Walkthrough forGothic 3

Introduction

The game begins with you and your companions bashing Orcs and liberating a town — but that is not, in fact, what you are supposed to do. The key to Gothic 3 is maintaining balance: the Orcs will request that you kill everybody else, and the Rebels, in turn, will ask you to kill the Orcs. With the Hashishin (allies of the Orcs) it will be the same, and all manner of people will direct you to take a particular side. You must not do so. You must do just enough "non-fatal" quests to keep all sides happy until the time comes to make your decision.

This means you will end up with a long list of quests you cannot possibly complete, since doing so would jeopardise the end result. You needn't do every quest — for the Orcs and Hashishin, merely enough to keep them friendly — and you can tackle things in whatever order you like.

General Tips

For the endless side quests, people will ask for all manner of things you haven't been collecting. Whenever there is something you must save for a later quest, this guide will say "hang on to it." Bundles of weapons are things you cannot get enough of, so always look out for them — be aware that picking them up sometimes angers people nearby.

You are also going to need considerable gold, so pick up everything (for instance, all weapons after a battle) and sell it.

In each town, refrain from stealing, though you can and must go into every building. Speak to everyone with a name, take on their particular quest, and familiarise yourself thoroughly with every location. You must also find the teleporter stone which will bring you back to each town. After that, investigate the surroundings where you will presumably find what you are meant to find. If successful, return and collect your reward and experience points from the quest givers.

The aim is to gain the confidence of the Orcs by doing things for them, while finding out who is prepared to side with you in taking the town back for the Rebels. You must wait to favour one side or the other towards the end of the game.

Combat: Take out long-range attackers and magic users first. Alternatively, try to position your enemy between yourself and any shooter or magic user so they take the friendly fire. If marching into enemy territory, lure enemies to follow you back in, creating havoc and confusion. Enemies tend to back away while you attack vigorously, so fights can drag on. In the wild, if you don't need to fight a creature, run away.

Directions: Unless a specific turn is indicated, directional references (SW, NE, etc.) are approximate — use the map and the town's title square for guidance.

Experience points: Husband them carefully. There is no need to spend them on alchemy or ancient magic, as you will find many books granting five points of experience in either. Prioritise strength and expertise in your chosen weapon. It is absolutely essential to learn how to open impossible locks. Avoid pickpocketing — all you ever get is gold and no experience.

Be aware that certain herbs permanently increase certain attributes. Find out which they are and collect them enthusiastically.

This guide covers the minimum quests you must do to keep the Orcs content (listed under "Orcs") and what to do if, towards the end of the game, you decide to side with the Rebels (listed under "Rebels").

Myrtana

Ardea

As the game starts, save immediately and help with the fighting. When it is over you will be told so, and directed to talk to your companions. Before doing that, go around town helping yourself to everything, including what the dead are carrying, and opening chests. Read any bookshelves you find. If you find bundles of weapons, hang on to them. Most importantly, get hold of the teleporter stone on the table near the town entrance.

When you are satisfied you have been everywhere and picked up everything, go to the gate and talk to Diego (who wants to know where Lester is), to Milten (likewise), and to Gorn.

After that, go out the gate and turn left. Soon you will see a scavenger on your right — kill it and get the meat (hang on to it) — and a king's sorrel on your left (hang on to it). Continue down the slope towards two buildings and you will see Lester sitting on a bench by the first one. Talk to him, search the buildings for anything to pick up, and return to Diego. Talk to Hamlar. Talk to Diego and then to Gorn.

Before you do, though, if it is getting late go to sleep in one of the beds.

After you talk to Gorn, follow him and pick up whatever is in your path — he will wait. He is vulnerable this time, so if he is attacked, help him. When he stops and you have arrived, turn right and go down the stairs.

Reddock

Talk to Brenton and accept the quest. Go back up the stairs and turn sharply right, following the curve of the camp below (collecting all the healing plants — hang on to them) until you must jump onto a ridge. You will see the beasts; try shooting them with a bow and arrow before they come too close. Remember to get their meat. Go back to Brenton for your reward.

Walk around until you find Gelford. He will ask you to sort out a couple of orc patrols. Accept, but keep talking — you can trade with him and dispose of your surplus.

Go down to the mine. As you go down, look for openings to the left. The first leads you to Sebastian, who sets the quest for the Fire Chalices and also wants some healing plants. At night you will be able to read his bookshelf because he will be in bed.

Marlo is in the next opening and will tell you about the bandits to the north and about the alchemist in Cape Dun.

Go on down and talk to Joey. Offer to clean up the caves, but first ask him to fight in the arena, then go talk to Norris. He wants five weapon bundles. Go to Joey and ask for a fight, join him in the arena, and do your stuff. Stop when he hits the deck, wait for him to get up and collect his gear, then talk to him. Do the same with Copper. When you talk to him at the end he offers his services — you might like him to aid you in clearing the caves.

