Gothic 2: Legend of Ahssun Full Guide, Chapter I

Legend of Ahssun is a complete overhaul mod for the Gothic 2. It has it’s own story, models, characters, new map, textures and hundreds of new and unique items, beasts and mechanics.

It is one of the biggest mods, with completionist play-trough almost reaching 100 hours of play time with a twist – the mod itself is completely free, available on Windows and possibly Mac Win Virtual Machines (not tested.) You can also download and use a fairly decent quality German dubbing voiceover.

I suggest playing the game without a guide – as solving the quests on your own is highly rewarding.

Quick tip on how to play Legend of Ahssun for Gothic 2:

  1. Buy Gothic 2 Gold on Steam
  2. Download free mod manager and launcher Spine here
  3. Assign downloaded Steam Gothic 2 folder in Spine settings
  4. Download English (or German) mod Legend of Ahssun in the Spine Library
  5. Click a little arrow on the mod page to also download German voiceover
  6. Wait for Spine to download
  7. Launch via Spine and enjoy Gothic 2, this mod or other on Windows 7, 8, Windows 10 or Windows 11.
  8. Spine will also automatically patch and repair so you can run Gothic, Gothic 2, Gothic 3 and mods like Ahssun flawlessly.

Quick tip:

If you have FPS or lag issues in the Legend of Ahssun or Gothic games, change the ingame resolution and try multiple options. For instance, 2k monitor with 1366 resolution might lag, but might run okay on 1920×1080 resolution. If not, try other settings and resolution options in the game, even if its not native for your monitor/hardware.

Translation and improvement of the original Polish guide by Sefaris.

Chapter I

The map below shows the basic locations and characters in the Legend of Ahssun for Gothic 2.

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Lower Quarter (Poor district)

A New Beginning

Given by: Cortez

This is the starting quest. Our goal is to reach the Prince’s palace, but to do so, we need some clothes. We go to the food court and speak with Helene there, which also means solving the next quest on the list. The woman is unable to help us, but she will direct us to Rufus. His house is a wooden hut behind the tavern with Helene. The man will sell us some clothes for 30 roperi, but only under the condition that we took the message to his friend Tris at the Logging-Hunter Camp.

After giving a letter to Tris, we return to Rufus. A recruit guard appeared, informed us that Rufus had been murdered. We will communicate with Helene, who will instruct us to speak with Cortez. We won’t receive the clothes, but Cortez will give us Rufus’s hut. We go there and catch the thief, Calvin, who will help us break into the recruits’ house.

We have a place to meet Neodym, whose hut is located outside the grocery store. We will need ingredients for a sleeping potion. We bring three digger meat, four dark mushrooms, a medicinal root, and a beer. All the ingredients are available to be picked up while delivering the message to Tris. We wait until late evening, talk to Calvin, who should be standing in front of the gatehouse. We hand the guard the sleeping ale, and enter the gatehouses. Steal a package including Rufus’s clothes from the chest. Don’t forget to take a ring from the table which gives +3 strength. Open the package in your inventory to unpack clothes and other items.

We will lead Calvin to Neodym. Put on your clothes and go up to the city. The guards will let us through into the middle quarter. We still can’t reach the Prince. We complete this quest, and our goal is to join one of the guilds as part of the quests: Recruit Acceptance, Free Camp Acceptance, or Novice Acceptance.

Another on the list

Given by: Helene

For Helene’s free meal, you must be on the list. To do this, go to Cortez, who gives you a cryptic message for Helene. From now on, you can get free food every day.

Note: If you don’t complete the quest within 6 hours, Cortez will add it to the list. The quest will be incomplete when you come for the food.

Reward: 50 exp and free ration every day

Felvin’s Bow

Given by: Felvin

Goblins stole Felvin’s bow near the exit from the Lower Quarter, preventing him from hunting. After leaving around Cortez’s tower, you will encounter two goblins, and after, near the rock behind them, the bow is hidden in the rock and bushes.

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Furax’s Goods

Important Note: This quest must be completed before completing the Bandit Messenger quests!

Given by: Furax

In exchange for teaching us thieving skills, a bandit named Furax asks us to sell a few trinkets, for which we should receive 300 roperi. We can sell the trinkets we receive at any merchant. Unfortunately, they are not worth 300 roperi, so we have to pay the rest of the money out of our own pocket. After collecting the appropriate amount, we return to the client.

Note: We can also report the theft of the trinkets to Cortez, who will ask us to help him obtain evidence of Furax’s thefts. Unfortunately, Furax finds out about everything, and the task is failed.

The beginnings can be… difficult

Given by: Cortez

After the first conversation with Rufus, recruit Cortez will tell us to get ourselves some weapons. To this end, he will direct us to the blacksmith Wieland. In exchange for the weapons, the blacksmith will ask us to bring him a food ration from Helene. After giving him your food ration, he will give you a wolf knife. Once you have received the weapon, it is worth returning to Cortez.

Reward: 100 xp and the Wolf Knife (req. strength 30, 10 dmg + 3 one handed bonus)

The Blind Man

Given by: Beggar (in front of Helene’s tavern)

We are to go to the inn near Karl’s Farm and dig up a bag of gold with a pickaxe, which is buried in the bushes near the inn.

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We return with the bag to the Blind Man and the quest is complete.

Note: The Beggar will only talk to us after we reach the second character level.

Assault in broad daylight

Notes: The quest will only start if we lose the fight with Carl.
Before provoking Furus, it is best to throw away all your gold!
Completing the quest is required to get the order to join Ron’s recruits.

If you talk to Furus several times, he will get angry and send his friend Carl to beat you up, and you will receive the quest. After the beating, go to Cortez and file a complaint. Then go to Ron, who will warn you about Carl and Furus’ intentions, and then go up to the Central District, where you will meet your “colleagues” whom you must beat up. Return to Cortez, talk to him, then to Ron, and then to Cortez again, which completes the quest. Finally, we can go to Wieland for additional experience.

Central District

Apprenticeship: Admission to the Guild

Given by: Aarhus

In order to become a member of the Guild, we must talk to Guild Master Aarhus, who will give us a letter to read.

After reading it, you must:

  1. Complete tasks for at least half of the Masters (the tasks will remain in your journal until you become an apprentice),
  2. Convince Aarhus of your usefulness
  3. Pay 50 roperi.

Once you have met the requirements, talk to the chosen master and the tasks will be closed.

Apprenticeship: Announcements

Given by: Aarhus

Aarhus gives us announcements for the masters. We deliver them and return to the person who assigned us the task, after which the task is completed.

Apprenticeship: Aarhus’s Apprentice

Given by: Aarhus

Aarhus commissions us to chop 10 stacks of boards. We exit through the gate next to his workshop and chop wood (to the right of the gate) until we receive an entry in the journal.

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After chopping enough wood, we return to Aarhus, who tells us to take the chopped boards to Fabio.

Craft: Apprentice to Vanadium

Given by: Vanadium

The alchemist Vanadium asks us to find a package of herbs that he has misplaced. We find it in the manure behind his house. We return to the client and give it to him, thus gaining his vote.

Craft: Apprentice to Garoth

Important note: Make sure Heinrich survives the hunt, as he will be needed in future quests!

Given by: Garoth

Garoth commissions us to bring him 8 wolf skins from a hunt with his apprentice, Heinrich. We talk to him and then decide:

  1. Go hunting with Heinrich,
  2. Give up hunting (we must have the skins in our inventory).

Regardless of our choice, the skins are to be delivered to Garoth, who will give us his vote.

