Installation Support License: Release 1.11
Installation Support License: Release 1.11
Release 1.11
INSTALLATION
SUPPORT
LICENSE
MODULE DESCRIPTION
COMPANION PROFILES
COURTIER CLASS
KNOWN ISSUES
RELEASE NOTES
WALKTHROUGH
QUESTS
CREDITS
System requirements
NWN Extended Edition or NWN 1.69 with SOU and HoTU expansions
Community Music Pack (some scenes don't make sense without the music).
Optional
Extract the files into the following sub-folders of your NWN directory:
Recommended Settings
Compatibility
IMPORTANT : Players are advised to remove custom overrides and patches before
playing. Some popular script mods and camera hacks will break the module for sure,
because it's designed for vanilla NWN 1.69 or Extended Edition.
Support
Before reporting a problem, please ensure that you are using the Recommended Settings
above, and have removed all custom content from your override folder. If playing on
Steam, unsubscribe to all mods that use overrides - if unsure, unsubscribe to all other
Neverwinter Nights mods.
Across the planet known as Enigma Mundi, from the winter wasteland of the Brass
Monkey to the arid desert Steamworks, from Utter Desolation to World's End, she
finds humanity locked in conflict, oblivious to the venomous gaze that Lilith the
Destroyer has now turned in their direction.
Can Ravenna dance the courtly masque of death with sufficient finesse to unravel the
secrets of dragons, angels and demons, and thereby provide a glimmer of hope?
Dedication This work is dedicated to the talented folk who have given so much fan-
made artwork to the NWN community for unrestricted use in custom
modules like mine. The author accepts sole responsibility for the story,
which is in no way endorsed by any contributing artist.
Features Some of the best new artwork from the NWN Custom Content Challenge
and elsewhere (hence the large download).
New Courtier class (more deadly than a rogue, more devious than a
fighter). Ravenna Lightfoot pre-made character (optional).
New tools (Travel, Help, Toggle Ranged, Swordstick, Zapper, Gunnery and
Oracle) which are explained in game.
Some treasure is only found in detect mode, unless you have the Spot skill.
Monsters and other features may be quite different from normal D&D
standards. This is a unique game world, with a new rationale for whole
classes of creatures, such as protocryptids and phoboplasms.
COMPANION PROFILES
SPOILER ALERT
ROSALIND is a vagabond fighter from the northern province of Osmany in the Tulan
Empire. If you decline training with the House, you will meet her on the Pilgrims' Way in
Grendor. Otherwise, during training on Folly Island, you will be prompted to return to
Fenchester, where you meet Rosalind in a snowstorm. You can hire her as a maid, or take
her along as a friend. If you leave Fenchester without her, she will be imprisoned, as
citizens will tell you (but you can still hire her, by threatening a Royal Guard or the
Watch with a weapon, getting arrested, and choosing the cheapest accommodation). Her
disability is an occasional limitation, but she is exceptionally resourceful and a tough
cookie. She is adept at hiding your weapons in civilized areas, so she is almost
indispensible, especially if you refuse the concealed weapons offered by the House.
BABAYURI is an Aldsudi wizard from the distant land of Eshara, which lies across the
Southern Sea. As a student at Fenchester University, he is present in the opening scene
at the Dog & Banner, but you can't hire him at that time. Catch up with him in Sandeni
market. He will join you during the Count Buffo quest. In addition to his magical skills,
Babayuri will act as a translator in the Alsudi lands (though you won't need this if you're
wearing the Oracle).
TASTY BONKERS is an orc fighter who lives on Wolfshead Spit. You can only
communicate with him when you're wearing the Oracle as a translation device. Tough and
ruthless, Tasty can be an asset, but he can also cause trouble when you meet rival orc
clans. He will not leave Desolation, as he is afraid of sailing.
continues here.
SECRET COMPANIONS
SHARON is a rogue from Sandeni who first appears at your trial. Later, she rescues you
from the Inquisition and begins the Kaarx quest. She is reluctant to help with anything
else until you complete that quest. She isn't quite what she seems - see Kaarx.
KAARX the Unspeakable is a powerful vampire from Sandeni who is the object of
Sharon's quest. If you decide to accept them both as companions, they are only available
when underground. They can be summoned using the Clarion of Kaarx.
and finally...
JADE, AMBER and SHADOW CUB join you for specific scenes, but don't engage in
combat, and are not available as companions in the usual sense.
COURTIER CLASS
More deadly than a rogue, more devious than a fighter, the Courtier relies on charm and
wit to survive.
Weapons (Rogue)
The default package minimises Hide and Move Silently on level up, but
of course the player can choose whatever they like.
L4 - Still Mind
L5 - Whirlwind Attack
Recommended Every 3 levels entitles the courtier to an additional feat, as usual.
Feats Choose Weapon Focus (Heavy Crossbow) to improve your ability with a
pistol, if that's your preference. The defaults are
L3 - Weapon Finesse
Bioware issues :
• A companion with a special power may do nothing if they are unable to get close
enough to the enemy. The radial command Toggle Casting will enable them to use
a missile weapon instead.
Module-specific issues :
• In debug mode, dm_runscript fix000 will clear a black screen, cancel cutscene
mode and unfreeze the player. Try this if you get stuck in any of those ways. To
be safe, reload a saved game. Please report the bug so that I can fix it.
• In debug mode, dm_runscript fix002 will recover any horses that have become
trapped in no-go areas. This bug was corrected in release 0.03, but the fix is still
available, just in case.
• In debug mode, dm_runscript fix003 will reset standard factions that have
become hostile. For example, very occasionally, after fighting the Harem Guards,
armour stands or concubines can turn against the player, for reasons unknown.
• All cutscenes can be cancelled safely, moving the action to the end of the scene.
However, when not in cutscene mode, cancelling conversations sometimes results
in the Death Panel. In those cases, play the conversation to the end.
• In conversation, you may occasionally see a blank panel for a moment before the
next dialog is displayed, or even get a Death Panel reporting a dialog timeout, if
your game is running very slowly. This isn't normally visible on faster machines.
If this happens, ensure Dialog Zoom is enabled (and if necessary do all the usual
things to make the game run faster, such as turning down graphics detail and
disabling antivirus).
• The Omega Forge doesn't offer the item properties which were introduced in
NWN 1.69. So, for example, you can't add the Ride skill to an item. Certain
things can't be enchanted, including plot items, miscellaneous items and ammo.
Otherwise, normal NWN constraints apply. For example, you can add an Attack
Bonus to a ranged weapon, but not an Enhancement (because damage depends on
the ammo, not the weapon).
RELEASE NOTES
Release 1.11
204 The module can now be played by human males as well as human females, as it is almost
gender-agnostic.
206 The Rivals quest now has additional dialogue in case the player is unsure how to proceed.
203 Kaarx now has a Castle. The player can't go there - it only exists as a refuge for Kaarx
when he's not otherwise engaged.
199 If a companion is left waiting for 24 hours, they may decide to move somewhere more
hospitable. A messenger will inform the PC if this happens.
181 Waterfall in sandy section of Renarness mine replaced because the tile doesn't render
correctly in EE 8193.15 onwards.
043 Some of the longer journey times are now displayed more prominently when undertaken for
the first time. Corrected minor errors in the ocean journey times.
202 After fighting the Conies or the Inquisition, the player no longer has the option of being
arrested to clear their reputation with that faction.
205 Sea People now remain neutral when persuaded to allow the player to search the mine.
Their traps are then harmless and invisible unless they turn hostile for some reason.
Release 1.10
Release 1.09
Release 1.08
169 Added the Folly quest (with additional journals for information about Lilith and the Wight
Worm).
166 The lock of the prison cell at the Inquisition can no longer be picked. Nor can the doors
from Folly Island Palace to the cellars, or the door to the Scuzmatron room in Faywood
Palace. These were potential plot-breakers.
167 If Tasty joins the party, the Bonkers clan now become friendly, to prevent unprovoked
attacks by the PC. Previously, the Shaman, an invulnerable plot character at that point,
would join in the fight.
168 Improved reliability of actors sitting on chairs.
Release 1.07
142 When companions object to an area transition, the conversation will now occur
immediately in all cases, rather than waiting for the player to be free to talk.
Previously, if the PC was stealthy or clicked the transition more than once, the
conversation was queued to play later. If the companion left the party and rejoined
elsewhere, the conversation would pop up out of context.
131 Boat at Desolation moved further out to sea, so that it can't trap the player.
163 On arrival at Birdland, shortcut setting and conversation are now more reliable.
130 Changed the appearance of the transition from Pilgrims' Way to Faywood, to work
around a bug in the Android version of EE which rendered the old exit as a dark
rectangle, obscuring the cutscene.
155 Fleetfoot is now hitched correctly when loading a saved game.
148 Removed CEP custom hak, which is redundant, and might result in loading unwanted
content if the player already has a customised version for another module.
133 Betsy Trollop's floor panel is now accessible.
147 Footstep sound no longer plays when swimming.
156 Grimberk faction no longer trigger traps set by their Hostile allies.
151 Redesigned the cannon trap in the Cult Labs to work around a line of sight bug in EE
and make it easier to see in the Android version.
128 Rudolph quest now closes if the PC manages to drain the mine without his help.
136 Fixed a bug which reported a conflict between Merchant and Local factions when
the player declines Kaarx's offer to fly up the well.
137 The Alsudi doors in the Vault can no longer be locked again, potentially trapping the
party.
127 Fixed a forge bug which broke the Swordstick tool. Previously, if Finesse was placed
in the forge, and conversation with Anna resulted in no enchantment, when Finesse
was retrieved, the Swordstick tool incorrectly stated "You don't have Finesse".
150 The Grimberk orcs no longer challenge the PC at the Birdland gate if they're
already defeated.
154 Ancient Tomb lighting now works correctly in EE. Previously, owing to a bug in EE,
using the light switch or loading a saved game only illuminated half the area, which
could be fixed by turning the light off and on again.
158 Folly Palace minstrel phenotypes are now specified in the toolset, rather than by
script, to work around a bug in SetPhenotype in EE development releases 8189 +
8190. Beamdog may fix this, but the module will now work regardless.
157 Inquisition cutscene now uses tile magic rather than placeable water, owing to
transparency bugs in EE.
Release 1.06
105 Associates are now prevented from attacking enemies who've surrendered.
061 Tasty no longer starts conversations about Birdland and the Death Crow at inappropriate
times.