Fight all the way through the caves without stopping to pick up the loot; you can do that on the way back. Outside there are also some items, and to the right of the exit, king's sorrel. Going back in, open all the chests you can, and in one where the goblins were you will get the teleporter stone.

Finally, talk to Javier, who wants you to find the Rebel spy in Cape Dun. You can now leave the cave and the camp. At the top of the stairs, turn left and head roughly northwest until you come upon a camp and an orc patrol. Kill them and collect the bundles of weapons and the king's sorrel. Return to the top of the stairs.

This time go roughly southeast and find your way down to the farm, to its left. Find Kliff and talk to him. Ask him to teach you his skills, then tell him you will set him free. Go inside the house and challenge Topork to a duel and win it. Because you are doing this for the Rebels, kill him when he is down — you will then be attacked by the patrol. Kill them all, search the house (don't forget to look behind the throne), and grab the bundles of weapons.

Talk to Kliff and take him all the way to Javier. Talk to Javier. Talk to Norris and give him the bundles. If you like, talk to Kliff and learn how to sharpen weapons, or to anyone else who can teach you something. Go out of the cave and on the way up visit Sebastian. If he is in bed, read his book, then wake him up and give him the healing plants. Sleep somewhere and leave the camp altogether, talking to Gelford on the way out.

Teleport to Ardea and talk to Hamlar. Head for Cape Dun. Just northeast of Cape Dun you will meet Jens, who wants 10 wolfskins to teach you to hunt — and you need to learn.

Cape Dun

Orcs

When you get to town, start finding people with names and generally exploring — first going around town, then up to the lighthouse. Nobody seems to mind if you pick up wolfskins.

  • Gamal gives you interesting information and wants you to capture an escaped slave.
  • Esiel wants healing plants (read the book in his house).
  • Bufford gives you more information and wants you to kill the hungry wolves (hang on to their skins).
  • Cyrus wants a bottle of booze you are probably already carrying. You can take him with you on the bandits quest.
  • Deckard needs some healing potions, which you probably have. Trade with him — he has interesting stock.
  • Seruk wants you to steal 3 goblets from Ukrass. Wait until Ukrass is out of the warehouse, sneak in from the back entrance, and if he has his back to you, go right and pick up the teleporter stone and the bundle of weapons. The three goblets are also here. Sneak out.
  • Phil (the Rebel spy you were looking for) needs three bundles of weapons and for you to free the paladin. Give him the weapons but put the paladin quest on the back burner.
  • Arokkh at the lighthouse wants to fight in the arena. You know what to do.
  • Ukrass wants his goods (they are to the east of Cape Dun, nearly halfway to Ardea, in the hands of bandits — get there via the beach). You can also buy the first fire chalice from him.

Pick up the healing herbs around the lighthouse, make sure you have picked up ten wolfskins, and leave town.

Go around the town to your left and, to the north and a bit back, you will find Harek. Talk to him and take him to Jens. Talk to Jens, learn the hunting skill — you need to know how to get claws and how to skin animals and reptiles. Tell him about his visitor. Talk to Harek and learn the acrobatics skill.

Continue around the town and find the hungry wolves: some to the north of town, more to the east and north of Jens, and the last ones to the south and west towards town.

For the bandits, you will find them northwest of Ardea, about halfway between Cape Dun and Vengard. Pick up the 5 crates of oil. Not far from this place, near the crossroads, you will find Iomar, who will be grateful for them.

If you enter town to the left of Gamal, you can go down to a disused mine — though you might not be able to cope yet. The lower parts of this cavern can also be reached from the beach, under the southwest corner of Cape Dun. You need 3 bundles of weapons and there are two down there. Don't go all the way into the mine: there is a lot of gold but also two dragons, and you are nowhere near capable of dealing with them yet.

Return to town and give everybody what they wanted, speaking last of all to Bufford, who will send you to Uruk.

Rebels

When talking to Bufford, use the first dialogue line only and ask to speak to the paladin. Go to the lighthouse and do so. When you have finished talking, tell Wenzel you want to liberate the city. Deal with the Orcs here and run down the streets killing all opponents. At the end, talk to Wenzel, who wants his sword back. Now you can loot the whole town. Talk to Phil before you leave.

Other Safe Quests

Teleport to Ardea and go to the lighthouse behind the town to the south. Speak to Jack and tell him you will help him with the bilge rats. Go northeast, kill them, come back and tell him so, then ask him for the gold.

Optionally, go northwest of Ardea — in the ring of stones you will find Chris, who has a lot of information. If you want to learn from him, he will ask for the meat of a shy deer to the east. This is very difficult because the deer will run away and lead you to some Orcs, so approach sneaking. Fireballs work well.

When you have finished here, head for the crossroads near Iomar and on to...

