Arcanum A bare-bones walkthrough from Mike's RPG Centre The Crash In the opening cinema, the zeppelin you are flying in is attacked by flying machines and crashes. Among the wreckage you will find a dying gnome who will warn you about an evil that is coming. He will give you a ring and ask you to give it to "the boy". As soon as the cinema is over, you will be approached by a monk of the Panarii religion. He believes that you are the reincarnation of the elf who started his religion and will ask you to come with him to Shrouded Hills to meet with his mentor Joachim. At the exit to the valley you will find a strange shrine. It will not shed too much light on your situation, however. As you leave the valley, you will be confronted by a stranger. Let Virgil do the talking and he will scare the stranger away. Shrouded Hills Near the well in the center of Shrouded Hills, you will find a gnome named Preston Radcliffe who will claim to be related to the gnome who died in the crash. Do not give him the ring. Enter the Inn just across from the bank. Elder Joachim's room is the one at the end of the hall. Inside you will find two dead men wearing strange amulets. Jaochim has left a note for Virgil telling him to look for a message from him in the telegraph office in Tarant. Constable Owens can show you the location of Tarant on your map. To get to Tarant, you need to deal with the bandits who guard the bridge east of town. To get by, you can kill them, pay them, help them, or scare them away. Look in my side-quests section for details. Preston Radcliffe will confront you on the other side of the bridge and demand the ring. If you don't give it to him, he will attack you. On his body, you will find a note that indicates he was not really Preston Radcliffe, but a member of the same group as the two dead men in the inn. Continue to Tarant. P. Schuyler and Sons When you arrive in Tarant, go to the Tarant Telegraph Office on Kengsington and ask if there is a message for Virgil. In the message, Jochim will tell you to go to the village of Stillwater. You will find P. Schuyler and Sons at the end of an alley off of Devonshire Way. In front of the building, you will meet Magnus who has also come to P. Schuyler and Sons to investigate an item of his own. You can invite him into your party if you have the room. James Kingsford, an employee of P. Schuyler and Sons, will not be very helpful when you ask for his aide. Kill him and take the key from his body. Enter the back room and click on the trap door to descend to the area below the building. You will find yourself in an ancient dwarven tomb filled with zombies which will attack you when you get close to them. Make your way through the catacombs and eventually you will reach the Schuylers. They are necromancers who have animated the dead to serve them. When you approach, Winston Schuyler will demand to know what your are doing. So long as you don't offend him with anything you say, you can make a deal with the wizard, whereby he will tell you who he made the ring for, if you agree not to tell anyone what you found. If Magnus is in your party, however, negotiation will not be an option and you will have to kill them. Take the key from Winston's body and inside one of the filing cabinets, you will find a note which identifies Gilbert Bates as the owner of the ring. Gilbert Bates Ask any one it Tarant about Gilbert Bates and they will tell you that he lives 50 East End Avenue at the end of Kensington Broadway. They will also mention a man by the name of Cedric Appleby. The guard in front of Gilbert Bates' residence will tell you that the only way you would be able to meet with him, is if you help them with a problem with sabateurs attacking Bates' factory. The guard will give you the key for the factory. Go to Bates Engine Factory located at 18 Ten Hands Alley. Use the key to enter inside and then go to the large central back room. Wait until midnight and three bandits will magically appear. Once you have defeated the bandits, speak to the guard in front of Bates' estate again during the day, and he will let you in. Speak to Gilbert Bates on the second floor of his house. Show him the ring you received from the gnome and tell him how you got it. He will tell you his life story and will ask you to aid him in his search for the lost dwarven clan. He will mark the location of the Black Mountain Mines on your map. The Black Mountain Mines Go northwest of Tarant to the Black Mountain Mines. You will find your way blocked in many places on the first level. Descend the stairs on the west side of the area. Make your way through the long tunnels on the second level until you reach a set of stairs in the northeast corner of the area. You are now back on the 1st level and are standing next to three stair cases. Descend down the center stairs. Fight your way north through the kites and at the back you will find a long tunnel filled with traps. At the other end of the tunnel, you will find a crazed dwarf named Gudmund Ore Bender. Read Gudmund's writing on the pillar to learn what happened to the Black Mountain Clan. Return to Gilbert Bates in Tarant and tell him what you have found. He will quite dismayed to learn that the dwarves were banished because of him. He will tell you how to