Apprenticeship: Heinrich’s Problem

Given by: Garoth

Garoth tells us that his apprentice Heinrich does not want to skin animals. We agree to talk to him and then go to him. After hearing the story about nightmares, we return to Garoth, which completes our task.

Apprenticeship: Pico Virtuoso’s Apprentice

Given by: Pico Virtuoso

Pico asks us to create a yellow dye and gives us the book “The Beauty of Colors,” but it is the wrong volume. We confront him about it and learn that we must obtain the correct volume on our own. We go to the market and buy Volume 2 from the merchant Quichotte. We create the dye on the alchemy table (we can buy gold nuggets from Fengar at the market, for example) and give it to the client.

Note: Although Pico promises to take us on as an apprentice, this turns out to be a lie and we do not have this option.

Apprenticeship: Joachim’s Apprentice

Given by: Joachim

We talk to Joachim and tell him that we want to become his apprentice. Joachim instructs us to collect a debt from Barim, whom we find near Johann’s tavern in the Central District. We go to Barim and threaten him. Barim says that he thinks his wife is cheating on him. We go to the market at 2:00 p.m. and follow Magdalene to the Lower District, where we witness her cheating on him with Amasius. We have several options here:

Help Barim

We refuse Amasius’ terms and return to Barim, who gives us money. We return with the money to Joachim.

Help Magdalene

After talking to Amasius, we go to Barim, where we hide the couple’s whereabouts. Magdalene will give us some money to cover the debt to Joachim.

Pay yourself

Alternatively, you can pay Joachim 200 gold coins in advance from your own pocket, which also solves the problem.

Apprenticeship: Vestito’s Apprentice

Given by: Vestito

Vestito needs red fabric and scissors. The scissors can be forged by the blacksmith Maurice, or we can steal them from Vestito’s house. The fabric can be purchased from the merchant Fengar at the market. We return with the items to Vestito.

Accepted as a Recruit

Given by: Argos

We tell Argos that we are interested in becoming a recruit. However, he tells us to first become an apprentice to any of the masters. We must therefore complete Apprenticeship: Guild Admission and choose our master. After informing Argos that we have a job, he tells us to gain the trust of the other recruits in the city. To do this, we must complete at least some of the following tasks: Assault in Broad Daylight, Recruit’s Amulet, Everyone Climbs Higher, Jaques’ Message, The Package. Then it’s time for Argos’ test in the form of the task Uninvited Guest, which unlocks joining the guild, provided you have level 8.

Recruit’s Amulet

Given by: Seradan

Seradan lent an amulet to a man named Uwe, who is staying at the Free Camp. We go to the Free Camp and talk to Uwe, who tells us that he will only give us the amulet if we go with him to hunt a wolf outside the camp gates. After leaving the camp, Uwe attacks us, so we have to beat him up and take the amulet. We return to Seradan with the amulet.

Everyone is climbing higher

Given by: Seradan

Seradan suspects the Free Camp of having large amounts of silver. We talk to Worin, then return to Seradan to complete the task.

Jaques’ message

Given by: Jaques

In order to gain support for becoming a recruit, we talk to Jaques, who asks us to retrieve a message from a messenger in the lumberjack camp. At 9:00 p.m., we arrive at the camp, where we talk to the messenger and give him the name of Jaques’ wife – Galateia. We return to Jaques with the message.

Delivery

Given by: Dex

Dex asks us to pick up a delivery from Sativa, who is waiting for us in front of the north gate of the city. We go to Sativa and find out that the price has changed, then return to Dex. Dex gives us some extra gold, which we give to Sativa, and then we return to the city. The guards question us, and we have to choose one of the options, which is a lie. If we don’t lie, the task will fail. We talk to Dex, who asks us to sell the contents of the package in the Lower District. Furax will buy 3 pieces from us, and we have to sell the rest to nameless NPCs. However, it is best to go to the bouncer in front of the brothel, who will buy all the stems from us at once. After selling the required amount of joints, we return to Dex with the money.

Uninvited Guest

Given by: Argos

After completing enough tasks for other recruits, talk to Argos, who will put you to the test. You are to persuade the merchant Calvio to pay his debt at the hotel. Calvio can be found in the evening at the hotel, sitting in an armchair, and during the day at Johanna’s tavern. You can either threaten the merchant or simply beat him up. After that, return to Argos.

New equipment

Task available after becoming a recruit and gaining access to the Barracks.

Given by: Hamilkar

Hamilcar tells us to get some new equipment. We go to the armorer Armir, who is located in the building in front of which Stravus trains recruits. The entrance to the building is right next to the forge in the barracks. After picking up the new equipment, we return to Hamilcar.

The Monk’s Debt

Given by: Markus

Markus owes Pagina money and asks us to settle the debt. We pay Pagina 40 roperi and then return to Markus (we will receive additional experience for admitting that we paid less). The task ends and we gain an escort to the Monastery.

Insomnia

Given by: Mieke

Merchant Mieke tells us that he is tired because he sleeps poorly due to his herbs. We go to Neodym and ask him to make the same beer we used to put the recruit to sleep before getting his clothes. We return to the merchant and give him the beer, which completes our task.

Flour Delivery

Given by: David (Rolf’s apprentice)

David asks us to pick up some flour from Orin’s Farm. We talk to Orin, who gives us the flour without any complications, and we return to Rolf with it.

Cigars for Johann

Given by: Johann

Farmer Johann has asked us to pick up some cigars from Morris. We pick up the cigars from Morris and return with them to Johann.

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Recipe for stew

Task available after completing the task ‘Cigars for Johann’

Given by: Johann

Johann asks us to take the recipe to Morgan. We find Morgan in his tavern, which is located in a cave in the forest near the quarry.

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We give him the recipe and the quest is completed.

Sergei’s Debt

Quest available after completing the quest “Cigars for Johann.”

Given by: Johann

Johann gives us a task to complete – we are to tell Sergei from Orin’s Farm that Johann wants to see the money he lent him. We give Sergei greetings from Johann, and he promises to pay back his debts.

Piano Malfunction

Given by: Amadeus

Amadeus is worried about his hands because the piano keys are acting strangely. We talk to Johann, who tells us that someone spilled beer on the keys. We now go to Joachim, who agrees to clean and lubricate the piano keys, but he will need some grease to do so. We talk to Amadeus again, who obsessively demands that we use a special lubricant. We return to Joachim, who instructs us to obtain the special lubricant from Neodym. We go to the alchemist, who tells us to bring mole rat tallow and perfumed water. After delivering the ingredients, we wait until the next day, then pick up the grease and return with it to Joachim. It will take him one day to restore the piano to a decent condition, so the next day we talk to him, then to Amadeus, and the task is complete.

Mole rat tallow and perfumed water can be purchased from the merchant Fengara at the market.

Tasting

Given by: Roberto

Roberto has seen so many geese that he has developed a desire to try one. We kill an innocent goose, take its meat, and give it to Roberto.

Casanova

Given by: Chartus

Chartus tells us that Crixus has fallen in love with Lydia, so every night he plays the lute under her window. The residents don’t like this, so we are to take the lute away from him and bring it to Joachim to be turned into firewood. We have two options:

  1. Beat up Crixus. Here, you need to be aware that you will have to pay a fine, which also takes away a lot of experience points if you don’t use the oblivion spell. It is best to provoke him into a fight by drawing your weapon, but in such a way that no one else but him sees it, and then lure him away from the gaze of ‘curious’ NPCs.
  2. Steal his lute (requires 80 dexterity and pickpocketing).

Regardless of your choice, go to Joachim with the lute, return to Chartus with the news, and the quest is complete.