059 Sailors' winter and summer clothing is now more reliable. An item of noble clothing, which
was incorrectly described as a "gown", is now unisex.
094 Added stats to improvised weapon descriptions.
104 Alsudi helms are now sensibly priced and correctly described.
063 Mutants now exit more reliably.
080 All cutscenes can now be cancelled safely, moving the action forward to the end of the
scene. Fixed a bug which sometimes left associates frozen or invisible at the end of a
cutscene.
123 Fixed some display cabinets which looked black rather than transparent in EE.
114 Added a new painting of Tanja in her three-fold aspects.
107 Breca Point clue is now recorded in the journal.
106 Mother Superior no longer gives the player a letter to Sir Knut if he's dead.
116 Introduced special combat behaviour for selected archers.
122 CEP Castle Interior dais tile no longer z-fighting
115 Load hints dummied out
119 In Sandeni, it is no longer possible to walk through hedges or behind the castle.
117 Made some areas more interesting e.g. Breca Point. Added more custom content from
recent CEP releases. Fixed a typo in the Incantation. Fixed trap door in flooded mine that
appeared to be closed when it was in fact open.
088 Warehouse Superintendent voiceset corrected.
089 Black pearl appearance corrected (CEP bug).
091 Giulietta Rimini leaves a lootable corpse now.
062 Random heads now vary slightly by location and social class - for example, nobles may wear
smart headgear, peasants can wear bonnets, tropical farmers might wear rice hats - to
reduce incongruous combinations.
053 Improved some explosions.
120 Removed content from haks that has been added to CEP since the module was first made
(to reduce bloat a little).
026 Added moving ships to the busy ports.
Release 1.05
121 Fixed a bug which prevented the player from sitting in the Scuzmatron chair.
Release 1.04
112 Fixed a crash in the Ancient Tomb caused by defects in the Aztec Interior tileset.
This was only a problem for NWN:EE (Extended Edition).
111 Fixed a bug which could trap Rosalind's horse in the Inquisition if the player was
arrested by the city guard, jailed, then re-arrested by the Witchfinder on release.
102 In conversation with a witch, the [Attack] option now results in combat as it should.
103 Babayuri no longer translates the Mysterious Letter every time a saved game is
loaded.
108 When a helmet is equipped, removing the Oracle, language translation is now
disabled correctly.
100 Walkthrough now reminds players that unique power items cannot be used on
invisible creatures who are heard but not seen (a standard NWN feature).
Release 1.03
Release 1.02
097 Very occasionally, standard factions might become hostile. For example, after fighting the
Harem Guards, armour stands or concubines can turn against the player, for reasons
unknown. Script fix003 can be used in Debug Mode to correct this.
098 The Four Winds quest now requires all four winds to be completed before the player can
return to Faywood.
093 Dance training now removes the player clone more reliably.
092 Fixed a bug which could occasionally make snakes look like humans.
090 Peachy Skiver’s poison dagger is no longer lootable, to improve game balance.
Release 1.01
Release 1.00
Release 0.04
077 Fixed a bug which prevented the player from leaving the Inquisition with Sharon. Removed
premature references to Kaarx. When attempting to go somewhere Sharon doesn't like,
the player can now back off or ask Sharon to wait.
068 On arrival at Folly Island, conversation will fail safe, clearing the black screen and updating
the journal correctly.
081 The darkling prince conversation is now more robust.
065 If Rosalind is hired in the snow at Fenchester, but then leaves the party, the player can
now rehire her, even if it's still snowing.
079 Added a clue to the location of the faery palace, to give players more direction once in
Faywood. Final conversation with Fox now more robust.
056 Rest no longer affects companions who have left the party permanently.
060 Goatman bonus is no longer cancelled by rest.
067 Log now shows the correct module version.
071 Babayuri now has Combat Casting feat, which will reduce tendency to melee instead of
casting spells.
072 Inquisition scene should no longer freeze player, repeat Witchfinder initial conversation, or
allow the player to survive being murdered by Lilith.
073 Dogsbody no longer tells you to bring the nomad to the Elephant Palace unless you are on
the Nomad quest.
074 Signage corrected for North West Furnace in Steamworks.
075 Companion ability bonus obtained from the monolith is no longer lost when knocked out.
076 Corrected walkthrough description of Nonchalance, pumping station at Renarness, and
controls in Dark Energy lab. Link to Companions repaired.
078 Fixed intermittent failure to board the Windhope at Bandi.
054 Improved appearance of conversation highlights on ship.
057 Minimaps and map pins corrected.
Release 0.03
070 Dismount forced before Inquisition scene, to prevent horses being trapped in a no-go area.
Release 0.02
069 Companion advice has been disabled, because it hasn't been implemented yet, and causes
bugs in other conversations (Clarion of Kaarx, for example).
066 Walkthrough improved. Corrected an error concerning how to get Kaarx to fly to the top
of the Vault. Added more detail on horse trading at Bandi.
055 Reduced lag in Ancient Tomb by compiling some statues.
Release 0.01
Beta Test
WALKTHROUGH
Fenchester
Bandi
Birdland
Breca Point
Desolation
Dunblagin
Faywood
Folly Island
Pilgrims' Way
Qisirburun
Renarness
Sandeni
Sandeni - Vault
Sandeni - Cult
You can simply leave, start an impossible fight with the Warren Conies, or talk to the
scholars.
If you don't start those quests, it doesn't matter, because you will be approached on
the streets of Fenchester to continue them, as discussed in the quest walkthroughs.
Talk to your sister, Sierra, at her apothecary stall in the marketplace. Miss Eva joins
the conversation, initiating the House quest.
Meet Miss Eva by the river at the end of Staithe Street. Take the boat to Folly Island
to obtain training from the House.
When you're ready, take the Pilgrims' Way north from Fenchester. You can go there
from the outset if you wish, but unless you complete training at the House first, the
House quest will terminate (as a messenger warns you), rendering the rest of the module
very difficult (though not impossible).
SECRETS
Betsy Trollop's Betsy's office in the Floor Panel Plain sight
NE
Castle Prison Private turret room, Secret Spot / detect
by door Compartment
Dog & Banner Just SW of central A gold piece thrown Plain Sight
logo in the opening
scene (not exactly
a secret)
Ponder Hall Johann's room, east Scroll hidden Spot / detect
wall behind female
portrait
Bandi
Before you go there, you may choose to take the east gate to the palace complex. You
arrive at the Peacock Palace, which is actually a fortified compound containing two
palace buildings (see below).
You may also choose to buy desert steeds at the camel market (as suggested by the
nomad). This will avoid issues with water on arrival at Qisirburun. I recommend that you
buy all the mounts you need, then sell any horses you brought with you. You can only sell
when there is an empty stall. Selling spare horses takes them out of play, so that the
Travel tool knows you only want to mount the desert steeds. You can buy the horses
back at a small discount on return from Qisirburun. If you choose not to sell any horses,
you may have to micromanage your mounts using the native Bioware riding feats.
It isn't possible to cross the desert to Qisirburun unless the whole party is mounted.
ELEPHANT PALACE
Talk to Wiziuppi. When Prince Mahanula arrives, tell him you're going to Qisirburun (this
allows you to obtain the Nomad as an additional companion). Learn about the Rivals, Alimdeli
and the problem at the Forbidden Palace.
After this initial conversation, Prince Mahanula may leave the Elephant Palace, in which case
you may not be able to report back on quests like the Rivals, Mysterious Letter or Forbidden
Palace immediately. Fear not, you will be notified when he returns.
If you visit this palace after completing Qisirburun and the Forbidden Palace, you miss
out on the Nomad and the Rivals, but otherwise the XP gained will be the same.
FORBIDDEN PALACE
SECRETS
Forbidden Palace Behind the throne Wall panel Spot / detect
Birdland
If Tasty is with you, he provides some information about the area, which is recorded in
your journal as the Birdland quest.
Ahead and slightly to the north is the Hardnut orc clan's camp. If you don't want them
to attack you, leave Tasty behind, then talk to the leader, Badass Hardnut, using the
Oracle. Once you're friends, they won't attack, even when Tasty is with you. They will
help you fight any ogres you manage to lure from the swamp to the south.
The faerie tower in the centre of the area is discussed in the Witch's Ring quest.
When you reach the Great Canyon in the west of the area, there are two ways across.
South-West route
To the south-west, a log crosses the canyon into bird territory, which is inaccessible to
horses and other mounts. If you are wearing the Oracle, and have invested in your
Persuade skill (or have an exceptionally high Intimidate skill), you should be able to talk
the hawks and crows into letting you pass unhindered.
Optionally, enter the stronghold in the cliffs to the south, carefully avoiding the nests,
to obtain the Hawk Crown quest from King Goldhawk.
Take the steps in the cliff to the west to arrive at the western exit to Dunblagin. The
two routes converge at this point.
Optionally, you now can go back on the North-West route, to collect your horses, obtain
the Grimberk key (see below) and kill all the Daemons as part of the Stingers quest. The
witches may help.
North-West route
To the north-west is a gate, guarded by orcs of the Grimberk clan, who are working for
the Daemons. There is no way to win them over. They will turn hostile if you enter their
territory. The gate is difficult to break down unless you have some black powder, but it
will open easily if you shoot at the lever just beyond it. In the Grimberk Lodge beyond
is a bag with keys that open the gates in Dunblagin. They're not essential, but make life
easier.
SECRETS
Faery Tower Round platform Floor panel Spot / detect
Breca Point
This area, just south of Sandeni, contains the summoning circle for the Four Winds
quest.
SECRETS
None
Desolation
Mr Pollack will take you by boat from the Desolate Coast to Wolfhead Spit.
On arrival, you overhear orcish conversation. If you're wearing the Oracle, or put the
Oracle on at any time before reaching the clifftop, you can understand the discussion,
and recruit Tasty Bonkers on reaching the top. Otherwise, Tasty and all orcs in the area
become hostile.
To the west of the village is an orc battle line, standing ready for the Stingers further
west. You can lure the Stingers towards the orcs if the fight proves difficult. Even if
the orcs are not allies, forcing opponents to chase you over the large area of uneven
terrain tends to break them into smaller groups, especially if you are mounted. South of
the stone circle is a barrow, where you can rest undisturbed.
In the barrow is the skeleton of Don Viaggio, with the Luck of Dunblagin, and the Solaris
log. Beyond the shipwreck beneath the barrow is a treasure chest.
