW to X (Nortar's Collectibles). Kill Derrick. Now teleport
to Alsorna and report to Nortar. Teleport back to
Lachrymose Head and continue NW, straight through 4-way
intersection. Defeat all enemies at gate, and more come
through the gate. Search bodies and the chest.

Go through the gate. Straight ahead activate Queen's
Crossroads teleport. Turn around and go around right. Head
SW to intersection, then NW. At the NW side of the area is
Dragon Slayer's Den  6_a2  3170 4481 -143 . Inside is a
giant scorpion and a locked door. Back SE to the main path.
Continue SW around the central boulder. Activate South
Gate teleport just south.

Head a little NW to a shrine, then SW to Varn camp, and
NW to Gorlag's Cave  6_a2  2124 3734 -194 . Inside is a
locked door. Outside, teleport to Queen's Crossroads, go
left and continue due north, between 2 large statues, go past
Varn camp with black monkeys, continue on up to the east-
west road at a triangular intersection. If the gate opens, don't
go through. Continue west from the triangle intersection,
activate the Hatmandor Purlieus teleport).

Get up on the overhead wooden walkway to find III_Delta.
Turn around and go west and through gate and around right
and north to guards at Hatmandor Gate. After talking, turn
around and head around right and SW through Cheznaddar
gate. Activate the teleport. Continue on past the round
meeting area to the small house behind the fence.

You must pick the door lock but don't let anyone see you. If
only you had an invisibility potion (2 Master's Fingers to
brew one.

ec.addobjecttoinventory ing_106 10

gives you 10 fingers. Drink an invisibility potion, picklock
the door. Once inside, quickly upstairs and outside. Go over
east and run/jump to the large round roof to find III_Epsilon
1339 1559 265 . Return to Alsorna and Marvin, or simply
jump 5_a1, then  jump 3000 3970 356  Give Marvin the five
III series of shards, talk again and say you'll do it. Get
teleported to the magic well area 15_a1 .

South of the well, speak with Dorthar. As you head east and
all along the road, you'll encounter the following; some
groms or vidons spawn in front or behind you. groms, wasps,
bees, vidons, bears, wolves, wart hogs, giant walking trees,
giant ants, and a couple of stone golems.

Go a long way towards the blue pin on the map and speak
with the village elder's wife twice. Continue due north and
along the road to the far NW. Before getting there, the road
makes a large dip to the south and swings back towards
north. In that dip (resembles a foot pointing right), before the
last shrine, head SE into the valley that gets wider. Swim
across water. On the NE end of that valley, 15_a1 7328
7187 15, you'll find an attribute crystal Endurance +2.

Back on the road continue to the area with many varns and
the Elder locked in a cage. All enemies must be killed. When
you can finally talk to him, he says to meet him in the village
(after the next 5 verita crystals). You get the IV series books
and end back at Marvin for a brief talk. Teleport to the
Hatmandor Purlieus and east, check the chest before going
through the gate.

North on the road, in a Varn camp on the left, 5 invisible
COALHAMMERS, there's a locked dungeon door  6_a1
4190 2084 82  to the NW. Back on the road, continue north
and enter a small human village. Go out the east gate and
straight east from end of road to find IV_Beta on a small
mound near a palm tree. Directly west, locate and activate
the Daxials teleport. Teleport to Cheznaddar, go just west to
the large round gathering structure and speak with Gart
Valarin on all. Refer to the map to see the X.

Head west, then south past wide steps on the right, then past
the ones on the left. Enter the door straight ahead to see
someone run.

Before going upstairs, check room on the left, you need to
be invisible to rob the 2 chests. Later, the room will be off
limits.

Go upstairs and talk to Jarrad, tell him "You'll get the
medicine" then talk on all. Exit house and go up wide steps
nearby. Then up the narrow steps on the left and turn left.

Cross a wood walkway, turn right and head north to a
trapdoor on an elevated roof. You have to run and jump on
crate, then onto raised roof. Pick the lock. Enter warehouse
and sneak downstairs. Pick up all potions and open chests to
find a yellow Bottle of Dew.

Back up to roof, back south across wood ladder and down
small steps. Go right down wide steps and enter house,
upstairs give medicine to Jarrad. Open 2 chests. Read
Jarrad's journal. Exit house, go north past both wide
staircases, head east past big round meeting place, out east
gate. Go up to Hatmandor gate and talk to Valarin. Nearby
quest giver may stop you, see him later for side quests.