get to the Isle of Despair and will offer Chukka's services to you if he is willing. The Isle of Despair Go to Ashbury and speak to Edward Teach on his ship at one of the docks. He will agree to take you to the Isle of Despair. Speak to the guard outside the compound and he will let you in. Speak to Ogdin Big Fist ouside of the large building at the north end of town. He will tell you that you need to prove yourself in the pit before you can see Thorvald. If you have the book "The Hand" (in a locked barrel on the dock in Ashbury) or if your persuasion skill is high enough, Ogdin will give you key without having to fight in the pit. Tell the other members of you party to wait and the speak to Gorrin the Pit Master to schedule a fight. You will find yourself inside the pit. Defeat Borag and after a few seconds you will leave the pit. Speak to Ogdin again and he will give you a key so that you can enter the building and speak to Thorvald. Thorvald will have no information about the Black Mountain Clan. After you explain the story to him he will suggest that you speak to the Wheel Clan. He will mark the location on your map and tell you that you need special glasses to see through the illusion that blocks the entrance. If your persuasion skill is high enough, you may be able to persuade Throvald to join you or to lend you his glasses if you agree to tell the Wheel Clan about his plight. The Wheel Clan Return to Ashbury. If you don't have Thorvald's spectacles, enter Raymond's Fine Spectacles. Speak to Raymond Pierce and give him 1000 gold and a kathorin crystal so that he can make you some custom glasses. Kathorin crystals can be found in many places throughout Arcanum. Travel to the Wheel Clan entrance found north of Tarant. Put on the Spectacles and speak in the stone square and you will see the entrance. Go straight down the center of the caverns to the throne room where you will find Randver Thunder Stone, the king-in- waiting. He will confirm that his clan banished the Black Mountain Clan, but his father, Loghaire, went mad with grief and exiled himself into the Dredge. If your persuasion ability is high enough, you can persuade Randver to show you a shortcut to his father so that you don't have to go through the Dredge. Leave the throne room and go south to the entrance to the Dredge. The guard there will let you pass. Work your way through the tunnels to the southeast corner where you will find another passage in a room filled with dead monsters. In the next room you will meet Loghair Thunder Stone. He will tell you what happened and why he did what he did. He will tell you to seek out the elven village on Qintarra and suggest you go to Stillwater to begin your search. Stillwater Go to the village of Stillwater southwest from the Wheel Clan and speak to the elf Myrth in his home. When he asks you why it is so important that you find Qintarra, use the same trick he was playing on you. He will agree to tell you where Qintarra is if you find a Stillwater Giant pelt for him. Head northeast to the home of Stanley Xavier Hippington and tell him that you need to capture a Stillwater Giant. He will tell you all about the Stillwater Giants and explain to you how to catch him. Follow the path behind Stanley's home to the cave. At the back of the cave you will find a rabbit. Capture the rabbit with the cage you were given. Alternately, you can walk around in the wilderness surrounding Stillwater to find the real Stillwater Giant in a random encounter. Return to Stanley with the caged rabbit and he will tell you that you need to have the giant authenticated by Dr. Tristan Fewnick. Travel back to Tarant and speak with Dr. Fenwick in the Zoological Society at 93 East End Avenue. Show him the rabbit and he will laugh at you. He will tell you that H.T. Parnell has a fake Stillwater Giant hide. Go to H.T. Parnell at 17 Kensington Broadway. You can either buy his Stillwater Giant pelt for 2000 gold or sneak in at night and steal it. Return to Stillwater. Stanley will be quite distressed to learn that Dr. Fenwick doesn't believe the creature is authentic. Give the pelt to Myrth and he will mark the location of Qintarra and the pass to get to it on your map. An alternative way to find the location of Qintarra is to take the Amulet of N'Tala from Myrth either by killing him or picking his pocket. Give the amulet to Gaylin in Shrouded Hills and she will show you where Qintarra is. Qintarra Go northwest from Stillwater to Hardin's Pass. Go west through the pass and continue on to Qintarra. Speak to the elf in front of the passage up into the trees of Qintarra and he will allow you to pass. Speak to Raven on the east side of the city. She will agree to grant you an audience with the Silver Lady if you remove the humans from a sacred grove, which she will mark on your map. Go to Falcon's Ache and speak with William Bench. When you ask him to leave he will refuse. If your persuassion skill is high enough, you can convince him that you represent Gilbert Bates who is branching into the logging business. Agree to put in a good word for him and he will leave. Otherwise, provoke him into attacking you but make sure you do not return his attacks. He and his three men will be consumed in flames. Return to Raven in Qintarra to