Tip: We don’t have to learn pickpocketing. All we have to do is complete the quest Time to Run!, for which we will receive the ‘Sticky Fingers Ring’ (although we will still need dexterity skill).

Trollwood Box

Given by: Joachim

Joachim can make us a box out of trollwood if we bring him two blocks of this valuable wood and two steel rods. The rods are easy to find, and we can buy the wood from Thorwald, who can be found in the forest to the right of the port exit. We talk to Thorwald and wait until the next day. It’s best to sleep until midnight in the bed next to the hunter. After talking to him again, he will ask us to pay 300 ropers per block, and since we only need two, that’s how much we buy.

After giving the materials to Joachim, he will ask us to wait until the next day. The next day, we pick up the box and the task is complete.

Tip: It is worth keeping the box to complete the task in the Free Camp Temple.

Love like in a novel

Given by: Luthien

There is a well in the city market that we can jump into. At the bottom, we find a mirror that can only be used at midnight. It teleports us to Luthien’s grave, where she tells us her story and asks for our help. We help her meet Beren at the market, and the quest is complete.

Tip: From now on, the couple can be found at night between the city and Karl’s farm, where they have more tasks for us. Luthien will also open the passage to the bandits’ treasure for us. Watch out for the goblin skeletons and the Lord of Shadows that appear there! The location of the couple and the treasure is shown below.

Location of the couple:

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Location of Luthien’s treasure:

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Broken Mirror

Given by: Beren

Beren asks us to repair a mirror that broke during teleportation. A goldsmith in the city will repair it for us. We can also show it to Alastar in the Monastery and then sell it to one of the merchants of valuable items.

This quest can be reactivated if we ask Beren again after completing it.

Corruption

We will only receive this quest if we asked Beren for a reward when we met him and Luthien on the road from the city to Karl’s Farm after completing the quest Love Like in a Novel

Given by: Beren

When we ask Beren for a reward, he decides to scare the merchant Forion into giving us some of his belongings as compensation. We wait one day and go to Johann’s tavern to talk to Forion. Forion is at the tavern from 6:00 a.m. to 9:00 p.m. After talking to him, we return to Beren.

Upper District / Upper Quarter

Test of Strength

Given by: Forion lub wpis po znalezieniu szpady

Near the Troll King’s lair (location shown below), you can find a rusty sword, which will start the quest when picked up. Now we wait until Chapter III, and when we get to the Upper City, we talk to Forion, who asks us to find the sword, and then we simply give it to him. Alternatively, wait until Chapter III, talk to Forion, and then, following his instructions, take the sword.

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The Outside World

Beer for Jupp

Given by: Jupp

The woodcutter Jupp is craving a cold beer. If we don’t have any on us, we can find some in the storage cave behind the woodcutter camp.

A question of the bug

Given by: Jurgen

The woodcutter Jurgen tells us about the constant plague of meat bugs that haunts their camp. We must deal with the problem at its source, which is a huge female beetle called Big Mom. After killing the culprit, we return to Jurgen for a reward.

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Bandit Curse

Given by: Karl

Farmer Karl tells us that his wife has been cursed by bandits. We go to Sikar at the Krep Inn, who brings up the subject himself, mocking the farmers’ piety. We return to Karl, where the hero comes up with a solution to the farmer’s wife’s ailment and we complete the task.

Simple Pleasures

Given by: Adreas

Farmer Andreas asks us to bring him wine and meat. We bring him food, after which he also asks us for two joints, if we have them in our inventory. Either way, that’s the end of the quest.

Night Hunter

Given by: Marand

The farm is being plagued by a beast that only appears at night, and Marand asks us to help him kill it. We go to Karl and convince him to hire us. We return to Marand, who asks us to bring beer from Norbert’s tavern. We go to the tavern, buy the drink, and return to Marand, then go hunting. We kill the beast and Marand talks to us, telling us about his past. Then we can choose an additional reward:

  1. Gold,
  2. Night Hunter’s Skin (to make a belt +10 strength/+10 dexterity and +10% bow proficiency/+15 protection to everything),
  3. Night Hunter’s Horn (to be converted into a potion of 10 health + additional health to be purchased from Vanadium).

After choosing the reward, we return to Karl, and then go to Marand, who explains how to convert the reward into an item.

Johannes’ Escape

Given by: Johannes

Farmer Johannes asks us to help him escape from Karl’s Farm. He will only agree to go to the Free Camp. After bringing him to the gate, the task is complete.

Three Farmers and Their Field

Given by: Franz

Three farmers on Karl’s farm cannot get to the field on the other side of the mountain. They ask us for help. We talk to Karl, who agrees to our escort. We escort the farmers one by one, then talk to Franz again, and then to Karl.

Regular customer

Given by: Norbert

Norbert is worried about Albert, who hasn’t visited his establishment in a long time. We find Albert sitting on a bench near Karl’s farm. We escort him to Norbert’s inn, where the task ends.

The Innkeeper and the Wolves

This quest becomes available after completing Regular Customer.

Given by: Norbert

Norbert complains to us about the wolves in the area, which are threatening the lives of potential customers. We kill the wolves in the area and collect our reward.

Royal Whims

Given by: Sontril

Sontril asks us to bring him ten mugs of Królewiak. We can buy them at Norbert’s inn for 300 roperi. We return with the alcohol to the giver and the quest ends.

Tip: You can tell Norbert that you want to give the beer to the poor. He will lower the price to 250 roperi and you will get 100 exp.

Open Cards

Given by: Morgan

Morgan asks us to collect a debt from Ligno. We have to beat him up or pay for him, then return to Morgan. After returning the gold, the task is complete.

Ligno and the bandit leader

Given by: Sikar

Sikar orders us to kill Ligno, a woodcutter who has his camp near the watchtower at Krepa. We kill him or warn him about Sikar’s order, and then return to the client.

Bandit Messenger

Given by: Bruno

Bruno orders us to deliver a message to Furax. We go to the back room of Mentula’s brothel and give him the letter. Then we return to Bruno, and if we haven’t broken the seal, we will receive another letter to deliver after 3 days.

Then we have another round between the two, after which we receive the last message, and Furax dies. We inform Bruno about this, which completes our task.

Male Needs

Given by: Rolfus

If we ask Rolfus if he needs help, he will assign us a task after a few days. He wants to experience the warmth and tenderness of a woman. We go to Mentuli’s brothel and take Lupia to Krep Morgan, paying 300 roperi, half of which goes as a deposit. We take the courtesan to Rolfus, sleep for one day, talk to Rolfus, for which we get money, and then pick up Lupia the next day. We talk to the courtesan, with whom we automatically return to the brothel. Mentula will then give us 150 gold pieces.

Sacrificial Sheep

Given by: Ivar

Ivar wants to taste Morgan’s stew, but they don’t have any mutton. He assigns us to steal and bring a sheep from Karl’s farm. We find the sheep on a hill, near the shepherd Patrick, not far from the road to the Free Camp. Put the shepherd to sleep or wait until nightfall, then take the sheep named Nala and return to Ivar.

Grog for Morgan

Given by: Ricaso

Ricaso asks us to deliver grog to Morgan. Go to Morgan’s Crepe and give him the grog. Morgan asks us to tell Ricaso that next time he wants 8 bottles of grog. Return to Ricaso and tell him about it, and the quest is complete.

Ricaso’s Problems

Given by: Ricaso

After completing the quest Grog for Morgan, we can ask Ricaso about his past and he will tell us a little about it, but to find out more, we have to do something for him. He asks us to clear the cave of goblins, which is located near the entrance to the ravine.