After all Valarin talks, enter Hatmandor. Keep going around
right, (overhear a conversation about a stolen corpse), go
past right side of the fountain to winged statue and pick up
IV_Alpha. Make sure you activate the teleport station inside
of Hatmandor across street from blue map pin "Inside Man"
(on the east side, at  3277 2898 173 . Teleport to Alsorna
outside teleport and head to Marvin on north bridge. Give
five IV shards. Talk again and get teleported.

Just SW, on other side of the magic well, talk with the
village elder. Activate nearby teleport. Go out the west gate.

Refer to map and head over WSW to the green pin marker
"The Well of Wisdom" . Past first intersection, groms. Both
sides of the second large boulder/intersection, weirbeasts
hopping around. Continue along, smaller tree enemies with
weapons.

Soon there's orcs. Continue to more weirbeasts. Cross a
bridge. Continue along to more small tree enemies. Straight
NW past teleport. Continue road to several weirbeasts.
Cross wood walkway, several orcs. Cross another walkway,
first defeat small tree enemies, and some glowing creatures.
After all dead, the water oak giant loses power. Kill it to
open cabin door and get a quest crystal from a chest.

The other three crystals are found in the same manner, just
follow to the next quest marker noted on the map. When you
go down the middle of the three paths due south, get off the
middle path before the end and follow the water on down.
Before the board blockade in the water, go left into a
depression in the rocks, 16_a1 8340 1939 -535 to find a
GEMINELIXIR. Go back NW to the middle path and
continue to the end.

Once you have all four crystals, speak with the elder at the
far NE you're presented with the V series of verita clue
books. You might already have all V series crystals. Speak to
Marvin and get teleported. South past the Soulpatcher, speak
with the messenger. Activate nearby teleport. Go to the
Elven Temple X on map at far SW.

First up, Trachids spawn where Panthers are. Some trachids
are overhead on high rocks. All along the path are ghouls,
orcs, drakonai, and more panthers. Across first bridge are
orcs, many trachids and blighted vesters (giant bees).
Leaping weirbeasts, trachids, then a boss red glowing Mantis
who might not die.

You'll have to use the cheat  kill or maybe just continue
running due SW. More panthers, drakonai, two boss mantis's
again you might have to use the cheat  kill on them. South of
the teleport, at the temple, you're told to destroy 2 obelisks.

North towards the X. Just past the Shrine, on the final
northerly approach, go left and follow the water downstream
to where it runs under a cliff side. You'll find a
GEMINELIXIR at 2639 6636 -7 . Back over on the road,
continue up to the X, jump 2688 9222 65. The Obelisk is
high up on a column where a trachid keeps spawning vespine
guardians. A Second X, jump 9207 3806 -491, to the far SE
has steel golems, ghouls, and drakonai. Destroy the second
obelisk and teleport to elven temple teleport at SW, then just
north to receive the VI clue books.

Speak with Marvin. Go speak with Nortar to make sure
you've learned of his bow in New Ashos, and talk on all.
Teleport to inside of Hatmandor and continue Valarin's
quests and the Tower of Fangs. Later, it's Cassara that
eventually makes the New Ashos teleport available.

In Hatmandor, refer to the map and go to the blue pin
"Inside Man", just NW from the teleport. Inside the inn, go
all the way forward and up steps, turn left, go forward and
up to speak with Basel, accept quests. Now equip your bow.

Downstairs, talk to Old Yerske in the main hall. Ask all, then
follow him, you have to open the sewer. Follow Yerske, then
crouch behind the barrels to right. Things go wrong, jump
out and help defeat the two enemies.

If you accidentally kill Old Yerske, it doesn't affect the game.
Talk to Yerske, search the bodies to find the precious
gemstone. Speak with Yerske and follow him out, you have
to access the ladder. Return to Basel and give the gemstone,
tell him "I think I can handle it". Down first stairs and
straight into Reesa's room and talk. Outside, go SE across
the street and activate the nearby teleport if not already.
Teleport to Hatmandor Purlieus and go straight east through
the gate. Kill everything in the area.

Now head south. Refer to map and go to green glowing pin
"The Package". Tell him "You don't want to know". Enter
the nearby trapdoor and get the package from the unlocked
chest. Go outside and talk to Reesa. Teleport back inside
Hatmandor, go north to the temple and around the right side
to back entrance and deliver package. Teleport or run back
to "Delivery" pin and go talk to Basel, ask all.

