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Quick WalkthroughEdit
- Talk to Sergeant Antieve or Lieutenant Ergend.
- Kill Strastnoc and bring back his head to Captain Hjurrun.
- Head to Evermore Castle.
- Assess the city's defenses.
- Talk to Queen Arzhela at St. Pelin's Chapel.
- Report to Duke Renchant at the castle.
- Investigate the ship in the harbor.
- Investigate the alleyway.
- Talk to the Queen.
Detailed WalkthroughEdit
Speaking with either Sergeant Antieve or Lieutenant Ergend reveals that Evermore is under attack. There are Reachmen invading on one front, and Imperials vying for control of the city on the other. You are asked to bring back the head of a particularly nasty Reachman, Strastnoc. Do so and give the head to Captain Hjurrun.
Speak with the crow before going any further.
Hjurrun will point you to the Castle to talk to the Duke. However, on the steps of the castle, you will be accosted by the Queen's handmaiden, Glarikha, who will suggest that the Queen ought to be kept informed, and that some of the Duke's actions have been suspicious. Glarikha will ask you to investigate three things: (1) A refugee who has been put in the stocks for shouting about Imperial infiltration and takeover of another tow in the province, (2) The former Captain Jarnot, recently relieved of his position and drinking himself to death after failing to protect the Royal Princess in an ambush, and (3) Suspicious activity at the East Gate.
At all three locations, a crow will offer further hints in riddles.
Go back to the Queen, who is tending to the wounded in St Pelin's Chapel. She doesn't want to know, and suggests that the Duke has everything in hand, and you should report to him, and that Glarikha is being overly suspicious about him.
Report to the Duke, only for him to give away that he IS cooperating with Imperials - believing a surrender to them to be better than dealing with the savages of the Reach - and that there's a particular ship (whose name you saw on the suspicious crates at the East Gate) that he definitely wants you not to go near. Which, of course, suggests your next target.
The key to the ship can be gotten either by intimidating the captain, or acquiring it from killing hostile drunk crew members on shore. In the ship's hold, you may have to fight a couple of deckhands, and you'll find Glarikha tied up at one end of the hold, and Cipius' Orders detailing the plans for Imperial subversion and takeover at the other - which the Duke knows all about. Meet Glarikha outside the ship and she will suggest you eavesdrop on a meeting between the ship's captain and one of the Imperial agents in the city - none other than Captain Hjurrun whom you met earlier. Hjurrun will suggest things are about to go down in a few hours and that the captain and her ship would be better off out of it.
Since the Duke is now implicated in treason, it's obviously the Queen that you have to report back to, to end this quest and start the next one.
NotesEdit
- Strastnoc, Hjurrun, Glarikha, Jarnot, Arzhela, Captain Ahnu and First Mate Iribia won't exist in and around the city before starting the quest and reaching their related objectives.
- The option to intimidate Ahnu for the hold key can be used repeatedly even after having obtained the key the first time, to no additional effect.
- The note used as proof won't exist in the ship's hold until reaching the related objective.
Quest StagesEdit
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) is dynamically set by the game and will be filled in with the appropriate word(s) when seen in game.
- Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
- Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in any order. Some stages may therefore repeat objectives seen in other stages.