Montera

Orcs

Along the way you will meet Armon in a group of Rebels to the left. Talk to him and help him with the goblins in a cave quite close to the north of his camp. When you have killed them, go back to Armon for your reward and move on. As you follow the road to Montera you will see a cave to your left with two goblins in front — don't go in yet, there are three shadowbeasts inside.

You will cross a bridge and see a house ahead; talk to Domenik. Going north is very dangerous. If you take the west path you will meet Otis — talk to him. Say you want to join and he will ask you to move someone who is by a ruined tower nearby on the way to Montera. Talk to Trano and try to get him to go back to town; say you will report him.

In the town:

  • Sandford needs 15 sacks of wheat from the farm to the north and 5 milk barrels from the stockyard to the east.
  • Marik wants you to spy for him — he lets you have the shack by his house. Go there at once and get the teleporter stone. You can use the chest here to store things you are not sure about and might need later.

Talk to Marik about Trano, go back to Trano to move him, and when done, talk to Otis.

Go to the arena, talk to Ashton and pay your fee. Fight Ugo, then Fedor, then Dan (you get Dan's slave), then Goose, then Ashton. Talk to Sobota — go to the arena and get Dan's slave to follow you to Sobota, then talk to him for your reward. Go into Thorek's house and take the slave with you — pay whatever you must and go to Sobota.

In the pub, Basin wants a gold casket — follow his instructions, leave town, go west, find the casket behind the cart to the right, and bring it back to him. Talk to the Innkeeper — he is a mine of information.

Leave town and turn right, go to the stockyard, and talk to Dennis. Collect 5 milk barrels and go south of Montera, where you will find a cave with the stray wolves and also Wenzel's sword. Use it until you have to return it.

Back in Montera, talk to Dennis again. Go north of Montera and talk to Elber, who tells you about the undead castle to the east and wants you to get the grain thieves. Go around the farm collecting sacks of grain.

If you talk to Rufus, he will say he wants to run away (tell him you are not an orc mercenary) — but don't help him yet. The grain thieves are north of Montera, just east of Gotha. Outside their cave there are some snappers — run inside with the snappers chasing you and they will get distracted. Kill the thieves and collect all the sacks of grain; you should have at least 16.

Go back to Elber and talk to him. Return to Sandford with the goods and report to Marik. Now you must go to Domenik. If you go out of the gate heading west, look for king's sorrel around here. Talk to Domenik, get the gold, and go back to Marik.

North of the stockyard you will find Mason, who wants you to kill the cows — don't take this on yet.

To the southwest you will meet some Rangers: Arakos wants you to kill the orc patrol. Do that, loot their bodies, come back, and give the loot to Porgan, who will ask for 20 stoneroots.

Bradley wants you to exchange the slaves. Go to the temple where they are digging and let the two named ones go free. Bengerd will give you a fire chalice. From Osko you get information. Back to Bradley, who sends you to Dennis at the stockyard. Get Leo and Kelvin to go back — don't negotiate. Back to Bradley.

Go to Marik, who wants Bradley's list. Wait until Bradley is out of his hut, sneak in, and steal the list from the table. Take it to Marik and afterwards return it to Bradley.

Help Rufus escape. Perhaps use the ripperbeast in the burnt farms nearby as a distraction — let yourself be chased into the farm, preferably at night. Tell Rufus to run and don't stop for anything. When you get there he will thank you. Follow him to the entrance, where there is a teleporter stone to the left. Find Roland and talk to him — he wants you to take care of Gotha.

You should now be able to enter the Castle. Kor-Shack wants Folleck back, so go to the tower to your left, all the way up. You will have to fight Folleck to get him to go back — wait until he wakes up and tell him so. Go to Kor-Shack for your reward. Don't bother with Yorik — he wants 20 bundles of weapons. You can talk to Varek, but obviously don't offer to crush Okara.

Rebels

When it is time to kick the Orcs out, enter the town, go past Bradley, and follow the path south. Where the cut stones finish, turn left and talk to Daryl. Save every time things work out. Go and talk to the Slave Camp Guards one at a time, sending them down the path to Daryl; follow each one and make sure things are OK. There are four in all. You cannot attack the Orcs directly, so use whatever magic you have — casting Sleep works well. After each fight, allow your friends to recover their hit points before the next bout. When all four guards are dealt with, talk to Daryl. After you retake Montera, speak to Sandford.

Gotha

You might not be ready for this yet — if not, come back later. Go east from the farm until you reach Gotha. Talk to Potros to free Gorn, then talk to Gorn and he will help you with the battle ahead. Go into the town and start clearing up the lower quarters. Here you will find a teleporter stone in the hut behind the anvil, and also inside a cave another teleporter stone. When you get to the upper quarters, go straight for the Demon — it can be killed; search it. Clear the rest of the enemies and start looting. At the end, talk to Gorn and to Potros.

Travel to Okara and report to Roland, then find Shawn (likely asleep in one of the chambers) and talk to him.