Go down and speak to Yerske on all. Outside, teleport to
Cheznaddar, go west to end, head south to door and Reesa
says "Don't kill him". Tell her "I don't know.... ". Go in and
tell Jarrad "Go". Return to Basel and ask all questions from
top to bottom. Then say "I'm listening" to accept quest to
fight in the pit. That's somewhat later.

Outside, Tongue stops you. Follow him and you get locked
up. Defeat two guys. Talk to Tongue and agree to the task.
Ask all. Back through the cage to outside, a guard gives you
keys. Teleport to Southern Gate. Head left and through gate.

Down left hand path, fighting along the way, go down to the
camp and activate the Teleport. At a fire in front of tent,
you're stopped, tell him "I'm here to see the Captain". Inside,
tell the captain you'll find his men. Ask all. You should
already have found Gorlag's Curse, NW from Southern Gate.

Teleport to the Southern Gate, then NW to shrine, SW, and
NW to Gorlag's Curse shown on the map. Enter and go to
the first blue pin map location. Go under the platform and up
the steps. Loot the chest and read the journal. Operate the
wheel switch, go down and through the south door. Nothing
will harm you. Don't kill Gorlag, ask questions always at top:
"I'm not here to hurt you", "That's not going to happen",
"She died".

Gorlag wants a stone. Leave out south door, teleport to
inside Hatmandor and go to the grey "Hatmandor Sewers pin
location, just west on other side of wall and enter.

Go to far south "Bouncer" blue pin and down into the
sunken area. Ignore the games player. Head south through
the round tunnel ( 6_a1_1 1620 653 682 ) to the Scythe,
don't threaten her. Tell her, "Scythe stole...", "He was trying
to cure....", "I didn't know". Before leaving, talk to her
again,. She has a job for you, tell her "If the money is
right....". You have to get rid of some bandit ghosts
elsewhere in the sewer system.

They can be reached by going up to the balcony above the
Bouncer's room, go to other end, and following the
passageway, notice the room with a mirror, continue on .
After speaking to the ghosts, "Unbelievable". "Stay here."
Return to Scythe, after talking, talk again. Return to the
mirror near the ghosts' room and get close enough that
"Found mirror" message appears on screen.

With walk speed on, go to the ghosts, tell them "I don't have
the toll", and lead them, be sure all of the follow you to the
mirror, get close to the mirror and they disappear. You can
now return to the locked sarcophagus they were guarding to
find three unique weapons: Groucho's Fist, Harpo's Grace,
and Chico's Retort.

Return to Scythe, she reward you, giving you Scythe's Nail,
a unique dagger that provides a passive +20% to your
Accuracy, and a reputation bump with the Thieves' Guild.
Take the east corridor to find the "Book of Aphorisms".

In the large NE oblong room lower level, between east stairs
and a barred tunnel, go through a small round tunnel (
6_a1_1  2712 2335 762 ) and through water to small square
room at the east end to find a GEMINELIXIR.

Outside the sewers, teleport to Southern Gate, go through
gate and head SW. Go to Old Wounds blue map pin to south
6_a2_1 1583 3063 621 and give the stone to Gorlag. He
dies, rob him. You get a key. Now the critters attack.

Go through the east door to rescue Harlef. Ask about others.
Head west, then south through the door to outside. Follow
Harlef to the Captain. Talk on each top option. He gives
another quest, ask him "What did you....". Outside, you can
loot the tent straight ahead. Go to other side of the tent, go
to the teleport, and south uphill, just left of palm tree.

While nobody is looking, picklock the door. Open the chest
by north doorway to find two letters, read them. Go upstairs
and talk to Imran and say "I don't know what to say". Report
back to the Captain, then exit the tent.

This next part is ONLY if you killed Scythe:

*** Teleport to Queens Crossroads, head north between two
large statues. On the road, just before the camp on the left,
head west through narrow pass 4125 5098 -98 to left of the
camp. Continue up over to the X Desecrated Shrine cliff side
door 2707 4822 80 and enter. Many dead knights. At the
intersection, head left and on around to a north pointing
hallway and go up it to the end to find a GEMINELIXIR.
Not much more except another dungeon area with a few
chests and tons of opposition, clear everything out.***

You can still enter the Desecrated Shrine, as if you had killed
Scythe. In cheat console, type in jump 6_a2_1 and hit Enter,
DO NOT move, again in the cheat console type in jump 2433
4578 1205 and hit enter. Many dead knights. At intersection,
head left and on around to a north pointing hallway. At the
end of it find a GEMINELIXIR. Make your way back
outside at the NE corridor.