report your success. She will allow you to see the Silver Lady. Enter the building and speak to the Silver Lady. She speaks in riddles and it is very hard to understand what she is saying. Tell Raven what her mother said to you. She will try to help you sort it out. It seems that M'in Gorad is a Dark Elf and Raven will suggest that you need to go to Tarant to find Terwilliger who may be able to lead you to the dark elves. "Horror Among the Dark Elves" Return once again to Tarant and go to the Hall of Records located in the basement of the building at . Speak to the clerk there and ask her about Dr. Renford A. Terwilliger. She will be unable to find him, so you will have to look in the archives dated between 50 to 100 years ago. She will read you his abituary which mentions a book about the dark elves that he wrote. Ask the librarian in the Library of Tarat at 15 University Court about Terwilliger's book. You will need to pay 1500 gold to get a membership before she will help you. She will be unable to find his book, but she will give you a book entitled "The Curse of T'sen-Ang". Read "The Curse of T'sen-Ang" to learn that a man by the name Victor Misk has a copy of Terwilliger's book. Book passage on a ship to Caladon. When you arrive, ask one of the villagers about Victor Misk and they will give you his address. Go to 9 Gray Wolf Terrace and speak to Lillian Misk, Victor's wife. She will tell you that Victor died a few days ago. Go to the cemetary and speak with Bingham Shulefest about Victor Misk. Use a shovel to dig up Victor's grave. There is a shovel in the locked shed in the northwest corner of the cemetary, or you can ask Bingham for one. You can buy it from him for 500 gold, but if you tell him your story, he will attack you and you take the shovel from his body. Take the book from inside Victor's grave. However, this book doesn't seem to be the one you are looking for. Ask Lillian Misk about Roseborough and she will tell you that Victor's father's grave is there. She will mark its location on your map. Leave Caladon and follow the coast north to Roseborough. Use a shovel to dig up the grave of Philip Misk. Inside you will find the book you are looking for. Read it to learn the location of T'sen-Ang. T'sen Ang Return to the Glimmering Forest and go to T'sen Ang. The guard won't let you in without a Molochean Hand amulet. Take one from the body of a member of the Molochean Hand from a random encounter with them while travelling across Arcanum. Speak to M'in Gorad and ask for information about the dwarves. If your persuassion skill is high enough you can convince her that you are a member of the Melochean Hand and she will tell you what happened to the dwarves. Otherwise, provoke her into attack you and take the note from her body. Read the note to discover a little more about what happened to the dwarves. Outside of M'in Gorad's house, you will be confronted by the leader of the Molochean Hand, Gideon Laier. If you show him the book you received from Jochim and expain what the goal of the dark elves really is, he will brake off from them and tell you that the Molochean Hand will no longer hunt for you. Return to Quintarra and report to Raven. She will tell you to speak with the Silver Lady again. Enter the hut and speak with the Silver Lady. All she will tell you is that you need to find Nasrudin. Tell Raven what the Silver Lady said and she will suggest that you go to Caladon to learn more about Nasrudin. She will join your party if you ask her. The Panarii Temple Go to Caladon and enter the Panarii Temple. Speak to the First Acolyte, Alexander, and tell him your story. He will be very excited that you are the Living One and will suggest you speak to two other priests in the temple. You need to specifically ask where to find them and Alexander will open the doors of the temple for you. Speak to Hadrian the archiologist about Nasrudin's resting place. He is annoyed that the guards will not let him see it, but will suggest that you can reach it from the sewers. Enter the sewers using one of the sewer grates and to the northwest corner where you will have to fight your way through undead. There you will find a passage that leads to Nasradin's tomb. Look inside the sarcophagus and you will find a body that is missing a finger. Click on the lid to some strange markings. Return to the Panarii temple and tell Gunther Willhelm about what you found. He will tell that his studies have revealed that the true final resting place of Nasrudin is on the Isle of Thanatos. Thanatos No captain will be willing to sail you to Thanatos. Instead, you must go to Black Root and buy the ship builders new ship for 50000 gold. Once you have made the purchase, board your ship and click on the helm to steer it toward Thanatos. Enter the camp just south of the boat landing and read the book in the barrel. It will describe the locations of two important places on the island. Travel to the Land Bridge at the south end of the island. Enter the forest tunnel and make your way to the exit in the southwest corner. Outside, you will find a shack. Enter the building and speak to the elven wizard inside. You will discover that he is the legendary Nasrudin and he will tell you the complete story of how he banished his son, Arronax. When