Eternal Rest

Given by: Ricaso

After completing the quest Ricaso’s Problems, he tells us about his wife and child, and then asks us to visit them at the cemetery. The cemetery is located on the edge of the ravine. We can reach it by keeping to the right after leaving the ravine. We kill the skeletons of the quest giver’s family and return to inform him.

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Artifact of Life

Given by: Ricaso

After completing the quest Eternal Rest, Ricaso tells us about a cave where a valuable artifact is supposedly located. We go to the cave
and kill the crawlers. We find a note on the body of a dead adventurer, read it, and return with it to the quest giver. Ricaso translates the note for us, and after reading it, it turns out that the dead adventurer was abandoned by his companions. We talk about it with Ricaso, who sends us to a cartographer in the city who wants to trick us into buying a map. We go to Igor at the port and then to the pier, from where we can see an island with a shipwreck.

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We sail to the left beach and kill the monsters, then head deeper into the island. We enter a cave where we find the goblin Gabbok.

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Gabbok will tell us that he killed the treasure hunters and took their artifact, but he will give it back to us if we give him something with magical properties in return. We go to the monastery
and talk to Alastor, who will give us a special rune from Adrion if we complete at least 3 tasks in the monastery and pay 500 roperi.

With the rune, we return to Gabbok and receive the artifact.

Reward: Amulet giving 40 HP + health regeneration

Wanted!

Given by: A note on a tree near the Tris lumberjack camp

Notes: Bandits can be easily defeated using a scroll of rain of fire. Claw drops a very good one-handed weapon for dexterity – Falchion: 55 damage, 45 dexterity.

From the wanted poster hanging on a tree near Trisa’s lumberjack camp, we learn about the reward offered for the bandit Claw and his gang. After defeating the bandits, we go to Argos for the reward. The photo below shows the location of the bandits.

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Abandoned mining village

Important note: Due to the very high difficulty level caused by the numerous skeletons and skeleton mages appearing in this area, we recommend completing this quest in later chapters.

In the north of the map, you will find a village with skeletons. Here, you can collect notes and books, which can be found:

  1. In the house with a stove (upper part of the village).
  2. In the warehouse (upper part of the village).
  3. In the chapel (at the bottom of the village).
  4. In the alchemist’s laboratory (at the bottom of the village).
  5. In the mine (lower part of the village).

The notes can be found in the same buildings as the books. Take everything to the scribe, who is in the town hall in the Upper District. The task ends when you deliver the items, but after a few days you will hear the story of the village.

Tip: If you want to complete this task in the first chapter, go to the entrance of the prince’s castle at 5:00 a.m. The scribe will then be leaving the castle and heading towards the Upper District.

Help for Jost

To receive this task, we must first talk to Jost, and during the conversation, we must not threaten him about his amulet under any circumstances. After talking to him, we talk to the hunter Ocho in Garv’s Camp. Then we talk to Jost again.

Given by: Jost

Jost is lonely and would like to have some contact with people. We tell him to go to the Gold Mine. This completes the quest. If we go to the Gold Mine in Chapter III, Jost will thank us for the good tip by giving us some roperi and gold nuggets.

A Not Very Sharp Blade

Given by: Equipping an Old Sword

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We retrieve the blade from the location shown in the picture and equip it. This starts a quest where we have to determine whether the sword has magical properties. We ask Aarhus, Wieland, and Gerret about the sword, but they consider it to be nothing more than junk. We will have to wait until Chapter III for the solution, where the sword will turn out to be the former property of the bandit leader, Said.

Said may approach us about this sword and commission its repair, or Rachel the blacksmith may express her willingness to repair the weapon. In order to repair the blade, Rachel will need one black pearl and six pieces of platinum mixed with gold. We should already have found the black pearl during our adventures at this stage, but as for the platinum, Rachel will recommend that we go to Donatello in the city, who will give us the required amount of platinum for 3,000 gold pieces. Alternatively, platinum can be fished out of the river connecting the Wasteland with the Monastery and in the river near the Free Camp, locations shown below.

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After delivering the materials, Rachel needs a day to repair the blade, after which she tells us to go to the Monastery to restore the weapon’s magical properties. First, we talk to Athanor, who will direct us to Alastor. The mage will offer to charge the blade with magic crystals, and depending on which crystals we choose to charge it with, the weapon’s properties will change:

  1. 10 red crystals: The strength required to equip the weapon is reduced.
  2. 10 green crystals: The strength requirements are changed to dexterity.
  3. 10 blue crystals: Increases the weapon’s damage.
  4. 10 yellow crystals: Adds a bonus to weapon combat.
  5. 10 light purple crystals: The weapon becomes two-handed and a bonus to weapon combat is added.

The first three options are completely unprofitable, as the crystals can be used at Kastor’s to receive permanent bonuses. We choose the fourth or fifth option based on our preferences regarding weapon use. It will take Alastor a day to charge the weapon, after which we will receive the sword from him. We present it first to Rachel, and then to Said, who will take the weapon. We should ask for a reward of 500 roperi. The blade can only be recovered in Chapter V, during the quest “Condemnation at the Source,” if Said dies.

Port

Rat Problem

Given by: Julius

Recruit Julius asks us to get rid of a rat that his friends let into the bedroom. We go down to the bedroom and kill the rat.

Nazo and Isere

Given by: Julius

Julius wants revenge on Nazo for putting the rat in the bedroom. He gives us a love letter to deliver to the merchant Isere. We read the letter and talk to Julius again.
After the conversation, we go to the market and “sell” the letter to the merchant Isere in the trade window. Then we tell Julius about it, which completes our task.
The next day, Nazo, sitting on a bench, will talk to us and thank us for repairing his relationship. After that, we return to Julius.

Port Games

Given by: Hervis

Hervis thinks he is the best athlete in the Port. He gives us 3 hours to collect five coins. We find the first one in front of the lighthouse, three on the rocky island, and the last one on the pier. With all the coins, we return to Hervis, which completes our task.

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The Lost Book

Given by: Obadja

Recruit Obadja asks us to find a monastery book that he lost near the wooden pier on the road from the port to the city. Once we find it, we just need to return it to him.

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Pepper from Hell

Given by: Samuel

Samuel, a merchant at the Port market, asks us to obtain red pepper seeds from his competitor, Olav. We can find them on a shelf in the warehouse, but Sallus, the guard, will try to stop us. We can put him to sleep with a spell, sneak past him, or talk to Kroh, who is sitting nearby. He will send us to Sev at the Lion’s Den tavern for a fee of 60 roperi. Now, after dark, all we have to do is go to Sallus, who will come off guard duty, and the pepper will be within our reach. Regardless of the method chosen, we return with the desired goods to the client.

Key to the warehouse

Given by: Warehouse manager

The warehouse manager tells us that he has lost the key to the warehouse and advises us to talk to Lew in the port tavern. We go to the tavern and talk to the owner, who gives us the key. Then we return to our client.

Tip: It’s worth “taking advantage” of the key while you’re there

Burglary

The quest will only be assigned after completing the task Key to the warehouse.

Given by: Warehouse manager

The warehouse manager tells us that someone has stolen a package of raw steel from the warehouse. We talk to Lew in his tavern, then to the guards at the port gate. Next, we go upriver and find the thief’s body on the right. We return to the manager with the package.

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Drunken brawls

The quest will be assigned only after completing the task Burglary.

Given by: Lewa

Lewa asks us to provide security for the tavern, because fights break out there every day. We ask Nazo, Hervis, and Julius to provide security for the tavern, but none of them agree to help. We go to the gate guards, who will provide us with this help with Geoff’s consent. We go to Geoff, who agrees. Finally, we return to the guards,
and then to Lewa.