Teleport to Hatmandor and over to west side of town, to</pre><pre id="faqspan-2">
Valarin's Informant blue map pin and report ( 6_a1 _2  3155
251 -1986 ). Find the exit to outside. Teleport to
Cheznaddar, head west to end, then south, past first wide
steps, then east, NE past carpet salesman, then due east. At
the Murder Investigations blue map pin 1471 1223 166 ,
speak with Zask the smithy. Always ask top questions and
work down the list. Accept task for dragon scales.

Teleport to Queen's Crossroads. Go to the X"Dragon
Scales" ( 6_a2  3170 4481 -143 ). Inside, go just around the
corner to map X. Head south to first room on the right, get
dragon scale in chest.

Continue south, go right and south to last large square room.
On raised area are 2 scales in chest. At west wall, loot the
chest. Go back due north to a table with blue bottles, go east
to 4-way intersection. Head south, 2 side rooms, dragon
scale in east room. Continue south, work your way around
the passage. At 4-way intersection, head north and
downstairs into a library. Loot chest at north wall between 2
shelves. The south corridor has chest with a scale. You
should now have 5.

Work your way around the loop in the north corridor and up
stairs. Next small room on right has a cabinet. Just south,
take next corridor west and north to exit. Return to Zask at
map indicator "Dragon Scales" in Cheznaddar. Accept the
swords quest. Refer to map, head to Hatmandor Imperial
Delivery. Inside go right and right again to the jailer. After
delivery, back to Zask the smithy, tell him "I'll do what I
can". On map see "A Friend in Need".

Just left from Zask, keep heading clockwise around the
building and up 2 small staircases, go across the ladder
walkway and tell Reesa "And Zask said...", then "I... What's
the plan". In Hatmandor, go to X The Third Man and tell
Reesa "I think so". Inside, go past the jailers room and up
the stairs around first corner to hide.

Wait a few seconds to watch a cut-scene. Wait a few more
seconds for a screen message, then go release the prisoner.
The lever is on wall over from cell. Follow the prisoner and
open door for him. Slightly to the right, go straight to the
sewer and enter. Follow the prisoner. Follow them both. Go
below and defeat all mummies to get screen message. Use
the teleport.

After the prisoner leaves, talk. Return to Zask the smithy and
report. Return to Reesa. After the prisoner leaves, tell Reesa
"I've been called worse". Look at the plans from Reesa and
your upgraded map. Teleport to Hatmandor and go to front
of the temple. Sneak (or invisibility potion,
potion_invisible_01 , while sneaking?). Inside and go left
then straight to a door into main area.

Along the side are two switches on back of columns. On the
other side are two more switches. Once all four are
activated, go to the NE corner outside the columns and enter
the dungeon. Some Stone Sentinels come alive. Use kill
cheat on them. Head straight west to small room with
sarcophagus , operate switch on wall. Go south down wide
stairs. Eventually find a switch at a gate, operate the switch
and speed run straight through 2 gates.

Upstairs pull a lever. Then down to the sunken room. Up
several staircases into the final chamber with several
mummies. Get Maliel's Tear and go out east door. Return to
Reesa's roof top house. Tell her "I don't understand" (she's
Turs Daram's Daughter!) Then say "Tonge. I can't let you do
this alone." Teleport to Hatmandor, turn right and go around
back, where you were locked in a cage, to the map blue pin
"Transaction" marker.

Upstairs, the door is now unlocked. Speak with Tongue. Just
west of the Hatmandor teleport, on other side of wall enter
the sewers. Go to the "Transaction" marker and speak with
Reesa. Follow her. Tell them "I think Valarin...." She kills
Yerske. Quickly kill Tongue. After the, uh... cut-scene, get
items you see and pick all chests. Read note from Reesa, and
read 2 letters to her.

Return to Hatmandor. On the north side of the weapons
delivery, at the blue pin marker Valarin's Informant, enter the
door. Find Valarin's office, 6_a1_2  3151 276 -1986 , and
tell him "He won't be a problem any more". Now outside,
teleport to the Queen's Crossroads. Head just NE and enter
The Society Mage's Guild Master. Go forward and use the
teleport. Go all the way upstairs, turn left and through the
door.

Speak with the guild master, tell him "Just one...", then all
options top to bottom. Pick up a scroll and a skill book.
Read the scroll about a Golem's last thoughts. Get the book,
on the guild master's desk, and read it. Go outside and
teleport to Zah' Dan. Head east up steps, NE to a Shrine on
the left. It's partially hidden, so look carefully. From the
shrine, head right to the cliff and find a narrow passage
leading due east.