SECRETS
None
Dunblagin
On arrival, if you completed the Hawk Crown quest, provided you are wearing the Oracle
to translate bird song, a raven scout provides an intelligence report.
The gates of the first bridge and the fort beyond can be opened with the Grimberk
keys (see Birdland, North-West route), blasted with black powder or broken down.
In the first of many encounters with the Joker, you learn that he has the name of the
East Wind. There's nothing you can do about it until you track him down to his innermost
lair (see below). This is your ultimate goal at Dunblagin.
If you completed the Hawk Crown quest, go right up to the gate of the fort to trigger
the hawk attack and gain entry. You can sit back and let the hawks do the fighting, or
join in, as you please.
Otherwise, you have a tough fight on your hands. Tactics might include clearing enemies
from the front wall before opening the gate, luring skirmishers out of the fort, using
what little cover you have to avoid crossfire, throwing black powder to kill groups on the
walls, using the battlement access, ducking into the hall, or retreating onto the bridge to
recover.
If mounted at the start of the battle, you can dismount using the radial menu in order to
take the steps up to the battlements, but your horses may be killed if you leave them
open to attack. Once the skirmishers are dead, it may be safer to retreat across the
bridge, dismount and free the horses before assaulting the battlements on foot.
DUNBLAGIN HALL
You will start to lose items until you kill the thieving hand of Nick Swagger. His journal
reveals more of the story that began with Don Viaggio.
In the cellar is a crate containing an arquebus. Smash the crate to reveal a pressure
plate that opens the trap door to the undercroft.
DUNBLAGIN UNDERCROFT
If you keep a sharp lookout, there are several opportunities to take out enemies with
missile fire on this level.
The first bridge has a multiple blade trap. If you can't disarm it, the safest way to
cross is to ask companions to stand their ground, run all the way across by yourself, wait
for the blades to stop, invite one companion to follow, wait again, then repeat until all
companions are across.
After the first bridge, the dragon corridor east is blocked by two gates. The first is
opened by a lever in the south-west corner of the area. The second is opened by a lever
in the spider temple to the north-west. See SECRETS below for an alternative route.
Return to the dragon corridor. Enter the Bane's throne room. Hell hounds will come from
your right, so it's best to run to the left end of the Bane's platform. If you have the
Luck of Dunblagin, you can use the Incantation of Banishment (from the Faery Tower) on
the Bane, which will also destroy the hounds (as always in NWN, you can't do this unless
you can actually see the Bane - if you are merely close enough to hear him, you will be
told that you can't use the item). Otherwise, you can kill him, or simply exit to the north.
Find your way to the Joker's lair (the room with the Xmas tree) for the final battle. He
will turn up if you wander around that room long enough. Focus on killing him, as that
destroys his minions. Obtain the name of the East Wind dragon from his remains.
A lever in the Joker room opens the skull door to the west, a shorter route to the exit
that avoids meeting the Bane again if he is still around.
SECRETS
Undercroft Arcane Daemon room Wall panel in the Plain sight
(the central one, with east wall
the raised platform,
north of the first
bridge)
Undercroft Arcane Daemon room Locked gate in the Plain sight
north wall with a
lever beyond (see
next paragraph)
The locked gate can be opened by shooting the lever (you may have to shoot the daemon
guarding it first). This allows you to bypass most of the area - there's no need to
explore the western sections, or enter the Bane's room, as you can now proceed directly
to the Joker's lair via the Dire Stinger room to the north of the corridor you just
opened. Also, if you want to defeat the Bane, this is now much easier, as the same
corridor enters his room from the north, where steps lead directly to his platform.
Faywood
On arrival from the Pilgrims' Way, you overhear a conversation between Mistress Lilith
and her underling Magemaster Wade. Lilith has devastated the area with a rune storm,
in order to begin a construction project, using undead labour.
You can safely ignore the workers, but you may want to steer clear of the wight guarding
the site, as he can be a difficult opponent. If you can't achieve this by stealth, outflank
him. As you come up the first ramp, head east to a way down that's out of his sight.
Head for the large magic circle towards the north of the area to enter Faywood Palace.
In the teleport room, you can shoot the crystal ball to switch off the yellow beams.
Alternatively, go north and east to the long gallery, then south down the gallery to
renter the teleport room from the west, where you can use the ball manually.
Get the elven key from a chest in the study to the south-west of the teleport room.
From the teleport room, go north and west. Unlock the crystal ball. Use it to open the
door to the Scuzmatron room. Sit on the chair to start the Scuzmatron. Sybil
introduces herself and gives you the Oracle and Phoboplasm quests. You now have access
to the northern rooms of the Palace.
Talk to the fox (in the corridor north of the fountain with the three moons) to start the
Four Winds quest.
Go north into the throne room. Run to the stairs, where the scorpion is too big to follow.
Kill it with missile fire. Continue north to Queen Titania's chamber to obtain the Oracle.
Using the Oracle or the Scuzmatron, talk to Sybil again to take the Four Winds quest to
the next stage.
Now you must travel to the four corners of the earth. Reactivate the teleport by using
the crystal ball in the long gallery to switch on the yellow beams. Return to Faywood
from the teleport room. Rejoin your party on the Pilgrims' Way and proceed west to
Sandeni.
SECRETS
Faywood Palace North chamber (on Light switch (no Plain sight
the wall behind the treasure !)
bed)
When you return with the ashes of the Tetrarchs, the fox is waiting for you at the
teleport (see Four Winds).
Folly Island
SECRETS
See Folly
Pilgrims' Way
Nearby, there is a gap in the trees immediately north of the signpost to Fenchester,
which leads to Faywood. However, you will only be able to see this if you have spoken to
the occupants of the hut to the west (or Lakshmi in Delmondo Palace on Folly Island).
On taking this path, you witness the devastation of Faywood by a rune storm, and
encounter the unicorn Mistletoe, who is available as a superior mount. From the ridge to
the north, there is a way down to Faywood itself, but you must go alone.
Also at Grendor, there is a bridge over a small river, guarded by troops. It's possible to
slip by them, breaking conversation (which normally results in combat in other
situations). They will let you pass if you're well-dressed (unless you have no horse and
refuse to explain why). If you're poorly dressed, the soldiers will attack you (unless you
have a horse and pretend that you stole it from their enemies in Fenchester). If your
dress is neither rich nor poor, they will leave you alone (unless you're rude).
Beyond the bridge, there are wandering animals. You can fight them, draw them into
combat with the soldiers, or simply wait until they disappear into the forest. Bears are
probably best avoided, for example.
From Grendor, the road continues west to Sandeni. If you try to go there before you've
obtained the Four Winds quest at Faywood, you get an uneasy feeling that you've missed
something, and are unable to travel.
SECRETS
None
Qisirburun
On arrival, unless you purchased desert steeds in Bandi, you will need water.
To the south is a mound with five obelisks on top. The obvious entrance in the middle
leads to the Steamworks. A slightly less obvious entrance in the east slope leads to an
ancient tomb.
ANCIENT TOMB
Enter the dark chamber with three doors ahead. Pick up the gold piece. Notice that the
braziers illuminate magically when someone is nearby. Ask a companion to wait near each
of the braziers, so that both are alight. The central door opens. Use the lever inside to
open the door permanently.
Notice the guardian flanked by sandstone golems. Ignore them for now. To the left of
their flanking statues is a light switch (optional).
In both the north and south wings of the tomb, pull the lever at the west end. This
opens the central door behind the guardian and his sandstone golems. The wings are
well-guarded, so stealth might be your friend here.
As you return along the south chamber, notice that a door has opened to the east. Touch
the monolith inside to increase your primary ability (if multi-classed, only the first class
benefits). Using the Help tool, ask each of your companions to touch the monolith, too.
If you can't edge past the guardian with the sandstone golems, attack them. The
Hammer of the Judge and Amunraja's Sceptre, found in the south and north wings
respectively, are especially effective against the golems.
On the lesser tomb marked with a dragon flag, you will find the name of the Dragon of
the South Wind. It's in Alsudi, and hard to read, so you must use it (not just examine
it). The Oracle or Babayuri will translate.
The principal sarcophagus in the central chamber contains the Book of Gibberish. The
efreeti who appears when this grave is opened can be quite tough, so you might consider
doing this last, before making a sharp exit.
STEAMWORKS
If the Oracle is active, or Babayuri is in the party, you can talk to Alimdeli through the
gate to the southwest to learn what to do. Otherwise, just muddle through.
Follow a bot or drone until it enters the control room south of the entrance chamber,
then use the levers there to unlock the security doors throughout the area. The
southwest lever is stuck at this time. It is possible to bash the doors instead, but the
Plotbot will turn hostile if any equipment is damaged in the area.
In the southeast room, first ensure all bugs and gremlins in the room are dead
(otherwise, the machine will produce more indefinitely). Turn the valve wheel on the
Atmospankotron until no more bugs or gremlins appear. The device starts.
The northwest corridor from the entrance chamber may present some difficulty. When
the PC steps on the central floor design, pits open ahead and behind. Simply step on it
again to close them. Destroy the dragon head nearby to disable the fireball traps. Avoid
the steam from the broken downpipe by the dragon head (a valve nearby reduces the
steam to a harmless level). Alternatively, use the north east corridor, disarming the
blade trap, to arrive at the same locations.
In the east and northwest rooms, start the furnace using the wall lever in the middle of
the four ovens.
In the northeast room, use the lever to disable the weather control oscillator.
Return to the south room. Use the southwest lever (which is now unstuck) to open the
way to Alimdeli. Talk to him. After he has left, smash the teleport control (this will
activate the Plodbot, but you can simply make a quick exit at this point, or destroy him
with missile fire from a doorway).
SECRETS
Ancient Tomb Gold coffin room, Secret Plain sight.
west wall compartment
No glow, but
detectable using
cursor.
Steamworks Plodbot platform Floor panel Plain sight
Renarness
Unless you are wearing warm clothing, you will take cold damage when outdoors.
If you ignore all the warnings and go anywhere near the fortress-like salt mine complex
to the east, the Templars will turn hostile. The gate can be forced or blown open, but
there's another way in, with an option to befriend the Templars.
Follow the road north. Enter the Brass Monkey tavern. The Templars will attack you
here, too, if you're already on bad terms. A tunnel leads from the tavern to the turf
house in the fortress.