The security guard’s cough

Given by: Security guard on the first floor of the Port Authority

The security guard guarding the entrance to Hansae’s room complains of a cough. We go to the Lower District to see the alchemist Neodym. We buy a recipe for cough syrup from him. Then we read the recipe (it is titled “Recipe: Cough Syrup”). After reading the recipe, we prepare the syrup at the alchemy table and give it to the client.

Tip: It is worth making a sleeping version of the syrup to empty the office floor. However, if we do so and then talk to the security guard, he will attack us.

Meat for the merchant

The quest will only be assigned after completing the task Drunken Brawls.

Given by: Remus

Remus asks us to go to the hunter Jupp and collect a package of meat from him. We will find him in Trist’s camp, near the Lower District. We return with the package to the giver, thus completing our task.

Incompetent Guard

The quest will only be assigned after completing the quest Drunken Brawls.

Given by: Remus

Remus was attacked by wolves and tried to escape to the city. There were no guards at the gates, so he had to climb a tree and spend the night there. We talk about this with Geoff, who sends us with a letter to Argos. We deliver the letter and return to Geoff.

Hunted by wolves

The quest will only be assigned after completing the task Drunken Brawls

Given by: Remus

Remus needs medicine because he was bitten by wolves. We go to Vanadium and return the next day to pick up the medicine. Afterwards, we take the medicine to Remus.

Big Fish

Given by: Hieronymus

Hieronymus boasts that he killed the fish hanging in his house with his own hands. After talking to him, we go to the lighthouse and ask the lighthouse keeper or the fisherman sawing wood on the beach, to the left of the port. We learn that Hieronymus actually took the dead fish from the shore. With this new information, we return to Hieronymus, who, after a brief argument, attacks us, so we have to defeat him.

A Fisherman’s Favor

Given by: Simon

Simon, who is on the pier, needs a larger net, so he asks us to go to Thones the tailor. We go to the city, where we talk to Vestito, who took over the business after Thones. Vestito tells us that Thones has become a monk, so we have to go to the monastery. We talk to Thones in the monastery and return to Simon, after which the quest ends.

Tip: Visiting Vestito is not necessary if we have already spoken to him about it.

Garv’s Report and the Venomous Attacker

We complete these quests simultaneously. We only have 2 days to complete them!

Given by: Geoff

Recruit Geoff tells us that Adjus, the messenger who was supposed to go to Garvs’ hunting camp to deliver a report, has been injured. After talking to Geoff, we go to Hansae to pick up a package for Garvs. Hansae tells us to come back in an hour. We wait an hour and talk to him again. After receiving the package, we go to Garvs’ camp. Then we talk to Lunso, who tells us that Garvs has gone hunting. We head along the river towards the forest until we encounter a group of hunters. We talk to Garvs and learn from him how to extract poison from fire drowned ones. After the conversation, we return to the camp and talk to Lunso. Then we go with him to hunt fire drowned ones. After reaching a small cave, we talk to Lunso and kill the fire drowned ones. After killing them, we collect poison from them and talk to Lunso again. Then we return with him to the hunters’ camp. Upon reaching the camp, a cutscene will start. After watching the cutscene, we talk to Lunso and Garvs in turn. After receiving a report from Garvs, we talk to Pato, who gives us the quest Arrow Delivery). After talking to everyone, we go to Neodym and ask him to make an antidote. We return in two hours (it is best to sleep at his house). We collect the antidote and return to Geoff. We hand over the report and the antidote. We follow Geoff and go to sleep in the bed next to Adjus’s bed. We sleep until morning and talk to Geoff again.

During the dialogue with Geoff, we have the following rewards to choose from:

  1. His recommendation to become a recruit. Thanks to it, we will be able to become a recruit immediately, without doing tasks for other recruits.
  2. A belt that gives us a 20% bonus to bow use.
  3. 350 roperi.
  4. We can refuse the reward, in which case we will get the most experience.

Seawater

Given by: Michael

Michael, a shipyard worker, gives us a bottle and tells us to go to the pier and fill the empty bottle with some seawater. We go to the end of the pier, open our inventory, and use the empty bottle (it’s next to the potions). After filling the bottle with water, we return to Michael.

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Arrow Delivery

Given by: Pato in Garvs’ Camp

We receive this quest while completing the quests Garvs’ Report and Venomous Attacker

The hunter Pato tells us that Heinrich has not yet arrived at the camp with a new delivery of arrows and tells us to find out where he is. We talk to Harik, the tower guard. He tells us that Heinrich has gone to Tris’s lumberjack camp. We talk to Tris, who tells us that Heinrich is in a cave in their camp. We talk to Heinrich and have two options:

  1. We take the arrows to the hunters ourselves. After talking to Pato, the quest ends.
  2. We escort Heinrich to Garvs’ camp. Halfway there, Heinrich will talk to us and say that he wants to check something in the forest. We can go with him or refuse and take the arrows from him, with which we go to Pato ourselves. After talking to Pato, the quest ends.

Free Camp

The merchant Ardam (mentioned by the recruit Seradan when assigning the quest Recruit’s Amulet), who can be found at the market, can take us to the Free Camp.

Admission to the Free Camp

Given by: Flint

If we want to join the camp, we must talk to Flint and:

  1. Learn blacksmithing or skinning animals and talk to Flint again,
  2. Complete tasks for camp members,
  3. Reach level 8.

Once you have fulfilled the conditions, return to Flint and he will send you to Worin, ending the quest.

The Warrior’s Path

Given by: Worin

After completing the quest Admission to the Free Camp, we can talk to Worin. He will give us a test, and after passing it, we can officially become a warrior. He asks us to find Farin, who travels between the Free Camp and the Port. First, go to Karl’s Farm, and from there, take the path towards the city. You will meet Ardan, who tells you that he was traveling with Farnam, but they were attacked. Now go towards Orin’s Farm and turn right into the forest.

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We kill the bandits and return with Farin to the Free Camp. The quest ends when you choose to play on the side of the Free Camp.

Thirsty Guards

Given by: Drag

Drag (the gate guard of the Free Camp) asks us to bring 5 mountain schnapps from the innkeeper Bjorn. When we get there, it turns out that Bjorn has not received the delivery and will keep the last bottles for himself. Now we have two options:

Theft

After talking to Bjorn, we are approached by a drunkard who tells us that he is going to cheat the innkeeper. We tell the innkeeper about this, and he attacks the drunkard. We can take the alcohol while they are fighting.

Reward: 100xp

Cooperation with the innkeeper

We offer to cooperate with the innkeeper, and he tells us that he sent Sikar to the monastery to fetch a barrel of monastery beer. Unfortunately, Sikar disappeared along with the barrel of beer. We find Sikar in Morgan’s tavern. We exchange 20 beers or gins for the barrel and return to the innkeeper.

Reward: 500 exp + 100 roperi

Regardless of the choice you make, we bring the beer to Drago.

Note: Regardless of the method you choose, you can return to Bjorn and tell him about the drunkard’s intentions. After stealing the schnapps, Fitch will approach you and give you the task “The Lazy Thief.”

The Lazy Thief

Given by: Fitch

Fitch asks us to find Luka and bring him to the camp. We go to the monastery and talk to Athanor, who gives us a laxative. We still need to ask him for an antidote. Unfortunately, creating the antidote will require us to collect 7 pieces of snake herb, which can be found on the beaches around the monastery. We find Luke in a brothel in the Lower District. We give Luke the laxative and the antidote. We return to Fitch and the quest is complete.