You can't go to Vengard yet, so we continue dealing with Myrtana. Return to Montera, collect the bundles of weapons in Daryl's camp, and head west for...

Trelis

Orcs

Along the way, see if you can pick up the bundles of weapons from Otis's camp — sometimes the Rebels get attacked by beasts and are distracted.

Continue west and you will come to a farm. Talk to Ben and to Derec, but don't ask for the rent. The thieving goblins are to the north — walk along the ledge until you get to a cave and kill them all. Come back to Derec.

Continue west to Trelis. You know the routine:

  • Milok — you are going to have to go to the eastern temple.
  • Konrad will give you a fire chalice. He wants his magic back — empty your pockets and hand it over.
  • Khabir wants you to make Vak cough up.
  • Pranck wants an alchemist.
  • Thorus wants you to go to the farm to the west, to the eastern temple, and to kill the sneaking ogres in the woods (southwest tip of Trelis, down a hollow).

Before you go anywhere, get the teleporter stone from the chest behind the shrine, which is forward and to the right of Thorus's gate.

To get the alchemist, go out the southeast gate, turn sharp left, get to the farm on the hill, and speak to Peer and Josh. To help Josh, come down the hill and walk around it until you find the cave, kill the beasts, and go back to Josh for your reward. Convince Avrogado to go back and take him to the alchemists, then speak to Pranck.

The temple is to the southeast of Trelis on the map. Talk to Tempock. Milok's sword is in the cart within the camp. When you go into the temple, search amongst the sacks to the left of the ramp and you will find Ben's shovel. If a Temple Guardian comes for you, consider running to the Orcs and letting them deal with it. Go into the temple and rescue Kamak — when you both get outside, talk to him again to get your reward. Go back in for a spot of looting.

Return to the farm and give the shovel to Ben; do nothing yet about his information.

Go west from the town and you will see a thrashed farm. Talk to Kapotth. Go west and when you hit the mountain go left and find the cave. Deal with it. Report to Kapotth and go north/northwest to find the Rangers. The Druid there acknowledges destroying the farm but, having explained himself, you cannot kill him — you get another quest instead. Remember where this camp is (south of Geldern, halfway to Trelis). Go back to Kapotth and report; you receive a message for Thorus.

Rebels

The orc patrol the Rangers seek is east/south of Trelis, closer to Trelis than to Montera — get rid of them when convenient.

To the north of the temple you will find a bunch of Rebels outside a cave. They want you to clear a cave of undead to the southwest — do this now. Don't go into the Rebels' cave until you have been to Nemora.

If you have done everything you were meant to do, go back to Trelis and report to everyone.

Nemora

Go to a farm south of Trelis. Speak to Farmon. Speak to Cole and follow him to Nemora. At Nemora, follow him to the entrance then go right around the rocks and get the teleporter stone from the chest.

Talk to Finley but don't invite him to trash Trelis yet. Kippler — don't offer to kill Kalotth. Treslott wants 5 herbs from the west in return for a fire chalice. Right at the bottom of the cave is Hengley, who will return the money he stole (return to Farmon later). Dudley wants 10 weapons. Russel wants goods from the desert and also a new man. The other fellow at this end of the cave wants some dreadful monsters killed.

You can leave now. At the exit, turn west. Guided by the giant skeletons, go fight the three snorting monsters and gather the herbs.

For the desert goods, the tent with the snappers is along the road north of Braga, southwest of Trelis, roughly halfway between them.

Teleport to the Rebels when you have obtained what they wanted.

By now you should be able to visit Vak — do so and offer to get the gold. You should be very wealthy by now; if not, follow his advice. Visit Derec and empty the chest behind the shrine (make sure he is in his hut); collect the rents. Give the gold to Vak and he will give you the artifact. Talk to Khabir.

Rebels

To sort out the Rebels, eliminate the Orcs at the thrashed farm, then go to Nemora, give everybody what they wanted, and speak with Russel, who is the leader. Give him the message from Charles.

Go to the temple and kill the Orcs. Go to Charles and talk to him. Teleport to Nemora and pick up Finley and Tyler and go trash Trelis. This is a lot easier if you stand on the bridge — the enemy can only get at you one at a time. Make sure Konrad isn't hurt. When you have finished, clear out the place. Down some stairs you can clean out the treasury, which was another quest. At the end, speak to Finley and dismiss Tyler.