you tell him that Arronax is returning, he will tell you to retrieve the Vendigroth device from someone in the wastes and meet with him at the Ring of Brodgar. Return to the boat landing at the north end of the island and leave the island. Tulla Sail your ship to Ashbury and then travel north to the Gateway to the North. Give Weldo Rubin, the adventuring halfling, 100 gold or fetch the item he is looking for and he will show you the location of Tulla on your map. Go north to Tulla. The mage outside the walls will say that you were expected. Step inbetween the two pillars and you will be transported inside the city. Enter the building on the west side of the city and climb up to the second floor. Speak to the wizard Jorain and will tell you that you need to view the Mural of Enlightment before he will allow you see Simeon Tor. Return to the first floor and click on the Mural of Enlightment located near the center of the floor by where you find a glowing cirlce in the floor. Return to Jorian and he will allow you to pass. Speak to Simeon Tor and tell him your story. He will be unable to tell you where the ruins are that you seek, but will tell you to seek out Pelojian. He will offer you no help in finding out how to speak to him. On the east side of Tulla, you will find four locked buildings, each marked with a symbol. You will also find tiles for each school of magic in the ground through Tulla. To open the locked buildings, you need to step on the correct tiles in the right order: *** See the Screenshots section ... Sue To Open Building Step on Symbols in this Order *** And again! ... Sue You can also open the doors by picking their locks (which is much quicker). In each building you will find one of the four parts of the "Verses of the Wanderer" and in the building on the far left you will also find Pelijian's Amulet. Put on the amulet and read each of the books. Step on each of the tiles around the Pool of Pelojian in this order: ,,,,. Pelojian will appear and speak to you. He will tell you location of the Vendigrath Device. Leave Tulla by steping between the two large pillars by where you first arrived. Vendigroth Ruins Cross the Wastes to the ruins Pelojian marked on your map. Enter the building to enter the Ruins of Vendigroth. In the northwest corner of the first area you will find the first key. Use to open the locked door nearby and click on the vent to proceed to the next area. Go right in the next area to find the second key at the end of the road. Near the center of the area you will find the locked door behind which is the vent to the next area. The third Vendigroth Key is found in one of the three drawers in a room in the northeast corner of the third area. Enter the vent at the south end of the area. Continue through the next vent and you will find yourself in a building filled with automatons. Take the fourth key from a chest in a room to the south. Open the locked door on the east side of the building and descend into the basement. Defeat the automatons in the large room in the basement and take the Vendigroth Device from the chest at the back of the room. Once you have the device, leave the Vendigroth ruins. The Void Travel to Roseborough north of Caladon and go to the Ring of Brodgar northwest of town. Nasrudin will be there. Speak to him and he will send you into the Void. Step on the platform to the right to move to the next area. Take the stairs down into Arronax's Lair. The guards will allow you to pass so that you can speak to Arronax. You will find him trapped in a shell which he claims Kerghan locked him in after defeating him. He will show regret over his previous actions and will claim innocence about the latest happenings in Arcanum. He believes that Kerghan has been impersinating him. Release him by killing the three monsters in the hallway and he will offer you join you to help you defeat Kerghan. Step on the circle in the room behind Arronax to continue to the next area. Cross the bridge and enter Kerghan's stronghold. Step in the circle at the east end of the first floor to proceed to the second. Here you will find the device that was supposed to create a gate for Kerghan to return to Arcanum. On the third floor you will find the remnant of the Black Mountain Clan. One of the dwarves will tell you about what they are doing there and how Stennar was able to escape. Step on the circle near the center of the floor to go to Kerghan's Inner Sanctum. Kerghan will tell you his side of the story and why he wants to return to Arcanum. You can choose to either help him, or defy him. If you choose to help him, he will ask you to kill the other four in the Void: Arronax, Gorgoth, Kraka-Tur, and the Bane of Kree. Once you have done so, return to Kerghan and together you will exterminate all life on Arcanum. If you choose to defy him, he will change into his true form and attack you. Once you have brought his HPs to 0, he will retreat into a healing shell. Use the Vendigroth device on him to destroy him for good. After you have destroyed Kerghan, you will return to Arcanum through the breach the dwarves had created. You will see several cinemas showing what happens across Arcanum after your victory. What happens depends on the side-quests you completed during the game. - o -