Delivery for Cord

Given by: Agiulf (hunter in the forest in front of the camp)

Agiulf wants us to sell Cord 10 wolf skins for 300 roperi. We go to Cord, who doesn’t want to pay more than 200 roperi. We refuse and return to Agiulf, who tells us to convince Cord or sell the skins to Ortan. We return to Cord, who again refuses, but after choosing the dialogue option about thinking it over, he changes his mind and gives us 300 roperi. We return with the money to Agiulf and the task is complete.

Clients for Gorok

Given by: Gorok

After talking to Flint about learning to fight with two-handed weapons, we go to Gorok, who agrees to train us on condition that we pay him 400 roperi. We can reduce the price if we bring him other students.

We can send the following to learn:

  1. Craig,
  2. Flint,
  3. Uwe.

The task ends when we pay for the training.

Show of Strength

Given by: Gorok

To win Gorok’s vote, we have to fight in two ways. Once normally, and the second fight only with our fists (we can choose the same opponent – e.g. Herek). After winning the fights, we return to Gorok.

Report from the Quarry

Given by: Flint

Flint asks us to go to the quarry and collect a report from the guard. We go to the quarry and talk to a miner named Dig. Dig tells us that he has to guard the camp himself because the guard has disappeared along with the report for Flint. We go upstream and find the guard’s body among the rocks, killed by wolves. We kill the wolves and loot the body, then return to Dig and Flint. 

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Flint is unhappy and orders us to find someone who will agree to guard the quarry. That someone will be Unnar. We talk to Unnar, then go with him to the quarry. Finally, we return to Flint and the quest ends.

Unnar’s Axe

Given by: Unnar

Unnar lost his axe while fleeing from a herd of wild boars. The video below shows the path leading to the axe from the starting point of the quest.

As a reward, we can choose between 100 ropers, a poor battle axe, or nothing, for which we will receive 200 more experience points than for the other rewards.

Overcrowded Camp

Given by: Stash

Note: The task must be completed before joining a faction.

Stash sends us to collect supplies from several locations:

  1. 2 dozen loaves of bread and ham from Karl’s Farm. (We can negotiate 170 roperi).
  2. Crates of carved stones from the quarry.
  3. Three crates of tools from Wieland in the Lower District (no negotiation possible).
  4. Two stacks of boards from Jurgen in Trist’s camp (we can negotiate 150 roperi).
  5. 50 fish from Isere in the Port (we can negotiate 170 roperi).

After collecting all the items, we take them to Stash, who intercedes for us with Flint.

Bandit Trader

Given by: Cord

Cord wants to get rid of the competition, so he asks us to plant a fake letter on Ortan as evidence of trading with bandits and to accuse the trader before Worin.

Cooperation with Ortan

We talk to Ortan and tell him about Cord’s intentions. We sell the letter to Cord, then go to Worin and turn Cord in. Finally, we return to Ortan.

Reward: Leather armor and 150 exp.

Cooperation with Cord

We sell the letter to Ortan and turn Cord in to Worin, then return to Cord.

Reward: Bandit broadsword and 150 exp.

A better sword can be found in a chest in Gorok’s house. Additionally, cooperating with Ortan gives us a say in joining the camp.

The Strongest of the Strong

Given by: A note on a tree in the forest near the Free Camp

Jaston challenges people to a duel. He is said to be the strongest warrior in the Free Camp. We will find him in the Temple, which is in Chapter 3 at the earliest. We can simply challenge him to a duel or ask Neodym to brew a weakening potion for us for 300 roperi. Regardless of our choice, we defeat our opponent in the arena and receive a reward.

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Hermit

Given by: Note on a rock ledge near Free Camp

Leaving the camp, we climb onto the rock ledge on the left. We deal with the enemies until we finally reach the ruins of a hut, where a note from a mysterious hermit awaits us. We can talk to Ricaso, but it will not be him. We will have to wait until Chapter III to solve the mystery, where we will meet the hermit near Orin’s Farm.

Monastery

Crystal Cave

Given by: Kastor

Kastor tells us about the properties of crystals and then mentions making potions from them. To do this, he sends us to a cave near the upper entrance to the grotto where Kastor is standing. We leave the grotto and then stick to the left wall until we encounter goblins, which we kill. We descend into another cave, where we get rid of even more creatures, collect crystals, and return to Kastor.

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Visit to the monks

Given by: Alastor

Alastor asks us to visit the monks in the Free Camp and the city. We visit Klerus (in the city), who asks us to help concerned citizens. We help:

  1. The God-fearing Citizen standing in front of Clerus (we give him clothes stolen from houses or bought from the Master),
  2. The Sad Citizen (near Neodym’s house),
  3. The Hungry Citizen (behind Helene’s eatery).
  4. The Unfulfilled Citizen (near the brothel). Optional, because the Clergy will not like it, but you can gain a total of 250 more experience points.

We return to the Clergy, who gives us his blessing. Then we go to the Free Camp, where Tyras will agree, as long as we leave him alone. Finally, we return to Alastor and the quest ends.

Acceptance as a novice

Given by: Alastor

After completing the quest Visit to the Monks, we can talk to Alastor about joining the Monastery. He tells us that we are not ready yet and instructs us to continue helping the other members of the Monastery. After completing a few tasks, Alastor tells us that he has had a vision that has convinced him to accept the hero into the Monastery. The task ends when we decide to join the Monastery.

Monastery Brewery

Given by: Sargon

Sargon asks us to bring him some beers:

  1. The Sailor’s Fall (Lewa in the Port).
  2. Light Yeast (Johann in the Central District).
  3. Liberated Eagle (Bjorn in the Free Camp).

In order to gain more experience, we can also bring:

  1. Grain beer (Norbert at the inn near Karl’s Farm).
  2. Mountain schnapps (Morgan in Krepa).
  3. Royal beer (also Norbert).

After collecting the beers, we take them to Sargon.

Note: For each additional beer, we will receive 100 to 300 exp, depending on the type of beer brought.

After delivering the beers, we return to the monk the next day. He gives us another task, which is to distribute beer in the city and gather opinions. All we have to do is give beer to wealthy citizens and workers in the city, and then return to Sargon.

Tim’s Cave

Given by: Tim

Tim asks us to kill the mole rats in the cave to the left of the monastery gate. We kill the mole rats and return to Tim.

Lute for Gibson

The task will only be assigned after completing the task Tim’s Cave

Given by: Gibson

Gibson asks us to bring him a new lute from the city. Any lute will do, so we should have one in our inventory. We give Gibson the lute and the quest is complete.

The Sheep Experiment

Given by: Okkulus

Okkolus is working on creating transformation scrolls, according to the theory he presents to us. We move away from any NPCs and use the first scroll, which transforms us into a rat. We return to Okkolus, who gives us another scroll, this time we can use it on the mage. After doing so, we complete the mission by talking to the mage.

Cleaning up the monastery

Given by: Busy monk

The monk needs a broom to continue performing his duties efficiently. We give him a broom, which we have probably already obtained during our travels, and the task is complete.

Gardening problems

Given by: Herbert

Herbert tells us that all the plants in the monastery garden have wilted. We go to the gardener Siegmund, who tells us that they use Athanor’s potions as fertilizer to make the plants grow faster, so one of the potions must have poisoned the plants. We talk to Athanor, who tells us that Siegmund’s students were supposed to pick up the potion while he was away. We talk to Siegmund and Athanor again. It turns out that Marlon and Tobias were responsible for picking up the potion. Neither of them wants to take responsibility, so we talk to Siegmund again, who tells us that Tobias is to blame. We go to Herbert, who simply recommends replanting the plants.