Geldern

Orcs

Keep left as you enter. Here is what each NPC wants:

  • Grimboll wants five lumps of sulphur.
  • Marius tells you about Ivan to the north and asks you to find out if Grok has a fire chalice.
  • Samuel wants you to clear a mine to the north.
  • Lares (he can teach you to open impossible locks) wants 6 gold plates.
  • Gunock tells you about Torn in the south — don't take on the task to kill him.
  • Mirzo wants you to find out where he gets his stuff. Trade with him.
  • Gembak would come with you to take care of Ivan.
  • Hamil is prepared to sell you stolen goods.
  • Agenak wants you to fight Dimitar, Gembak, and Kulak, in that order. When you return he will want you to teach Mirzo a lesson (he carries a teleporter stone, by the way).
  • Jared wants to meet Lares and the 7 rings of the alchemists (you can't look for them yet).
  • Nemrok (enter service of shamans) wants you to visit mines and get them working, plus 30 lumps of sulphur and 50 gold nuggets from the north. He wants you to sort out the wolf mine and get some eager miners to work it. He also asks for an artifact from a ruin on top of a crag — go way northwest from Silden to access the ruin (there are shadowbeasts there). He also mentions a mine in the south that is not productive.
  • Renwick will want king's sorrel.

There is another teleporter stone outside the south exit, slightly to your right, by a chest.

Leave town by the north door and keep going north. You will find a bunch of light bandits just west of Silden and, further up the hill, Ivan. Kill him.

North of Geldern and west of Silden, practically square on, you will find a mine with tunnel wolves — clear it out, as you will be coming back later. Still north of Geldern and west of Silden but further up you will meet Dawson, who will want you to go to Samuel — do this as soon as you have cleared his cave.

To the northwest of town there is a cave — clear it. There is a learning tablet on a rock.

In a cave to the southwest, Mazin is digging for artifacts (speak to Mirzo later). In the mine in town there is a fire chalice right at the bottom. Find a particularly eager slave, either inside or outside, and follow him to the wolf mine. He will ask you to send more eager slaves (there are three in all), so on the way back make sure the path to the mine is safe — beasts regenerate.

To the northwest of town there is a Rock Portal that cannot be used yet.

Sulfuk at the sulphur mine on the northwest tip of Geldern wants you to take care of the snappers all around. He will give you some sulphur. Go into the mine and collect all you need.

The gold mine is just past the northeast tip of town — collect all the gold nuggets. Get more from Dawson's camp. The Ranger camp is south and slightly west; their quests are optional.

Grok has a lot of information and gives you a useful map. He also wants you to find out about the Druids to the north and south.

Runak is to the far northwest — to get there you have to go all the way north past a big waterfall. He has the key to the whole game. Don't kill him. He tells you to kill the Orcs further up — the place is infested with shadowbeasts too. If the Orcs keep getting up again after you kill them, that is a sure sign you shouldn't — reload and go to Silden instead. You can report back to Grok safely.

When you finish here, give everything to everybody and talk to Nemrok. Try not to give Hamil or Mirzo away. Go through the north gate and head northwest for...

Silden

On the way to Silden you will see two openings on your left. Enter the second one and cross the bridge to your right. Start talking to people — keep right.

  • Givess at the mill wants 8 pelts, 8 barrels of fish, and 10 stacks of firewood.
  • Irmak wants his halberd.
  • Kadok wants his hammer (it is in one of the caves under the arena). He will later become the town's smith as per Denpok's request.
  • Frillock wants some roast meat — give it to him. Send him to town afterwards, then speak to Denpok.
  • Hatlod wants his tools: go northwest of the lake to find the constipated lizard (it swallowed the saw) and southeast to find the satiated lurker (it swallowed the hammer). He will also ask you to find him a shipbuilder south of Myrtana.
  • Temmy will ask you to take the fish barrels to the mill.
  • Brontobb wants you to kill the lurkers to the south (on the southeast tip of the town). After you have killed them, told him so, and spoken to Denpok, send him to town.
  • Denpok wants more guards and also a blacksmith.
  • Gambal wants 50 joints of fresh meat — you should have them, so give them to him.
  • Inog is really a Rebel, so help him.
  • Lars needs to be freed — buy him from Zapock (there is a fire chalice in Zapock's hut that you will have to steal at some point).

Before you talk to Lars, get the teleporter stone from inside the stone circle near the north exit. Lars will offer to lead you to the pass — follow him to find where it is (northeast of Silden), and keep him alive if you can.

Talk to Barrak — he tells you to speak to Grompel before you speak to Umbrak. Do your arena stuff. You will fight opponents coming out of side caves — while they are unconscious, go in and pinch whatever you need. If you speak to Trompok after defeating him, he will join you to fight your enemies.

Exit the town going north and in a house ahead you will meet Bram, who is willing to teach if you go wolf hunting with him. Go for it.

To the northeast you will find the hunters. Get the chests of furs. You can talk to Falk (go hunting with him for brownie points) and Lukjan. Take everything to Givess and return with the money to Lukjan.

Rebels

Roughly east/northeast from here you will find some Rebels (northeast of town on the map). Freeman is here. A little further east you will find Anog. He will ask you to go to the pass and get the merchandise from the Orcs — don't do anything rash, as they are not far from where Lars leaves you. Leave this alone for now.

Safe quest: West of Silden, Bozep wants you to take berries to the fisherman Stan. Do just that.