However, it helps to befriend the Templars first. If you completed the House quest, you
can talk to Amber, who is now working in the kitchen of the Brass Monkey, to obtain the
key to the office just before her kitchen. Read the Mother Superior's journal. Talk to
the Mother Superior in the room beyond the kitchen. Accept her offer of a truce (this
can be repeated whenever the Templars are hostile). Talk to Sir Knut in the turf house
in the fortress to obtain permission to enter the mine. If Sir Knut is dead, you will have
to kill the guards at the mine entrance.
If Rosalind is arrested by the Mother Superior, she will be taken to a cell in the turf
house, but you can easily rescue her, as the cell doors are operated by a button and a
lever in the right-hand walls.
Easter Egg : On the east coast of Renarness is a remote cave, where you can gain a point
of Charisma by talking to the Goatman (and learn why the sea is slightly warmer here).
If you are wearing the Oracle, you can talk to Captain Natterjack. If you can persuade
him, the sea people will offer no further resistance. It's also possible to intimidate him,
but, in that case, watch out for traps.
From the mine entrance, follow the railway east to the flooded mineshaft, then see the
Flooded Mine quest.
Once the lowest level of the mine is dry, go east to the ruins. Recover the Brass Monkey
from a vase below the strange light near the statue of Odeus - this names the Dragon of
the North Wind.
Optionally, talk to the Sea King to find out why the sea people have invaded the mine.
SECRETS
Salt Mine NE chamber with Seam in east rock Plain sight
pump control lever face
Turf House SE room with double Secret wall Spot / detect
bed compartment
Sandeni
For dramatic impact, this area is intentionally larger than strictly necessary for game
play. For this reason, shortcuts to important places in the city are provided on the travel
tool.
ARRIVAL
On arrival, there is an encounter with a rogue named Filchin, which can't be avoided.
The undertaker has an interesting book about vampires. His wooden stakes are useful.
Brine and garlic are optional. If you have the Nonchalance feat, garlic may be counter-
productive as it lowers your Charisma AC bonus. Additional stakes are available from the
Chandler on the waterfront, should you need them.
DON BARCINO
Don Barcino, captain of the Windhope, is sitting outside the Cock & Bull Tavern in the
market square. If you didn't complete training at the House, he will give you the Count
Buffo quest. Otherwise, he will direct you to the Castle, where Jade will give you that
quest. On completion, he will make his ship available to you.
Hint : consider doing this quest first, to gain Babayuri as an additional companion.
INQUISITION
When you approach the Castle, you are arrested by the Witchfinder. After the trial,
you are placed in an Inquisition cell.
Use the prison bed. Talk to Officer Jell. If you don't confess, after a long interrogation
cutscene (which you can safely escape) talk to Mistress Lilith (which you can do, despite
being bound and on your knees).
Back in your cell, you overhead a conversation between Lilith and Wade, before being
rescued by Sharon. Leave the castle with Sharon. Talk to her to receive the Kaarx
quest.
CASTLE
You won't be admitted to the Castle unless you're wearing rich clothes.
Access to Queen Eleanor is granted at once if you accepted assignment by the House.
Otherwise, it is granted when you receive the Count Buffo quest.
The Queen gives you an apartment in the East Wing of the castle (even if you didn't
complete training at the House, or declined assignment to Sandeni, she admires you).
Access to Jade (under her new title, Countess Ramada) is possible if you completed
training at the House, but only after the Inquisition episode mentioned above.
SPRINGHEEL DUSTERS & SILENT MORRIS
SEE ALSO
Sandeni - Vault
Sandeni - Cult
SECRETS
Mistgrave Manor Entrance Hall SW Rune plate opens Spot / detect
secret door
Sandeni - Vault
The Vault of the Evil Dead can be entered from the door in the Rotunda square, but you
won't get far without Sharon.
By the cherubim statues is the first of the Alsudi mechanisms that controls doors
within the vault. You can use the Help tool to ask Sharon to operate the mechanism, or
try to use it yourself - either way, Sharon will open the door.
If you have four ropes, you can now ask Rosalind to wait, then, using the ropes, descend
to the fifth and final level of the vault, without encountering any obstacles, monsters or
traps. Even if you only have one rope, you can descend one level of the vault at any time.
For now, let's assume you're going the long way, and decide to explore the side
chambers.
The door to the west room is sealed with lead. It's possible, though tedious, to break it
down. Rosalind will give you some black powder if you don't have any.
The wandering monsters will attack if you open the south door. Approaching the tomb in
that room triggers a warning, which you can safely ignore.
VAULT OF LIES
To the north is the tomb of Joan the Mad, which contains the Book of the
Necroproctor.
As you approach the north-west corner, phantoms will emerge from the pit. They will
attack if you get too close. You can work around them by climbing a rope down to the
level below, or, since they're phoboplasms, use the zapper tool on them.
South of the pit, the way is completely blocked by fallen rocks. You can blast them with
black powder, use a rope to go down one level, or notice the secret door to the west of
the pit.
The secret passage is also accessible by a door in plain sight, beyond the rocks. If you
went down a rope, come back up the stairs to get here.
In the secret passage is a gate guarded by necroproctors. If you are wearing the
Oracle, or Rosalind is in the party, you can talk to them and answer their question,
otherwise you have to kill them to open the gate (but since you can approach the gate
from either side, it's not essential).
VAULT OF THEFT
Before entering the north room, you're warned that a mage is raising Captain Scuttle
and his undead pirate crew. The door lock can be picked by Sharon or the player. The
ensuing fight is not essential, though the mage has a nice magic staff. Killing the mage
will dispel the summoned pirates.
In the west room is an Ossatura Puzzone item. Giulietta Rimini won't intervene, unless
you disturb her rest. If you fight Guilietta, be sure to use a stake on her corpse
(available from the Undertaker in Sandeni) otherwise she will keep returning from the
dead. You can also use the stake when you first enter the room, while she is resting. A
secret wall panel has potions of Restoration.
The south room has another Ossatura Puzzone item, guarded by Count Corrotto.
The door to the next level is guarded by Cherubim. They are phoboplasms, who will back
down if you threaten them with your zap power, or brandish a weapon capable of
damaging them.
VAULT OF MURDER
There are Ossatura Puzzone items near the stairs up, and in the north room (the latter
guarded by the Commendatore and his knights).
Walking around the pit will wake King Justin in the north room, and his minions who
emerge from the pit itself. It's wise to stand your ground near the entrance.
You won't be able to open the west door until much later in the game
Ask Sharon to operate the Alsudi mechanism to open the final door.
SECRETS
Vault of the Evil Dead Dark Anteroom NE Floor panel Spot / detect
Dark Anteroom NW Wall compartment Spot / detect
Vault of Lies West of pit Secret door Spot / detect
South of pit, before Wall compartment Spot / detect
fallen rocks
Vault of Theft NE of pit, near Floor panel Spot / detect
entrance
West room, south Wall panel Spot / detect
wall
Vault of Murder North room, west Wall niche Plain sight
wall
Vault of the North wall Wall panel Spot / detect
Unspeakable
Sandeni - Cult
CULT LODGE
You are teleported to this area during the Four Winds quest. Rosalind and Babayuri will
join you now. You can also use the Clarion of Kaarx at this time. If you didn't spare
Kaarx, Tasty Bonkers will join you. EXCEPTION : anyone who is unconscious, or who has
never been a companion, will not be available. Horses will be left behind, but you probably
don't need them any more.
The main objective is to enter the chambers of the first, second and third degrees. You
need one key to open the first, two keys to open the second, and three keys to open the
third. The first key opens a normal door lock. The remaining keys unlock levers on pillars
at the rear of the chamber. The third lever of the third degree is hidden behind one of
the two obvious lever pillars.
The second degree keys are held by Magemaster Wade (first degree chamber) and the
Protocryptid lab mage.
The third degree keys are held by Toffee (second degree chamber), Igor (Biosynthesis
lab) and Bunni Tuft (Dark Energy lab).
See below for further hints on the second and third degree chambers (the first is
trivial).
CULT LABS
Descending to the Laboratory level, you encounter toxic gas. This will harm anyone not
wearing the protective clothing and helmet (which can be found on the Lodge level, in
the Arcane Research room just north of the stairs down).
The walkways on this level are defended by Cult Guards whose melee capability is even
more deadly than their lightning bolts, so it's advisable to engage them with missile fire
while they are behind locked gates.
The first gate in the Laboratory level can only be opened using the lever behind it. A
sign on a walkway nearby gives you a clue about target practice. Fire any missile weapon
at the lever to open the gate.
Find your way to the pumping station (which is visible from the Laboratory entrance).
Flip the lever to clear the toxic gas. Do not remove protective clothing until the pump
stops! You can also fire at the lever from the entrance if you prefer.
PROTOCRYPTID LAB
On the central crane platform of the lab level is a sign to the Protocryptid lab in the
north-east. Next to the sign is a lever that opens the walkway gate. The lab door can be
lock-picked or bashed.
You can talk to the mage, or attack her. Either way, fight the megacryptids, then obtain
the second degree key from her corpse.
BIOSYNTHESIS LAB
On the central crane platform of the lab level is a sign to the Biosynthesis lab in the
south-west. Just before the walkway gate is the lever that opens it. The lab door can be
lock-picked or bashed.
Igor might be quite hard to kill, unless you release the mutants, because he can only be
damaged by bludgeoning. He has one of the third degree keys you need, so attack him if
necessary after the mutants have had a go.
On the central crane platform of the lab level is a sign to the Dark Energy lab in the
north-west. Next to the sign is a lever that opens the walkway gate near that lab. From
that gate, head to the pillar platform (red lamps) in the west. Use the lever there to
open another walkway gate, this time to the gun platform (blue lamps) in the north,
where a lever opens the lab door. Destroy the guns with missiles to prevent the gun
trap firing.
In the Dark Energy lab is a set of four mechanisms. Looking from the controller's bench
towards the portal, the sequence of use is : inside left (power on), inside right (high
energy on), outside left (activate portal). The outside right mechanism does nothing.
Bunni Tuft's journal (inside the bench) explains that her servant, Severin, was due to
bring her back from the darkling world. Since he's dead, it's now up to you.
Each time you activate the portal, a more powerful darkling creature ports in. When the
Princes arrive, let them fight one another. Finally, Bunni Tuft ports in. She has the third
degree key.
FIRST DEGREE
This is a fairly standard battle. If you're bored with mages now, black powder is your
one-shot friend from now on.
SECOND DEGREE
Talk to Toffee. He ports in a phoboplasm, which you can kill using the Zapper tool.