The Missing Novice

Given by: Parachor

Parachor tells us that he recently sent a novice named Isorna to the Port to bring back some scrolls. If we stick to the road, we should be able to find Isorna ourselves. We can also go to the gate guards at the Port, who will direct us to the watchtower where Harik is stationed. We talk to him and return to the bridge in front of the Port, where we find the novice beneath it. He tells us that he has been robbed by bandits. We go with him to Harik’s guardhouse, then talk to Harik about the bandits, and he agrees to help us kill them. We need to talk to him again to get him to follow us. We head to the abandoned hut visible from the tower and kill the bandits. We take Isorn’s package and return to the guard post. We give the package to the novice and then return to the client.

Huts in disrepair

Given by: Fius

Fius tells us that the novices’ huts in the monastery are falling apart. We agree to find builders. To do this, we go to the Lower District. Behind Helene’s inn, we find some unemployed citizens, whom we talk to. One of them does not know where the monastery is, so we give him a map of the province of Ahssun (We will be able to collect it from him at the Monastery).

Once there, it turns out that the workers have no tools. We bring them 3 saws, 3 hammers, and 100 nails (we ask Aarhus in the city for the nails, and he sends us to Olav). We give the tools to the workers and return the next day. We go to Fius, who tells us that the workers have stopped working. We go to: Martinus (head of the guards) -> Marus (guard in the monastery courtyard) -> the worker in red clothes (he went to the monastery walls). We get a key and a package from the worker. We return to Fius, and then go to Marus. We return the next day and talk to Fius again, after which the task is completed.

Reward: Elixir of Life (+20 HP)

Warlord’s Ring

Given by: Kurom

Kurom asks us to retrieve the ring of the orc chieftain, whose grave is located on a small island on the river north of the city. We dig up the ring, and to our surprise, an undead orc emerges. If we don’t feel up to the task, we simply run away and collect the reward from Kurom.

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Orin’s Farm

Select Liquors

Given by: Merlot

Merlot asks us to bring him five different types of liquor. Five types are enough to complete the task. After completing it, you can continue to bring him various alcoholic beverages. List of alcoholic beverages:

  1. Quick Herring
  2. Rice Wine
  3. Wirano Overseas Rum
  4. Fruit Wine
  5. Grain Wine
  6. Ghost
  7. Lou’s Hammer
  8. Grog

Alcohol Enthusiast

Given by: Merlot

Merlot asks us to bring him various recipes for alcoholic beverages. He will pay 300 gold coins for each one. We must bring him:

  1. The recipe for Rice Wine (Karl’s Farm).
  2. The recipe for Grain Wine (Port, warehouse on the left).
  3. The recipe for Wiranoński Overseas Rum (from the Corsairs’ Camp).
  4. The recipe for Lou’s Hammer (from Lou himself in Saida’s camp in Chapter 3).

Once we bring him the recipes, the task is complete.

Herb Joints

Given by: Merlot

Merlot wants to process the swamp herb himself. We will complete the task in Chapter III. The notes from Lou’s chest in the bandit camp will help us with this. You cannot interact with the chest when there are bandits in the cave. The chest can be opened during the mission Selling Swamp Herb, when Lou temporarily leaves us, and then at night when there is no other bandit in the cave. Give the recipe to Merlot to complete the task.

Food for farmers

Given by: Selma

Selma asks us to distribute stew, water, and bread. We distribute the meals to the workers, the number of which depends on the number of people living on the farm. We return to Selma, and the task is complete.

Basic needs

The task cannot be completed during the Food for farmers mission. It can only be obtained when we meet Jan fishing.

Given by: Jan

Jan wants to get the stew that Selma is distributing and a bottle of wine. It is important that you do not complete this quest while performing the above-mentioned quest. You will get the stew from Selma after distributing the meals.

The Way to the Pantry

Given by: Ardaric

While performing the task Food for the Farmers, Ardarin will tell us about the treasures in Orin’s pantry. We can steal the key from Orin or get it from Oswald. Regardless of the option chosen, we return to Ardaric, go to rob the pantry, where Orin catches us in the act.

With a sickle and a hoe

Given by: Olaf

Having learned blacksmithing

Olaf asks us to forge four sickles from two pieces of raw steel, then asks us to take them to Sergei. After delivering the tools, we return to Olaf.

Reward: Leather armor and 150 exp.

Not having learned blacksmithing

Olaf tells us to come back the next day, then asks us to take the forged sickles to Sergei. After delivering the tools, we return to Olaf.

Guilty birds

Given by: Weynard

Weynard tells us that birds are eating his grapes. We talk to Olaf, Orin, Vandium, and Joachim in turn (the choice of shredder does not matter) and return to Weynard.

Grain or cereal?

Given by: Orin

Orin tells us that the delivery from the monastery is late. We have to help him get the beer delivery, so:

  1. We go to the monastery, where we talk to Argun.
  2. We return to Orin.
  3. We sleep for 1 day.
  4. Talk to the upset Orin, who tells us that he received water instead of beer.
  5. Talk to Argun again.
  6. Talk to Sargon.
  7. Talk to the recruit leader (opposite Argun).
  8. Talk to Sargon again.
  9. Go to the recruits’ quarters (one of the houses to the right of the entrance).
  10. Talk to Argon and Orin.

Then the task is complete.

Gold Mine

Access to the mine

Given by: Holga

We meet Holga near the road leading to the Gold Mine. He tells us that he would like to be a miner. He shows us the way to the mine and then tells us to kill a herd of toothy beasts. We kill the toothy beasts, then go to the mine, keeping to the left wall, and talk to the recruit guard there. Then we go back for Holga and return with him to the mine.

Reward: Light Armor Schematic from Crawler Armor

Land of the Fanged Ones

Given by: Adim

Adim tells us that the recruits in front of the Gold Mine are constantly being harassed by toothy ones, so we agree to kill at least 10 of them for him. For the purposes of the quest, the toothy ones spawn in the Wasteland, and after killing that number, we will get an entry in the journal. We return with the news to Adim and the quest ends.

Escort Wadur

Given by: Wadur

Wadur asks us to take him to the Port, so we fulfill his request, and the quest ends when we arrive there.

Royal Whims

Given by: Dotter

Dotter will teach us how to mine gold properly if we bring him food, beer, and joints. We should have the joints with us, and Johann will make skewers for us after we bring him meat from Tris. We also need to bring 12 beers, which can be:

  1. Mountain schnapps,
  2. Fresh breeze,
  3. Liberated eagle,
  4. Tough competitor,
  5. Grain beer.
  6. Light yeast beer.

We must bring 12 beers of one type. After handing over all the items, Dotter will teach us how to mine gold better.

Supplies

Given by: Rodg

Rodg the blacksmith asks us to take supplies to the quartermaster, to whom Morty will lead us. We will find Morty in the tunnel running downhill, near the entrance to the mine. We go with him to the quartermaster, who asks us to take one package to the cook, Zara. We will find Zara next to the quartermaster at night, and during the day in one of the branches, by the cauldron. After everything is done, we return.

Decoy

Given by: Umar

Umar wants to hunt crawlers. We ask Zara for bait, then give her the fiery nettles, leaving only the tubers. We return to Umar, who tells us to come back the next day. We go hunting with Umar. Our bait digger is late, so we have to find him. We go back up the tunnel and find him. We bring him back, and then the creepers’ boss appears, whom we kill.