By now you should be able to see the orc boss. He will naturally want Anog's head on a platter — just ask Grompel for the look of the thing, but of course don't actually do anything about it.

There is only one more place to go. Teleport to Gotha and make your way — you will need 20 wolfskins, so if you haven't got them, hunt the wargs there — to...

Faring

Orcs

Talk to Mitch. Don't do anything about the trolls yet. Rocko tells you about a cave — get inside the cave behind him, keep right, and get the teleporter stone. Flint wants you to take booze to the Orcs; find them and do so. Connor is full of information. Avoid Tom for now. Wilson wants you to sell a pelt for him — say OK. Curtis will let you fight in the arena. You know what to do.

On the way up you will probably meet Ali — talk to him. Mojok prefers better booze. Near him is Rocko's cave — clear it.

Don't forget Garn at the castle gate — give him the booze, sell him Wilson's pelt without argument, and sell him your 20 wolfskins.

Go back to Wilson and be honest; talk to Flint; talk to Rocko. Then go out of town slightly to your right and forward (mind the trolls on your left) to find Tippler. Save before you talk to him. Get as many boozeberries (you are going to need 30 altogether) and healing herbs as you possibly can. Address him — don't try to buy from him but rather ask about the ingredients and give them to him. Ask him to train you. Helping him with the goblins gives you respect. Buy another bottle of the special hooch from Mitch and go along with letting's fight the trolls — he will take you to them. Slaughter them.

Then take both bottles to Mojok. Talk to Gorok. Now you can go to Gnar and he will let you into the castle.

Speak to Torok. Talk to Ur-Gosh who wants 3 king's sorrel — you should have them. Talk to Koraz. Evidently you won't be able to fight here until you have won elsewhere, and there is no chance of seeing the orc boss.

Zakosh wants you to lift the millstone (you should be able to do so by now). Tell him you killed the trolls and you can trade with him.

Now it would seem the logical progression is to visit the King using the teleporter stone you found in Gotha. Save before you do — you might not be up to it.

Vengard

Markus will tell you his problems and give you a fire chalice. You are to kill all the orc commanders.

Talk to Georg, who offers to come with you. Keep right and clear the town.

When you have killed the five orc commanders, go to the castle and talk to Cobryn. Talk to Georg too. Inside, talk to Rhobar — at last we meet face to face! Go out through the gap to his left and up the stairs. Talk to Karrypto. There are two teleporter stones in this room; one of them takes you outside the dome. Now you can go back to the castle courtyard and start doing things for people. Make sure to do a thorough loot of the orc part of the city in your own time.

Thordir is to be found in the tower ahead and slightly left as you come down the stairs to town. It is hard to reach him because the stairs are blocked — just jump over the obstacle. Take him to the castle.

When you have finished here, talk to Markus.

Now follow Rhobar's request to find...

Finding Xardas

Go back to Faring and talk to Tom. He asks you to steal from Ali. Make sure Ali isn't around, go up the stairs of the Inn, and cast a spell to open his chest. Take everything and go talk to Tom. Then talk to Wilson, who will want you to go hunting lurkers with him — do so. When they are all dead, talk to Wilson, go and talk to Tom, and take the ancestor stone from him. Now go to Mojok and he will let you through to the pass.

Keep going up and you will meet Rathgar (save before you speak to him). Give him the stone. He will take you to a cave you have to clear. He can easily get killed, so you might like to do a "dry" run first to see where he is taking you, then reload, clear the way, and speak to him for real — there will then be a chance he survives. Watch where he goes when he leaves you at the cave entrance.

Inside the cave, apart from a lot of skeletons, you will get to fight Ejnar, who is carrying a very special helmet. Behind the throne you will see some sort of pedestal in which you can insert something. Go out and up above the cave and talk to Rathgar and to Pedar.

Now we need to find Xardas. Look at your map at the Hammer Clan icon — Xardas's tower is to its northeast. Follow a path upwards. When you get to Xardas's tower, go up the stairs, grab the teleporter stone from the table, and then talk to him. You should already have two of the items he wants.

While you are in the frozen wastes, be sure to get at least 5 ice wolf pelts.

Next, go visit Rhobar.

Varant

Here you will have to be nice to the Hashishin (the Orcs' allies) for the moment. If you are not denied access anywhere, just do the minimum. You can help the Nomads later.

Teleport to Nemora and go south to...

Braga

Along the way you will meet Karlen southwest of Trelis — talk to him, go with him, and kill quite a lot of bandits (no Kurt and no chalice). He goes off and you carry on to Braga, meeting a few more bandits.

When you get to town you will eventually speak to Abbas, who has a lot of information. Talk to Tufail too. Inside town you can talk to Bernado (who carries a teleporter stone) and Diego. Nafalem wants you to deal with Bernado, Abbas, and Tufail. He also wants you to talk to Jose about a girl. You have a fight with Bernado — take his stone while he is down.