Work your way through a cave to an open area. On the west
side is a teleport. North from the teleport is a very narrow
path, barely visible on your map, leading towards the X
"Belly of The Beast". Take a fang (quest item) from the large
dragon skull on the ground. Search nearby human corpse.
There's two chests in the area. Teleport to Queen's
Crossroads and enter the guild.

Report back to Master Dattan ( 6_a2_2  2016 3101 -1765 )
to give him the fang. Follow him through the teleport.
Follow the two men to the X and all the crystals below are
turned into crystal golems. Talk on all and choose a weapon
offered. Back to the intersection, continue north to small
chamber with skill book and 2 chests. At the intersection, go
east to the exit.

SW a little, tailers and jackals. South and go through to a
varn camp. Continue west to larger varn camp. Head SE to
X "Way To The Tower" and use the teleport to a large
dungeon. You have to make it to the doorway on the west
central side. Head north through door to intersection and left
to room with tailers and in south cubbyhole a
GEMINELIXIR. Back at the intersection, NE to varns.
Continue north and west to several varns.

Continue north, west, and south to couple of mummies. Take
small side corridor east to a sarcophagus. Back around and
continue south to a mummy and 2 stone sentinels, and skill
book. Continue west and work your way around. Head
straight west through a gate, and through another gate to a
sarcophagus with a skill book. Back out a little way to
intersection, south down steps through stone door to room
overlooking sunken floor.

Go down and defeat mummies and stone sentinels. Through
east stone door, straight north and left to a GEMINELIXIR.

Back to the hanging fire pot and left to a sarcophagus.
Continue north and down to more sentinels and mummies,
two sarcophagus'. Continue north and east finally down
through stone door and through another stone door. Go up
to a sentinel and head left, 2 sentinels, continue 2 more and
sarcophagus. Continue, sarcophagus and 2 sentinels.

Continue heading north to X on map. Out gate and uphill
through giant Tar Scorpions to the Tower of Fangs. Inside,
you must make it through 5 or 6 portals on opposite side of
rooms to final room, through gate, pick up items on your
right BEFORE you pick up Gandohar's journal. Defeat the
giant beast and search it. Read "Wimps To Warriors" guide.
Go through the portal and straight out the exit.

Teleport back to Ghortarius's chamber at Alsorna. Make sure
you've spoken to Nortar about his bow, and finish all talking.
Go up stairs part way and speak with Dar Pha in her room.
Go on up to outside and speak with Cassara, you give her
Gandohar's Journal. Go down to her room, opposite Dar
Pha, and talk.

Outside, teleport to Queens Crossroads and go east uphill to
the Mage's Guild. Inside, use teleport and go to room on left
at bottom of stairs. Speak with the old guy on all. Get all
quests from the board and immediately close inventory.
Reopen inventory and read all quests.

Do you have 5 Varn's Mutated Hearts? Bookshelf on east
wall, get book "Night and Magic: Handbook For Lovers"
and read it. Exit guild and teleport to Horse Charmer's Yard,
then back NW to X Unexpected Danger. This is Clay-Cold
Den you probably found much earlier.

Enter the cave (bulletin orders were a trap). A chest contains
Sordahan's Orders and a key. Read the orders. Search the
dead citizens. Now leave the cave.

Go to the X Dog's Life near Zah' Dan. The house is just SE
from the teleport. Place 5 Varn's mutated hearts in the chest
in the middle of floor. Check out other chest. Outside, go to
the X Aberrant Pet just SW from Bayan.

At the doghouse, you spy tracks. Continue to the next X
Aberrant Pet. Examine the body in front of cave ( 6_b2  897
2263 18 ). In there, kill a giant snake. Outside, teleport to
Old Cart Workshop and head WNW towards a distant
tower, go to X Palm Grove.

Find a trapdoor in the house. First go right and clear out
small basement, take all Scapulari brains. Back up and go
right to large basement, get all brains. Once all Scapulari are
dead, see a screen message "All Clear". Go up the winding
stairs.

Find a Crystal Clear Mixture in a basket. Go up the trapdoor.
You can brew 2 Scapulari brains to get a waterwalking
potion. Also, pearls and duck eggs. Pearls are found in
shelled creatures around coastal waters.

X The New Clothes. From Hatmandor Purlieus teleport,
head just NE, then NW through narrow rock gap to get
there. One of the warthogs has an ampule of blood for the
quest. Now head to the X The New Clothes, in SE area of
Cheznaddar to an unlocked door ( 6_a1  1951 786 170 )
next to carpet sales. Go upstairs. Inspect body. Get Robe
from basket.