THIRD DEGREE
Talk to Mistress Lilith. She unleashes a rune storm. The laboratory journal in the
Biosynthesis Lab hints at how to deal with this. Anyone near her throne who isn't
wearing the protective clothing and helmet (see "Cult Labs" above) will be killed
instantly. Also, anyone carrying black powder will explode, so store it out of harm's way
until the rune storm is done.
In the following battles, there are pauses for dialogue, during which you can safely save
the game. If Lilith fails to talk to you automatically, simply talk to her again to restart
the action.
Once you have defeated Lilith for the first time, she adopts her Grey Reaper guise.
Defeat her again to dispel her Avatars, then defeat her dragon form.
Search the safe behind her throne to obtain evidence against her.
SECRETS
Cult Lab NE room, by door to Floor panel Plain sight
Vault
Cult Lodge First throne room Floor panel Detect / Spot
(with chequered
floor)
The Sea (Windhope)
ON DECK
BELOW DECK
To the stern of the gun deck you'll find the Purser (Mister Grayling) who has a variety
of useful items for sale.
When you first set sail, Don Barcino invites you to his cabin, where he instructs you in
naval gunnery.
As soon as you return to the deck, the bow lookout identifies flotsam ahead, which you
can use for target practice. You may not be able to see the target immediately - just
wait for it to float by. Your gunners have an even more restricted view; wait until the
target is alongside, then give it a broadside. If you let a target pass by, be patient - the
lookouts will spot another target eventually.
Owing to an engine bug, targets may vanish during combat. This problem is reduced if
you stand on the lowest deck of the ship.
Eventually, a pirate ship turns up. Once you've sunk it, you can ask Don Barcino to
continue the voyage.
This area is a one-off. You can sail onwards to any destination, but you can never return
here.
The first time you sail towards Bandi, the Windhope is intercepted by Magemaster
Wade, who curses your ship.
When you ask Don Barcino to set sail, the Windhope is becalmed in the Doldrums. Fight
the sea hag on the lowest deck of the ship. When she escapes, go back on deck. She's
now swimming in the sea, but may be hard to see at first, owing to the fog. When she
moves into sight, attack her with naval gunnery or other missile fire. Fight her for a
third time on the main deck. Now you can ask Don Barcino to sail on.
The Windhope anchors off the coast of Desolation. Mister Pollack will put you ashore on
Wolfshead Spit.
THE SEA OF ICE
The Windhope anchors here en route to Renarness. In this area only, you embark or
disembark by clicking on the gangplank. To reach Renarness itself, you must continue on
foot across the ice to the road in the north-east.
Unless you are wearing warm clothing, you will take cold damage when outdoors anywhere
in this northern region. The Purser has a stock of furs.
Shortly after disembarking, you may be ambushed by a tribe of frost giants. You can
head back to the ship (to destroy the giants with cannon fire) or run for the road (the
giants give up and leave when you click the area transition).
Mother Hardy arrives before you leave the area. If you ask nicely, she may give you a
clue about what to do in Renarness, but it's not vital.
SECRETS
None
QUESTS
SPOILER ALERT
If you talk to the scholars (Johann, Toffee and Babayuri) in the opening scene at the
Dog & Banner, you may get a few XP for siding with Babayuri.
Either way, as you pass Ponder Hall in New Street, Fenchester, Toffee approaches you
with a proposition concerning his friend Johann.
Whether you take this up or not, sneak into Johann's room at Ponder Hall. Panda Wiles,
Sierra or Rosalind will give you a clue about how to do this. The hard way is to use
stealth; keep trying until the Dean doesn't catch you. The easy way is to buy an
academic robe from the tailor in the market (the hood provides adequate disguise), or, if
you are male, buy some rich clothing (so that you are not taken for a pauper).
Johann will be interested in you romantically (if you are male, he is gay) but you don't
have to go along with that unless you want to.
Johann will ask you to find three books, which are located as follows:
Return the books to Johann. He tells you about his pact with Toffee.
Confront Toffee in the Second Degree chamber of the Cult Lodge. Return the pact to
Johann (who is also in that chamber now).
If you find the pact before returning the three books, you can't return the books
(because they're irrelevant), but you get an equivalent XP and gold bonus when you
return the pact, so you don't lose out, whatever order you complete the quest in.
Alimdeli
In the Elephant Palace at Bandi, Prince Mahanula tell you that the inventor Alimdeli has
disappeared. Only he knows how to control the automatons in the Forbidden Palace.
If there is still a problem at the Forbidden Palace, meet him just outside and follow the
walkthrough for that quest.
Babayuri
During the opening scene at the Dog & Banner, there is an opportunity to talk to the
scholars.
If not, while in Fenchester, you'll probably bump into Toffee (one of his companions),
who will try to convince you that Babayuri is a rogue.
Either way, acquire Babayuri as a henchman by completing the Count Buffo quest.
If you listened to Toffee, you might be tempted to leave Babayuri behind. This is not
fatal, but will make the game more difficult.
Birdland
If you speak to Jade at Sandeni Castle about summoning a dragon, she will tell you where
to find Breca Point.
There are no XP for this quest, as you can find the summoning circle easily enough
without Jade's help. It closes when you summon the wind dragon.
Cat Bobtail
After you leave the opening scene in the Dog & Banner, Cat Bobtail is kidnapped by the
Warren Conies.
You may learn this from Ruby Toffer, who is waiting for you in New Street, or at the
end of the Warren Conies quest.
Use one of Betsy Trollop's keys to open the safe in her office. This contains a bill of
sale to the Silent Morris, a street gang in Sandeni. (Her other key opens the Coney
prison room, but it's empty).
The Morris Hall is at the southern end of Pinchpenny Square. You can pick the lock
(Sharon can do this after the Inquisition scene if she hasn't yet entered the Vault), or
obtain the key from Jack the Lad (the leader of the Springheel Dusters) at the
southern end of the harbour.
In the Morris Hall, fight the Morrismen to obtain the office key.
If you already forced Serenity Cutter to flee from Fenchester, she will be waiting in
the office for a final confrontation. (If you force her to flee later, she will still turn up
here, but in that case the only point of fighting her is to complete the wanted posters in
Fenchester).
The desk in the office contains another bill of sale, this time to the Dalicani Dream Dogs
in Bandi.
Once you arrive in Bandi, talk to one of the passing citizens to learn about the Dalicani
hideout at the Mad Dog Taverna (which will now open).
Fight the Dalicani. If a sneak attack is not for you, try opening the door to the kitchen
and argue with the guard. Obtain the key and a mysterious letter from Zavazuma.
Release Cat Bobtail from the cell in the kitchen.
Companions
Not exactly a quest - this is just a journal entry to remind you of some key points about
companions.
Count Buffo
Note : if you accepted assignment from the House to the court at Sandeni, you will be
able to talk to Count Buffo before receiving this quest, but he won't have anything
useful to say.
If you completed training at the House, this quest is given by Jade. Otherwise, talk to
Don Barcino, who is sitting outside the Cock & Bull Tavern in Sandeni market square.
In the audience chamber, talk to Count Buffo. Arrange to meet him in his chamber.
Go back to the castle entrance. Ask the page to take you to Count Buffo.
You need to obtain the Windhope charter from Count Buffo. To persuade him, you need
a skill of 10 or more (or sexy clothing, if female). Otherwise, offer a bribe (or, if
female, allow yourself to be seduced).
Show the charter to Don Barcino (see above) to start the Windhope quest and gain
Babayuri as a companion.
Debt of Honour
This quest in Sandeni begins when you talk to Messalina Vendetti (Merchant
Adventurers' Hall), Count Sindinero or Countess Avidita (Castle, East Wing).
It may also begin when you discover incriminating documents during the No Laughing
Matter quest.
You can talk to all three parties to understand their point of view.
If you speak to Countess Avidita, she is summoned to see the Queen. At this point, you
can read a letter on her desk (it's quite hard to see) which reveals that Sardonicus is
blackmailing her, allowing you to progress the No Laughing Matter quest.
If you don't spot the letter, you can do no more until the Great Pretender quest enables
No Laughing Matter to proceed.
Once you recover the incriminating documents, return to the Audience Hall. Talk to
Alfonse. All debts are repaid. There are XP for this, and an XP bonus if Sindinero is still
alive.
There is no way to bring Countess Avidita or Father Flannel to justice for their crimes,
as they are, in different ways, protected by their position in medieval society.
Don Viaggio
At Sandeni Castle, Queen Eleanor offers a reward for news of Don Viaggio if you
mention sea travel.
You can recover Don Viaggio's journal (the Solaris log) from the barrow at Wolfshead
Spit.
You can learn the way to Faywood from Lakshmi in Delmondo Palace on Folly Island or
from Giles and Doris in the hut on the Pilgrims' Way.
Near the hut a gap appears in the trees immediately north of the signpost to
Fenchester, providing a path to Faywood.
At Renarness, you will eventually discover that the lowest section of the mine is flooded.
Optionally, you may obtain clues by talking to the miners, but this isn't essential. Miners
will only talk to you when there are no Templars nearby (unless you kill some of them,
the Templars are watching all the miners except the blind one in the turf house). The
miners explain about the pumping station. Now you can talk to Rudolph in the Brass
Monkey for more detail.
In the mine, follow the railway east along the northern section to the top of the flooded
shaft.
Enter the mineshaft, swimming underwater. You will have to leave your companions
behind. You'll die if your air runs out, so it's wise to head back up the shaft when it hits
50%. Ignore the east passage for now.
Swim down the south passage. Use the lever near the locked door (which doesn't open
yet) to open the north passage. Return to the north passage. Ascend the ladder into an
air pocket. Use the lever to open the door in the south passage. Swim back to the south
passage. Obtain the mine key from the dead miner.
Go back up the shaft. Leave the mine. Back on the surface, in the south-east corner of
the fortress complex, unlock and use the lever near the water wheel to start the
pumping station. This drains the water from the lowest section of the mine.
Folly
This is a side quest of no great importance. Talk to people, complete your training. The
information and kit you need to achieve the best outcome will gradually fall into place.
On arrival at Folly Island, Miss Eva tells you the legend of the merchant Aurelius and his
mistress, Willow Faygrace, who disappeared.
In the kitchen of Folly Island Palace is a locked door to the cellar. Try the door, then
the kitchen staff will tell you to get the key from Mister Frank upstairs.