Outside the south entrance of town you will meet Riordian, who wants you to take him to Asaru, to the southwest of Braga. Notice that when you reach the cave, Riordian goes straight to study a tall slim stone tablet — remember those, because reading some of them will give you knowledge. Remember also that you have to side with the Hashishin, so be careful what you say. You need the Nomads on your side too. Talk to Asaru and the others. Before you take Aila home, clear the path of beasties — she is likely to attack them with nothing but her fists and get killed.

Abbas and Tufail have a deal for you — follow Tufail and kill the robbers. Get the stuff from the chest. Talk to the guys and get the loot to Nafalem. Talk to Jose and get his tribute, take it to Nafalem. Talk to Luca and accept the deal — go hunting with Diego. Give Luca the skins and you get the armour. Pay Luca's tribute to Nafalem and talk to him about tributes.

Go to the ruins visible to the south of town. Find the robbers and kill them. From the body of Taklar recover Bernado's letter. Read it. When you go back to Jose after killing Taklar, nobody is interested in the letter — but you have done what you could here without being drastic.

Ben Erai / Lago

Outside, talk to Campa. Inside, talk to Sancho — he wants you to visit the tunnel at Lago and also find out about anyone suspicious.

Eusebio wants some herbs (easily done). Vasco wants you to kill the crawlers to the west. Walk around the mountain in which the mines are and get to the north — the place is full of them. Kill them all and go back to Vasco. Navaras tells you to see Sancho. After you talk to him, speak to Lukar. Talk to Navaras again.

Go south of town to clear the mountains then northeast to...

Lago

Sibur Narad will give you a smoke (do it, but have a 100% endurance potion handy) and will give you something somebody else wants in return for your ice wolf pelts.

Rasul wants you to take care of the bloodflies. Mamuk wants 10 swamp lurker pelts and claws. Get the teleporter stone from Rasul's compost heap. Before you start, you might want to visit Hatlod at Silden with the ship blueprint — this is also a good place for lurkers.

Back in Lago, talk to everyone. When you talk to Fabio, ask to fight in the arena and knock out the two fighters. Don't mention the prisoner nor the Nomad. Fabio will give you a package of weed.

Investigate the mine to the southeast.

When you give Mamuk what he wanted, you find out the prisoner is Vatras. Do nothing about it just yet.

Go back to Ben Erai and talk to Sancho, then to Vasco, who proposes something bad. Talk to Navaras. Find the Emaciated slave and take him into the mine at Lago. Talk to Fabio. Report to Sancho — be straight with him and he will give you a message to take to Bakaresh.

Ben Sala

Enzo wants six crates of steel. Talk to Daro and you will get more chores. Julio also wants quite a few things.

You will no doubt see the Temple in the distance in your travels. You have to clear its surroundings. Right at the bottom you should find and kill Yugul to lift the curse.

In a cave under the southeast tip, full of zombies, Miguel gives you a crate and wants to go to Enzo (first pick up the crates in a little alcove). Take him there. Talk to Dolok.

Go to the cave at the back of the town and clear it — grab the chests for Enzo. This concludes the tunnels quest.

The teleporter stone is on a large tray in front of the smithy.

Get to the ruins over the southeast tip and clear them. When you have finished, talk to everybody and head first south then east for...

Bakaresh

Raid won't let you into the temple. Amul is perfectly boring about it. Hernando fixes fights for you. Silvio wants you to check the guards to the north and south (get the teleporter stone near him) — just follow the roads and help them out. Aldo wants you to find him 3 caskets. Carlos wants you to check the ruins. Aschnu is very helpful and tells you what to do.

Caskets: one is outside the east wall — kill all the beasties here. One is up some stairs near the first one. The third is hard to find.

Clear the sandcrawlers out of a cave to the east and tell Silvio.

Convince all the merchants to give you their tribute and speak to Aschnu, then take it to Amul and he will let you through to the temple.

Talk to Sigmor. Tizgar wants you to sort out an oasis. By this point you have won enough respect here.

North of Ben Sala there is a cave with robbers and chests of goods.

Head for Mora Sul. Along the way, southwest of Ben Sala you will meet Kurt — talk to him but do nothing. On.

All Shedim

Head towards Mora Sul, but look at your map — to the southwest of that town you will see a dark blob. Those are the ruins of All Shedim, a veritable nightmare. It is extremely important that you reach them from north to south, and that you find the circular altar straightaway. Nearby you will find Saturas reading a stone tablet. Listen to him carefully. Ignore all else and concentrate on "What do I need to know?" Ask for his key as soon as this option appears — four more to go. Speak to Wutras.

Turn left and find Myxir. He tells you to go to the far north, to the Monastery.

With Saturas's map, find Onatas southwest of the Ancient Library, almost halfway to the Healers. Next, find Lester — he is to the east of the square building (the temple) before you get to the orc tents. Talk to him and get his key. Don't even think of getting his help to destroy the Orcs.