Crawler Soup

Zara will cook us a special stew if we bring her salt and 10 crawler jaws. We obtain the items and return to Zara. After 6 hours, we get the stew.

Reward: Stew that gives +1 strength and +2 mana.

Triumvirate

If there is another way to complete this quest, please add it in comments.

Given by: Morty

Morty the digger tells us about a criminal organization called the Triumvirate, which illegally collects gold from the diggers working in the mine. After talking to Morty, we talk to Dotter, Furt, and Zara. Then we go to Farand and complete the quest Hide and Seek or Escape from the Gold Mine. Then we have to get a list of debtors from Frand. We can beat him up or steal it from him. Next, we complete the task Bribery. With all the information, we return to Umar. He will give us a letter, which we take to Cortez. After delivering the letter to Cortez, we return to Umar.

Bribery

Given by: Morty

Morty tells us about corruption among recruits. We sleep until 11 p.m. and at 11:30 p.m. we follow Honer, who will lead us to the meeting place. After receiving the journal entry, we go to Umar. After giving our testimony to Umar, we return to Morty and complete the task.

Morse’s Murder

We will start this task when we ask Rodg about Dotter’s book while performing the task Gold Rush. If we don’t talk to Rodg during this task, the mission will be lost!

Given by: Rodg

During the quest Gold Rush, ask Rodg about the book on mining. Then accuse him of killing Morse. The blacksmith will deny it and point you to the Triumvirate’s tax collectors as a lead. After talking to Rodg, talk to the following characters in order:

  1. Dotter
  2. Zara
  3. Mort
  4. Furt
  5. Dotter
    During the conversation with Dotter, a fight will break out. We defeat Dotter and talk to him again. Then we go to Frand and tell him that we come from Dotter and want to hire him. With the information we have gathered, we go to Umar.

Hide and Seek

Given by: Frand

Frand asks us to find the miner Tires. We can find Tires in the first tunnel on the right when coming from Honer. We can turn Tires in or complete the quest Escape from the Gold Mine.

Escape from the Gold Mine

Given by: Tires

Tires is afraid of Frand and the Triumvirate. He wants us to help him escape by distracting the tax collector loitering at the mine entrance. After sending him packing, we return to Tires to let him know that he can leave the mine. We talk to him in front of the mine, thus completing the task.

Tires’ Gold

Given by: Tires

Tires asks us to return to the mine and dig up his purse. We go back inside and find the purse buried next to where he was sitting. With the purse, or its contents, we return to Tires, and the quest is complete.

Tip: We can beat up Tires as he returns to town and thus recover over 500 gold nuggets.

The Bracelet

Given by: Togen

Togen lost his mother’s bracelet in a game of dice. We must retrieve it from Honer. We can buy the bracelet back for 250 roperi or steal it (55 dexterity required). We return to Togen with the item.

Morty’s Debt

Given by: Morty

Morty tells us that he had an accident and is unable to pay for the Triumvirate’s protection. Frand will forgive Morty’s debt if we pay 27 gold bars for Morty or help him find Tires (quest Hide and Seek). We can also steal Frand’s list of debtors.

Gold Rush

Given by: Furt

Furt tells us that Dotter has a special book that helps teach more efficient gold mining. Morty reveals that Dotter keeps it in his chest at night. In the evening, when Dotter is not digging, we drink a few beers with him, and when he falls asleep, we take the book and give it to Furt to read. The book should be returned to the chest.

Reading the book increases mining skill by 15%. After showing the book to Furt, he increases this skill by 3%.

Tires’ Debt

This quest is available after handing Tires over to Frand during the quest Hide and Seek and after completing the quest Togen’s Bracelet.

Given by: Don

Don asks us to bring him Tires’ treasure. We dig up the treasure, which is located in front of Tires’ corpse (between the sack and the pillar), and then give it to Don.

Easy Job

Given by: Morty

Due to his disability, Morty has to find a job other than mining. We can ask a few NPCs, but only Rodg will have an interesting offer for Morty during the inventory. If we want to complete the task correctly, we go to Morty and teach him how to count, then return to Rodg and back to Morty. If we do the calculations for Morty, Rodg will get angry with us after a day, and the task will end up as uncompleted. In addition, we will have to pay Umar a penalty of 100 gold bars or 500 roperi.

A tricky task

Given by: Rodg

Rodg tells us that if Morty solves the more difficult tasks, he will pay him more, but he only has 2 hours. We run quickly to Morty, then return to Rodg and give him the result: 20100 backwards, i.e. we give him the following digits: 0 0 1 0 2.

Corsair Camp

The camp is located to the left of the port, on a large island.

Sextant

Given by: Zylan

Zylan lost his sextant when he sailed to the island and would very much like to get it back. We find the sextant underwater, near the wreck. Now all we have to do is return to Zylan for our reward.

Pirate’s Honor

Given by: Zylan

After bringing the sextant, Zylan tells us about a recipe for rum. We can fight for a discount, and regardless of the outcome of the duel, we will pay less. After buying the recipe, the task is complete.

The Wasteland

Tormented Souls

Given by: Duch Szamana Orków

Behind one of the waterfalls in the Wasteland, we find a cave with a tomb. Upon opening it, skeletons and an orc shaman will spawn. Now we must:

  1. Kill the skeletons and place their bones in the sarcophagus.
  2. Kill the skeletons again, take their bones from the sarcophagus, and burn them.
  3. Kill the vengeful soul and burn its bones.
  4. Kill the undead orc and burn its bones.

Congratulations! We are free!

Ice Land

The Lost One

Given by: Zmarzluch

Zmarzluch tells us that during the wolf attack, recruit Angstler was kidnapped by the animals. We are to find him. Go to the location marked in the image below and escort Angstler back to camp. This quest is quite challenging, so it is recommended to complete it in later chapters. It must be done before completing the quest A Troublesome Place.

image info

Awkward Place

Given by: Coldfoot in Chapter I or Gibraltar in Chapter IV

Option with Zmarzluch

If we have already visited the Ice Land and talked to Zmarzluch, we can ask the recruit Ayet in the city for details about the expedition. He will then share all the details with us, after which we return to Zmarzuch. We learn that we are to contact someone from the Prince’s castle to request orders to return from the land. We wait until the end of Chapter III, where we get to the castle, or the beginning of Chapter IV, and meet Gibraltar, who gives us orders to return the recruits to the city. We return to the Ice Land and find the recruits dead. We inform Gibraltar about this.

Variant with Gibraltar

Gibraltar instructs us to investigate what happened to the expedition that went to the Ice Land. We go to the pass and talk to the guard there. He tells us that the expedition has not returned, so we enter the land and go straight to the recruits’ camp. There, we talk to Frostbite, and then to Ayet in the city, in front of the hotel. He tells us all the details about the expedition. We go to report to Gibraltar, who gives us orders for Frostbite. Unfortunately, we find the recruits dead in the Ice Land. We inform Gibraltar about this.

Barracks

Verto’s Request

Given by: Verto

We receive this task after becoming a recruit.

The blacksmith Verto asks us to bring him some lubricant for his anvils from the quartermaster Armir. Here we have two options:

  1. We refuse. The task ends successfully. We receive 50 experience points.
  2. We agree to fulfill his request. We talk to Armir. He tells us that he wants to get back the diagonal level that he lent to Verto first. Now we have two options again:

a) We refuse to go to Verto. The quest will be completed successfully, but we will not receive any experience points.

b) We tell him that we will go talk to Verto about the level. During the conversation with Verto, it will come to light that our friends have played a joke on us. In this case, the task will be marked as failed, but we will receive 75 experience points.

END of Chapter 1 guide

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