Downstairs, put Warthog Blood in pot. Put Necromancer's
Robe in pot, pull lever. Take out finished robe. Outside,
teleport to Southern Gate. Head NW across the wood
scaffolding towards the green pin marker The New Clothes
just past the north end of the scaffolding, a trapdoor on your
right, access it and put finished robe there.

Teleport to Queens Crossroads and follow the road due
north, between giant statues and columns. Past large varn
camp on the left, to some palm trees on the right. In the
sunken area at a shrine is a small beaver pond. You can hear
the beavers calling. There's four you need so look carefully
and use your bow on them. Get four beaver fats.

If you're having trouble spotting all of them, use the cheat
console command ec.addobjecttoinventory ing_32 xx ,
replace the xx with number of beaver fats you need. These
are for a quest very soon.

Back to Queens Crossroads teleport and east into guild. Go
to the quest room and get rewards from the chest. Pick up
quests from board and close inventory. Reopen inventory
and read the quests.

In the nearby room to right in hallway, put 4 beaver fat in the
stove. Pull lever and get 2 Black Candles from the stove. Go
outside. To avoid lots of fighting, teleport to Cheznaddar
and go out the east gate. Follow roadways to the green pin
marker Black Candles, making turns to your right to avoid
going south and fighting many enemies.

Just past the infirmary entrance is a teleport at the 2 palm
trees. Through the infirmary entrance, straight to the
partition. Behind it put 2 candles in the basket.

To the SE, near Horse Charmers Yard, go to X Weaponry.
In the house, examine body in the second room. In last room
defeat Breathing Blade and rob it. Outside, teleport to
Queen's Crossroads and Return to the Mage's Guild quest
room for rewards from the chest. Check the board, no
quests. Now go outside and teleport to New Ashos at the
NW.

NEW ASHOS.
David talks to you, tell him "What are you looking for?".
Make sure your walk speed is on, Tab, then go north of the
teleport, walk down the curving steps and on right across the
railing you should be able to pick up a University Document
( 3110 2906 -62 ). It's for a quest much later.

Head to the X Nortar's Bow. Pick up document lying near
more curving steps, 2371 2981 -20. Go up the curving steps
and enter King's Court Inn. To the right, go upstairs and
enter the room to hear about an old hags' house. Approach
the drunk Vor and he talks. Talk to him again.

Back outside, notice on the map the X Nortar's Bow has
shifted to the south. Go there 2611 2393 4 . Inside after
talking, talk again and offer 100 auras to get the bow.
Outside, teleport to Alsorna Ghortarius's chamber, go to
Nortar and give him his bow. The reason for doing this
immediately is you often forget Nortar's bow "The Bone" is a
quest item.

Teleport back to New Ashos, go out the west exit of town.
Tell the guy "How's this:...", kill him and take David's
package. Teleport to New Ashos teleport and give package
to David. Open your map and notice, on north side of town,
a map pin "Plu Via".

From the New Ashos teleport, head NNW directly to Plu Via
dressed in red and standing on her porch. Tell her "This
would be a first for me" to accept "Exclusive Umbrellas"
quest. Go to X just east of Ashos teleport and kill the beasts.
Go west to the blue pin map marker "Exclusive Umbrellas",
on your left up steps to raised platform and left through the
door, talk to the woman.

Exit, go around left and just south to the X "Exclusive
Umbrellas", go inside and kill the beast. Dead parrots have
powerful healing eggs. Loot the house. Go to next X north
end of town at Plu Via' house. Inside, kill beast. Talk to Plu
Via for reward. Loot her house and read the bill for
umbrellas.

From the teleport, go south through the archway, and
continue to the University, up either side steps and enter. Go
to the other side and down steps, through west door, then
left in the hallway. Someone says for you to "Stay Here".
Open the door and speak with Mar Conie, ask him "Just tell
me where to go".

Back upstairs, go to other side and out the door. Go north
towards archway and you should witness an argument.
Speak with the woman Lon Ran, at the bench and say "I
heard you got some new jewelry", and you tell her to take
them off.

Go out west exit from town and head north to the X
Telepathic Sender. The building is infested with skeleton
warriors. Work your way through a door and out another
door, destroy the beast. Return to the Plaza crossway where
you talked to Lon Ran and Mar Conie will be nearby in the
east grassy area blue pin Telepathic Sender. Speak with him.
In this grassy area, Find a University Document, 3107 992 0