Once in the cellar, enter the second room. At first sight, there is nothing interesting
there. However, if you go to the long wall on the far side of the room, beyond the sacks,
searching will reveal a hidden button that opens a secret door.
At this point, if you need help, ask Miss Hyacinth, Sierra or (later) Babayuri.
Four runes appear on the wall. You can change their colour by touching them.
In a desk is a cryptic note. Whether this helps or hinders is a matter of opinion - you
can probably solve the puzzles with it. The first line ("Symbols elementary") refers to
the book Elements, which is available in Miss Hyacinth's room in the palace and
elsewhere. The book gives more than one system, but only the first has four elements,
like the four symbols on the wall. The trick is to change the colour of the runes to match
the colour of the four elements in the book, in order.
So, from left to right, change the runes to green, cyan, red and white. The door opens
into the next room, from which you can enter four elemental nodes.
NODE ACTION
Ice To avoid elemental damage, wear warm clothing, such as the furs which are
found in the palace dressing-up boxes.
Using a ranged weapon, fire at the lever on the other side of the ice wall.
The ice crystal appears.
Fire Take the fire crystal, which is behind the throne.
To avoid elemental damage, use the Gaffer Juice found on a corpse in the
Ice node.
Slime Talk to the Lady of Slime. With the conversation still open, enter the answer
to her riddle (SMILE) in the chat window. Take the slime crystal.
Smoke Place the fire crystal in the Hand of Glory. Use the arrows in the floor to
turn the mirrors until the beam strikes the pedestal. Take the fire crystal
and the smoke crystal.
Some of the elemental Lords and Ladies offer more cryptic clues, which may or may not
be helpful when solving the above.
Place one elemental crystal in each of the four strange devices in front of the runes.
The order is the same as the runes - from left to right, facing the runes, Slime, Smoke,
Fire and Ice.
The devices produce a beam which opens the next door into a room full of magical
colours. Look for the wheel just inside that door which opens the final door into Willow
Faygrace's prison.
Another solution is to use a Remove Curse scroll (available from merchants in every
major city) . This works even if Willow is hostile. It might seem like an expensive option
- the scroll is not cheap - but you get the same experience points as a kill, plus a
treasure bonus.
Forbidden Palace
At Bandi, in the Elephant Palace, you learn from Prince Mahanula that the Forbidden
Palace is now under the control of automatons. Their creator, Alimdeli, has disappeared.
If you succeed in destroying or disabling the automatons, with or without the help of
Alimdeli, Prince Mahanula will reward you.
If you free Alimdeli first, meet him just outside the Forbidden Palace. He offers to help
if you return with an automaton mechanism.
The automatons are fairly tough, and the number in each room increases until you reach
the corridor with five doors. So it's worth taking Alimdeli's advice. For each automaton
killed, take the core back to Alimdeli for repair. Using repaired cores on hostile
automatons makes them neutral to your party, but hostile to any other bad bots they
can see.
Four Winds
At Faywood Palace, you meet a fox, who explains that the ashes of the elven Tetrarchs
have been scattered to the four winds.
Talk to Sybil (who you already met elsewhere in the Palace) to learn about the four wind
dragons.
Practice summoning the dragon Ludofax. Stand inside the rune circle in the long gallery
(you'll see the floor design if you look very carefully). Call the true name by typing
ludofax <return>
The quest splits into sub-quests, corresponding to the four winds. In each case, the
general procedure is
The fox is waiting for you by the teleport (to save unnecessary walking through the
palace).
Talk to the fox. You are transported to the Origin of Storms, and thence to the Cult
Lodge. Defeat Lilith. Search her safe. Take the evidence you find there to Alfonse in
Sandeni Castle Audience Chamber. Talk to Queen Eleanor for the closing scene.
Great Pretender
This quest can start in two ways - either by talking to Alfonse in the Audience Hall at
Sandeni Castle, or by discovering incriminating documents during the No Laughing
Matter quest.
Queen Eleanor gives you an apartment in the East Wing, which is next to Durorico's
chamber.
Talk to Durorico. Hide in the wardrobe (either when he asks, or else after he leaves the
room).
Keep waiting in the wardrobe until you overhear a conversation between Durorico and
Donna Crudela implicating Sardonicus in blackmail.
Once you recover the incriminating documents, return to the Audience Hall to confront
Durorico and Crudela.
Once all the rebels are dead, talk to the Queen. If you were expecting a reward, you will
be disappointed, but at least you get some XP.
FOOTNOTE - During and after the fight with the rebels, the Queen's guards will turn a
blind eye to your weapons and dress. However, hide your weapons and dress respectably
once the battle is over - otherwise, you will have trouble with the guards outside the
castle, and when you next return to the Audience Hall.
Hawk Crown
If you talk to King Goldhawk in his Birdland stronghold, you learn that he lost his crown
in a skirmish with ogres.
If you return it to King Goldhawk, he will help you at the siege of Dunblagin.
House of the New Moons
Talk to Miss Eva again by the river at the end of Staithe Street.
The word "folly" refers to the architecture, not what happens on the island!
Go back into the Palace. Take the first door on the left into the spa.
Choose a costume from the chest - anything with the properties Rich or Sexy will do.
If you refuse to be initiated, the quest ends, and the rest of the module will be more
difficult.
Otherwise, when the initiation cutscene is complete, go back downstairs to the hall,
which is now laid for dinner.
When dinner is over, go up to the top floor. Sleep in your bed. Dream about Shadows.
Go down to the floor below. Enter the Common Room (where the initiation took place).
Talk to Miss Eva in her study (the door is to the left) to obtain your curriculum.
As previously noted, if you travel north from Fenchester before training is complete,
this quest ends prematurely, making the rest of the module more difficult.
Refer to your journal for the topics you need to cover. It doesn't matter what order you
do them in. You can work with more than one tutor at a time, but normally you can't work
on more than one topic with the same tutor concurrently (see table on next page).
Tutor Location Topic Comments
Miss Top floor Fashion To walk elegantly, enter Detect mode.
Gaynor dressing room
(beyond the
dormitory)
Miss Training Hall in Athletics Complete one circuit of the estate. Every
Ariana the south of obstacle has a sign nearby with hints on what
the garden to do. There are no additional points for
breaking the record, which is not difficult. A
time-saving trick is to use the rope as soon
as you pick it up.
Shooting If you don't have sufficient weapon
proficiency, you won't be allocated this topic,
but you will get the XP, as a bonus on a
different topic.
When training is complete, a messenger summons you to Miss Eva, who has some gifts
for you. If you are Courtier class, you acquire the Nonchalance feat, which reduces the
need for armour. If you can wield a sword, you are given the swordstick Elegance
(Finesse). If competent, you receive a pistol, too. If you don't qualify for these gifts,
you are given a cash equivalent.
If you decline placement (or choose travel to Faywood), the quest ends now. Otherwise,
it ends when you talk to the page outside Sandeni Castle.
Whichever of those three options you choose, you'll be OK, as there are only minor
variations in the story as a result. For example, when you present yourself to the Queen
in Sandeni Castle, she will grant you an apartment, even if you declined placement with
her, because you make such a good impression. This is a little generous on the part of
the author, perhaps, but it would be a pity to miss what follows.
Jade
At the end of the Inquisition scene in Sandeni, if you completed your training with the
House, Jade is amongst your rescuers. She explains that she is now known as the
Countess Ramada, and invites you to her boudoir in the Castle.
Talk to Jade about sea travel to obtain the Count Buffo quest.
If you didn't complete training, none of this happens. Don Barcino gives you the Count
Buffo quest instead.
Mysterious Letter
If Babayuri is in your party, or you use the Oracle while it's in your possession, it is
translated, revealing a plot that implicates the Grand Panjandrum and General Bowodong.
If you completed training with the House, then, once you are released from the
Inquisition, a messenger will warn you to beware of the jester Sardonicus in Sandeni
Castle.
Either way, when you first enter Queen Eleanor's audience chamber, you will be taunted
by Sardonicus, which will be even worse if you forget to walk [Search Mode] in the
Queen's presence.
Later, you learn that Sardonicus is a blackmailer, during both the Debt of Honour and
Great Pretender quests.
Talk to Sardonicus in his room at the far end of the corridor in the East Wing of the
Castle. He makes a careless remark which suggests that a supplier to the Castle may
know more.
If you talk to Alfonse in the audience chamber, or the page outside the Castle, they will
suggest talking to the stallholders throughout the city.
One of the fishwives in the market, Mopsy Fussock, will admit to dealings with
Sardonicus. Reassure her that she will come to no harm. If your Persuade skill isn't high
enough, you will have to bribe her. She will give you two incriminating documents, the
Sindinero Deeds and the Durorico Letters, which will allow you to continue the Debt of
Honour and Great Pretender quests respectively.
Sardonicus is executed (notice the head on a spike by the main entrance to the Castle).
Prince Mahanula (Elephant Palace, Bandi) will assign a nomad to help you, if you tell him
you're going to Qisirburun.
Meet the nomad in Bandi town, by the Qisirburun gate, to gain an additional henchman.
The nomad only speaks Alsudi, so you will need to wear the Oracle or have Babayuri in
your party to communicate.
Oracle
This quest is given by Sybil in Faywood Palace. The chest containing the Oracle is in
Queen Titania's chamber, beyond the throne room to the north of the Palace. Use the
item's unique power to wear it on your head and take it off.
The Oracle is a very important tool. Wearing it allows you to speak to creatures in any
language, and receive occasional messages from Sybil.
If you are not using the pre-made Ravenna Lightfoot character, the head you have
chosen might partly or wholly obscure the Oracle, making it more difficult to see when
it's equipped. This makes no difference to gameplay, of course.
After the Inquisition scene in Sandeni, talk to Sharon to obtain this important quest.
The cover of his tomb is too heavy to lift by hand, and difficult to destroy.
Use a rope on the rack to make a winch, then use the winch to raise the cover (or just
blast the tomb open with black powder).
Take the stake from the body. The vampire Kaarx regenerates.
If you attack Kaarx, Sharon will defend him; kill them both. This isn't the best solution,
as you lose potential two companions. Since Kaarx is a vampire, use the stake on his
corpse, or he will keep reviving.
If you spare Kaarx, you have to fight the Seraphim instead, using the zapper tool. Kaarx
warns you that he can only grant a short period of immortality (but actually there's no
time limit).
Don't forget to take the grimoire from Kaarx (or Sharon's corpse, if you killed them).