Now for the other three keys:

  • The key from the Guardians of the Dead is in a chest southwest of the red cross, right on the edge of the map — the place is full of undead and a Temple Guard.
  • The key from the Warriors' School is northeast of the red cross, practically south of the Temple. Expect Temple Guards.
  • The key from the Ancient Library is in a chest just touching the northwest tip of the cross.

You get extra credit if you find all the named items for each quarter of the ruined town. There are also learning stones lying about.

When you have the five keys you must decide what to do. Enter the inner sanctum, get what you came for, and go speak to Saturas.

Mora Sul

Approach from the east.

  • Kaffu (outside town, east) wants you to kill his guards and recover his money. They are in the ruins to the southwest — look for piles of crates.
  • Faesul tells you about Yussuf and wants his trade back.
  • Nasib tells you Gonzales wants a special weapon and/or a girl as a gift.
  • Bandaro offers you a few jobs. Get the teleporter stone from the table in front of the house.
  • Ramon makes you an offer you can easily refuse.
  • Ilja gives you his key but you must get a vase from the Temple.
  • Felipe lets you fight in the arena. You know the drill — if you make it to the champion you will be surprised to find it is none other than Angar.
  • Hamid wants the amulet from Ilja (buy it from Ilja but don't let on Hamid wants it). When Hamid gets it, he sends you to Murat in the oasis to the northwest — negotiate with him but say nothing until he offers you the girl. Take her to Hamid.
  • Masil wants you to take a slave to the Temple — he will give you a fire chalice in return. Take the slave to Fasim (near the orc encampment), but Fasim doesn't want him, so you have to take him to Kalesch — do this after you've found Kalesch. When you return, Masil wants you to get his promissory notes from Hector, Ilja, and Ramon. You get a fire chalice.
  • Ismael wants the moonblade. Don't give it to him.

Talk to Hector, then go into the pub and talk to Kirk. Follow him and he will attack you. Get his key while he is out cold.

Yussuf is to the northeast (look for a couple of tents) and will give you his key.

Talk to Cruz and follow him to get the fire chalice from the Injured Sandcrawler — you must help with the others too. Talk to Cruz again.

Now for the Temple. Head south and start looking. Talk to the Fatman and give him what he wants if you have it.

Find Kalesch by the Temple — he has one key and also wants you to kill some beasties.

Find Mezir to the southwest in the ruins (look for signs of habitation, crates and so on). He will take you to Ramirez but wants you to take him to Murat's oasis in return. Go ahead.

Purchase Alima and take her to Nasib. Give him the girl, money, and the moonblade. You should have done enough to see Gonzales — purchase his key (you will need a lot of money).

You can speak to Ningal if you like — if you want to pursue this, Ismael is the guy to ask.

Now take the four keys to Kalesch. You get into a fight — knock him down, get his key. Get ready and open the temple. Right at the bottom you get the Crown of Adanos. You will also find Ilja's urn — return it to him.

Ishtar

You are better off going to Braga and taking the road that enters Ishtar from the north — consult your map frequently. When you get there they won't let you in, so just grab the teleporter stone to the left of the gate. This is important.

Now for the final Adanos artifact. Go to Silden and go to the pass. When you get there, head east (turn right). Past a cave on the left you will be attacked — fight right through the tunnel and out the other end where more Orcs are waiting. Right at the back outside, go into another tunnel and up a slope. All the way to a forge — clear the whole mine and come out in a camp. Talk to Reto. Go up the path to the...

Nordmar

Hammer Clan

By this point the side quests are optional. Find Ingvar and take the teleporter stone without getting caught.

Go to the Monastery, approached from the northwest. Talk to absolutely everyone and go all the way down to the bottom room in the Library. Get the teleporter stone from the chest at the foot of the stairs. Before you read the big book, read the others.

After you read the book you will have a fight, but now you know what you are after.

Fire Clan

Again, talk to everyone — someone will give you the ancestor stones quest and a map. Do it if you like, but the real goal is the last Ring of Adanos. That is the northernmost cross on the map, to the northeast. You have to go through an orc camp to get in, so if you run slowly enough they will follow you into the cave. While the skeletons have fun, kill the head man here and get the ring from his body. Teleport to Xardas.

The Final Quest

Xardas tells you to destroy the Adanos artifacts at the Hammer Clan's ore forge.

Go to the forge and burn everything. Back to Xardas and he will tell you to kill Rhobar and Zuben.

For the first, you can take Lee with you if you like. Teleport to the throne room — Rhobar will speak to you and then attack. Kill him quickly, search his body, take everything, and quickly teleport to Ishtar. Barge in, kill Zuben, search his body and take everything, then teleport to Xardas. Tell him you are ready.

All you have to do now is follow him to the Rock Teleporter and activate it. Watch the finale.