If Kaarx is still alive, if you try to take the stairs to the level above, he will offer to fly
you back to the top of the well, to save walking.
From now on, Kaarx and Sharon are only available when you're underground. When you
first try to take them above ground, Kaarx will give you a clarion, which you can use to
summon them in any underground location.
Note that if you ask Kaarx to wait underground before you have the clarion, he will
assume that you no longer require his services until you return.
Lorelei
On completion of the Count Buffo quest, before you embark on the Windhope, a
messenger from the House of the New Moons tells you that the three musicians known
as the Lorelei are being held against their will by the Prince of Bandi.
If you talk to the Prince in his Elephant Palace, you'll obtain more background (not
essential).
Complete the Forbidden Palace quest. Talk to Melinda in the Forbidden Palace to set
them free.
Luck of Dunblagin
When you defeat the Stingers at Wolfshead Spit, you learn that they are searching for
the Luck.
The Luck is a cup, which is amongst the belongings of a skeleton in the barrow south of
the stone circle in the same area.
Give the cup to Don Barcino on board the Windhope to complete the victuals quest.
N.B. once you have surrendered the Luck, it cannot be used against the Bane.
Mappa Mundi
During the Four Winds quest, when Sybil describes the ends of the earth, she also
mentions the Mappa Mundi, which includes territory unknown to humankind.
The map is inside a book, on a desk in the library to the north-east of the palace. The
library can be reached from the north-east door in the Fox corridor.
There are no XP for this quest, but it's impossible to complete the Four Winds quest
without the map.
Mistress Lilith
This is just a record of what the player has learned about Mistress Lilith.
The quest is completed by defeating her towards the end of the game.
Ossatura Puzzone
This quest begins in the north room of the Vault of the Evil Dead, if you talk to
Ossatura's floating skull.
Collect the body parts scattered around the vaults. They're all in plain sight, apart from
one in the secret corridor on the second level (Vault of Lies).
Return the parts to Ossatura if you like. There are a few XP for this, but since he is
really a protocryptid animated by a mage, don't expect gratitude...
Pendant of Empusa
Morbida Mistgrave will give you this quest if you ask if there's anything you can do for
her. She can be found at the Merchant Adventurers Hall in Castle Street, just north of
the market in Sandeni.
On arrival at Bandi, talk to the Magus, who has a market stall on the waterfront.
At the Villa, click on the book in Samineli's chamber to discover the location of the
House of Eyes.
A new quest (Seer of Light) appears in your journal, but it's really the same quest, so
it's described here.
Talk to the Housekeeper in the House of Eyes to open a portal into the Trials of the
Seer.
Run quickly through the brimstone. Wade slowly through the treacle. Keep moving
through the foam, even if you slip a few times.
When you reach the seer's temple, as Delifina about the Pendant to receive the Eye of
Aye.
Return to Villa Samineli. Kill the guards. Use the Eye of Aye on Samineli, talk to him,
then recover the Pendant when he confesses.
When next in Sandeni, revisit the Merchant Adventurers Hall. Morbida has left, but if
you ask anyone else there, they will direct you to Mistgrave Manor, which will now open.
If you use the Eye of Aye on Morbida, you will discover that she is a vampire (as you
might suspect). Now could be a good time to buy a stake from the Undertaker or the
Chandler in Sandeni.
Talk to Morbida. You will be imprisoned, but you can easily escape if you wait for the
chains to break and smash down the door.
Most of your weapons will have been confiscated. They're stashed in the opposite room,
at the far end of the kitchen. You might prefer to get them before fighting the mutant
chef.
On re-entering the main hall, go to the torture chamber to the right, which is now open,
to obtain the key to the upper level. Prepare for battle.
Go up the stairs. Open the door. John Barleycorn attempts to rob you in stealth mode.
If you can see him, attack using the radial menu, kill & loot him, then open the next door
to fight Roderigo Cabalia. Otherwise, after John steals a few items, or if you attempt to
talk to him, he summons Roderigo, so you have to fight them both. While fighting the
henchmen, try to keep away from the final room, otherwise Morbida might join in.
Kill Morbida. Remember to use a stake on her corpse!
Recover Morbida's key from her staked corpse. Return to the main hall downstairs.
Notice the rune in the SW corner. If you stand close to the rune, you will spot/detect
that it can be used to open a secret door into Morbida's chapel, where her key opens a
treasure chest.
For an XP bonus, ask Delifina to destroy the pendant. You can do this at any time, but if
you don't kill Morbida first, you won't get her XP or treasure.
Phoboplasm
Kill the apparition in the palace bathroom (due north of the Scuzmatron room).
This is really difficult, unless you use the Zapper feat which Sybil gave you. You may
find it convenient to put it in a quickslot. The Zapper will keep firing until all
phoboplasms in sight are destroyed, unless you cancel it by doing some other action.
As with all missile fire, it's advisable to stay well outside melee range of your opponent.
Portal
Alimdeli tells you to disable the portal in the southwest room of the Steamworks at
Qisirburun.
When reporting back to Prince Mahanula, you may find he is absent from the Elephant
Palace.
A messenger will contact you once you've made sufficient progress (namely, disabling or
destroying the automatons in the Forbidden Palace, and finding the name of the Dragon
of the South Wind).
Return to the Elephant Palace with the Nomad to obtain your reward.
Recommended Settings
Crashes and other issues can arise if these are not set correctly.
Renarness
Experience points are awarded for entering the salt mine by any means. See area
description.
Rivals
In the Elephant Palace at Bandi, Prince Mahanula wagers that you cannot defeat the
automatons created by Jamiboja and Wiziuppi.
You can decline this quest, but if you accept it, the Prince will allow you to bear arms in
Bandi without interference from the guards.
Rudolph
This is just a reminder to talk to Rudolph for a more detailed description of the Flooded
Mine. He is drinking at the bar of the Brass Monkey.
Sandeni Castle
During the House quest, after dinner, you are invited to rest before training. Your bed is
in the dormitory on the top floor of Delmondo Palace, next to your chest.
Sleep there.
In the rabbit room, use either of the magic doorways in the curtains to the north of the
room. Go down the rabbit hole which appears in the floor.
After a conversation with Gok, H'shppi and Zanussian, they disappear. Find each of them
in the maze (the transitions behave strangely - going back the way you came often leads
to a new location). Once you've spoken to them all again, the shadow pup joins you.
Proceed to the shadow hatch in the room where you first met the three strange beings.
In the underground river, use the net to catch the fish, then cross to the exit.
In the darkling garden, talk to the raptor in the room beyond the mist in the south-east.
You will wake up in Delmondo Palace.
When you leave the Dog & Banner after the opening scene, talk to Sierra in Fenchester
market to start the next stage of the House quest.
Later, while training at the House, a messenger invites you to visit Sierra. Do so, to close
the quest and trigger a meeting with Rosalind.
Stingers
You may learn from Tasty or his Shaman that the Stingers come from the west.
A document in the possession of the Arcanum commanding the Stingers explains that
they are searching for the Luck of Dunblagin.
To complete this quest, eliminate all Stingers and other Daemons from Birdland and
Dunblagin.
If the Shaman is still alive, and you spoke to her previously, there is a bonus for telling
her that the danger is no more.
Three Muleteers
The muleteers at the Merchant Adventurers' Hall in Sandeni ask you to help them with
their pack horses, which have been stolen by the Springheel Dusters gang.
Both the gang and the horses are on the waterfront, not far from the Hall.
Ask Alfonse at Sandeni Castle to arrest the muleteer smugglers for an XP bonus.
This is the optimum solution, even if you encounter the Dusters before the muleteers.
If you simply tell the muleteers that the Dusters are no more, they will disappear,
taking any goods left on the horses with them, so you miss the XP and the value of the
goods.
You can sell the poppy dust to the muleteers, but you won't get a good price or the XP
bonus.
Victuals
On arrival at Wolfshead Spit, Don Barcino explains that the ship is stranded unless you
can find food for the return voyage.
In the same area is a barrow, which contains a skeleton with the Luck of Dunblagin. Give
this magic cup to Don Barcino to complete the quest (however, you might want to wait
until you've finished the Stingers quest).
Warren Conies
The Warren Conies are in the Dog & Banner during the opening scene.
You can leave without troubling them, or get into a fight which you almost certainly can't
win.
To beat them, you probably first need to train at the House and team up with Rosalind.
If you seek advice from Sierra, Panda Wiles or Rosalind, they will give you a clue about
whether you're ready to take them on.
If the Conies capture you, they will put you in a holding cell. If you try to leave, Betsy
outlines her plans for you. Use the bed to kill time. An anonymous benefactor pays a
ransom for your release. This can happen several times.
The Conies hang out in Betsy's shop on the eastern side of the market square.
Ignore Rat the Jack's attempts to deter you. He will betray you, come what may.
When you open the door to the rear of the shop, the Conies attack you. Once they are
all dead, the last to die (which might be Rat) has the key to the next room, where
Serenity Cutter fights you for a while before escaping.
At Qisirburun, you discover that the Ocean Trading Company is building a weather
control system.
Disable the local node by using the lever in the northeast room.
Wight Wyrm
This is just a note of a rumour that is explained by completing the Folly quest.
Windhope
The boatswain, Mister Pollack, waits for you on a pier in Sandeni harbour. Talk to him
when you want to go aboard.
The key to the faerie tower is in the ogre house to the south-east.
Inside the faerie tower, a large box is surrounded by green crystal walls.
Ask a companion to wait just north-east of the crystal walls. They need to be close to
the structure, so that you can talk to them from inside without moving.
Now use the Help tool to ask the companion to press the northern button (or simply
shoot at that button).
Open the large box, which contains the witch's ring. It also contains the Incantation of
Banishment, which may prove useful at Dunblagin.
You can give them the ring, in which case they will help to fight the Grimberk orcs and
Daemons nearby, or keep it. If you decide to keep it, don't tell them, otherwise they will
attack.
CREDITS
Flip of the fez to Alan Moore and Dick Foreman for the Scuzmatron concept.
ARTWORK
GOTHIC PAINTINGS
License & credits : here are links to the original works of art, which I have adapted,
reducing quality and detail, for gaming purposes. You're free to copy or modify my work,
as long as you include this provenance, and observe the license terms specified on those
pages.
Exception : work by Līga Kļaviņa appears by kind permission. The in-game texture (but
not the original art) may be freely reused in open non-commercial projects, provided the
work is clearly attributed to her.
PAINTINGS
bh01 Addams Family (ABC Television)
bh02 Banshee (Gothika248)
bh03 American Gothic (Grant DeVolson Wood)
bh04 Smile At Night (Sukanto Debnath)
bh05 The Abominable Dr Phibes (Witch's Dungeon)
bh06 Phantom of the Opera (Witch's Dungeon)
bh07 The Dead Lovers (Anon)
bh08 Walker iPad Painting (Yabbus23)
bh09 Queen Eleanor & Fair Rosamund (Evelyn De Morgan)
bh10 Expression of the Emotions (Guillaume Duchenne for Charles Darwin)
bh11 Vlad the Impaler (Anon)
bh12 Countess Elizabeth Bathory (Anon)
bh13 Gilles de Rais (Éloi Firmin Féron)
bh14 Jack the Ripper (Tenniel)
bh15 John Dee (Anon)
bh16 Edgar Allan Poe (Oscar Halling)
bh17 Butler (Proleric / Bioware)
bh18 Wanda (Proleric / Bioware)
bh19 "Plan 9 from Outer Space" (Ed Wood)
bh20 Welcome (Kazuo-Sama)
bh21 Lestat (Gothika248)
bh22 Vampire (Philip Burne-Jones)
bh23 Werewolf of London (Witch's Dungeon)
bh24 Cassandra (Evelyn de Morgan)
bh25 The Magic Circle (John William Waterhouse)
bh26 Witch - The Sabbath of Witches (Goya)
bh27 Haldir (Līga Kļaviņa aka ligna-marta)
bh28 Celebrian (Līga Kļaviņa aka ligna-marta)
bh29 Nimrodel (Līga Kļaviņa aka ligna-marta)
bh30 Enmeshed in Nan Elmoth (Līga Kļaviņa aka ligna-marta)
bh31 Lady with Unicorn (Raphael)
bh32 Portrait of Lorenzo di Medici, Duke of Urbino. (Raphael)
bh33 Grand Duke Cosimo I de' Medici (Bronzino)
bh34 Engelbrecht-II-Nassau (Master of the Portraits of Princes)
bh35 Francesco d'Este (Rogier van der Weyden)
TAPESTRIES
bh01 The Garden of Earthly Delights (Hieronymus Bosch)
bh02 La Dame à la licorne - Desire (Anon)
MODELS
Paintings Reskin of CEP model nw2painting9. No credit is given, but the available
evidence suggests that the original work is NWN2 Hobbies (The George)
Tapestries Reskin of CEP models, provenance unknown.
There are no license terms on the CEP download page, so it is assumed that the CEP is
intended for "reasonable and customary forms of re-use" (under section 6 of the site
guidelines).
OTHER ARTWORK
PORTRAITS
Source File Copyright
Amsumaji a_hu_fe_110h Michael Oswald
Babayuri
Cat Bobtail a_hu_fe_040h azurelle.deviantart.com
Count Buffo
Don Barcino
Don Tadeo
Donna
Duke Mahanula
Filchin
Frank
Jack the Lad See link
Jade Sara Biddle
contact@salizabeth.net
Johann
Kaarx
Lakshmi
Lilith
Magemaster Wade
Melinda
Miss Ariana
Miss Eva
Miss Gaynor
Miss Hyacinth
Mister Pollack
Mopsy po_hu_f_kk1160_h
Numpty See link
Peachy a_hu_fe_158h azurelle.deviantart.com
Queen Eleanor
Rat the Jack alec_m
Roland
Rosalind
Ruby Toffer b_hu_fe_74h charlie140588.deviantart.com
Saffron
Sea Hag m_yu_fe_004h Anne Stokes
Serenity a_hu_fe_046h yumedust.deviantart.com
Sharon b_hu_fe_010h.jpg fangogogo.deviantart.com
Sierra
Swizzer Bilk See link
Sybil b_hu_fe_70h henning.deviantart.com
Trollop a_hu_fe_039h Donglu Yu
Uncle Toby
Vampire b_hu_fe_91h feimo.deviantart.com
William
Zavazuma
Portraits from drakonis.org are of uncertain attribution, because the credits aren't
linked to individual works. Original portraits not mentioned above were made from
screenshots by Proleric.
OTHER
The Book of the Courtesan is loosely adapted from the introduction to The Book of the
Courtier by Baldassare Castiglione, using the text provided for non-profit purposes by
the University of Oregon.
APPENDIX : CUSTOM CONTENT DETAIL
HEADS
Custom # Original Description Author
#
192MF 179 Animal Heads (Lizard) Carcerian
193-195F 136-138 Peasant Bonnet Heads Zarathustra217
196F 151 Oriental Heads Shemsu-Heru
197M 135, 169
198M
199MF 160 Monster Heads, Head-Aligned VFX Carcerian
124M 162
125M, 161F 167
126-128M 026, Arabian Heads Shemsu-Heru
048, 141
116-127F 011 029 Whitefall Heads Jez, Kazcor,
059 062 D20MM, Lisa,
069 077 Taina, CODI,
093 099 DLA, Colisifu,
106 143 NewByPower,
167 204 Claude
205 214 (provenance
non-specific
166-177M 038 066 and incomplete)
070 074
076 159
219 221
162-167F 042 043 More Asian Heads Shemsu-Heru
101 119
130 151
HELMS (MASKS)
Custom # Original # Description Author
120 141 Oriental Heads Shemsu-Heru
174-176 no change Arabian Heads Shemsu-Heru
239-243 no change Egyptian Armoury Shemsu-Heru
250
090 no change More Asian Heads Shemsu-Heru
121 033 Oriental Clothing & Armour coulisfu
131-145 031-045 Night Masks Kinarr
Greycloak (?)
188 no change Diving Suit Shemsu-Heru
BELTS
Custom # Original # Description Author
116F 115 Kinky Kingdom Yoshiko and
others
122, 197, no change
199F
017 no change New Asian Clothes Orlondow
033, 034 031, 032 Oriental Clothing & Armour coulisfu
BICEPS
Custom # Original # Description Author
198 121 Kinky Kingdom Yoshiko and
199 131 others
095 097 no change Victorian & Witch Dresses TheBarbarian
098 099 no change Maid Costume E the Tailor
036-040 016-020 New Asian Clothes Orlondow
033 no change Oriental Clothing & Armour coulisfu
034 032
CHEST
Custom # Original # Description Author
085 087 095 097 Victorian & Witch Dresses TheBarbarian
092-098 003 004 011 ACAG Valine and
016 034 051 others
053
073 182 no change Kinky Kingdom Yoshiko and
183 187 others
188 190
181 no change
194-197 076-8, 080 Oriental Clothing & Armour coulisfu
CLOAKS
Custom # Original # Description Author
088-092 Robes 188- Hats as Robes Rubie
192
FEET
Custom # Original # Description Author
126 129 no change Kinky Kingdom Yoshiko and
130 others
FOREARMS
Custom # Original # Description Author
033 082 no change Kinky Kingdom Yoshiko and
085 others
024-028 no change New Asian Clothes Orlondow
042 043 no change Oriental Clothing & Armour coulisfu
HANDS
Custom # Original # Description Author
001 no change Gunner's Body Rebuild/Retexture Gunner
Human male only - other races / genders
from ACAG.
010 001 ACAG Valine and
others
011 012 003 008 Kinky Kingdom Yoshiko and
others
LEGS
Custom # Original # Description Author
019-021 004 010 013 ACAG Valine and
others
022 212 Psycho Vixen Plush Hyena of
Doom
099 no change Maid Costume E the Tailor
143 no change Arabian Clothes Shemsu-Heru
032 033 no change Oriental Clothing & Armour coulisfu
035
034 031
NECK
Custom # Original # Description Author
009 161 no change Kinky Kingdom Yoshiko and
others
010 011 127 128
199 no change Lilista Social Lilista and
others
008 no change New Asian Clothes Orlondow
012 007
021 no change Oriental Clothing & Armour coulisfu
026 no change Diving Suit Shemsu-Heru
095 097 no change Victorian & Witch Dresses TheBarbarian
PELVIS
Custom # Original # Description Author
139 no change Ardus Anatomy Mari Wolfe
and others
200 212 no change Psycho Vixen Plush Hyena of
Doom
099 no change Maid Costume E the Tailor
143 no change Arabian Clothes Shemsu-Heru
038 no change New Asian Clothes Orlondow
051 052 no change Oriental Clothing & Armour coulisfu
ROBES
Custom # Original # Description Author
009 no change ACAG Valine and
others
013 014 009 012 JenX 2.3 Jenova the
Elfie and
others
099 no change Maid Costume E the Tailor
007 no change Daigoro Robe Daigoro
017-019 007-009 New Asian Clothes Orlondow
025 no change Hakama Pants Yumi-Chan
022 026 Diving Suit Shemsu-Heru
024 030 Oriental Clothing & Armour coulisfu
065 030 CODI Dustman Robe DrZaius
069-073 039-043 Game of Thrones Robes Eurgiga
095 097 no change Victorian & Witch Dresses TheBarbarian
SHOULDERS
Custom # Original # Description Author
051 no change Oriental Clothing & Armour coulisfu
SHIN
Custom # Original # Description Author
025 029 no change Kinky Kingdom Yoshiko and
others
212 no change Psycho Vixen Plush Hyena of
Doom
099 no change Maid Costume E the Tailor
143 no change Arabian Clothes Shemsu-Heru
031-033 no change Oriental Clothing & Armour coulisfu
035
WINGS
Custom # Original # Description Author
2002-3 n/a Technomagic Wings ia.Pepper
ANIMATIONS
Custom # Description Author
1 Dance - Spin Zeiram
2 Dance - Dip Zeiram
3 [Bioware - Joust - drink]
4 [Bioware - Joust - knight salute]
5 Dance - Wide Stzehn
6 Dance - Twerk Stzehn
7 Dance - Wring Stzehn
8 Dance - In Out Stzehn
9 Dance - No No Stzehn
10 Dance - Attitude Stzehn
11 Long Jump Vaei
12 Climb out of hole Plywood Chicken
13 Climb rope Plywood Chicken
14 Drink Goudea
15 Smoke Goudea
16 Wall Climb Failed Bard
17 Jump Down Failed Bard
18 Strung Up Vaei
19 Smash Vaei
20 Crouching Tiger Vaei
These are the authors, to the best of my understanding. In some cases, they may have
copied earlier work. The descriptions are my interpretation, which may not reflect the
author's intentions.