Quests:Dun Barethsol:Overview

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There is one quest that the Player has already accepted at the start of the game: The Letter and the Art. Details about this quest are disclosed during the Intro. Once Marcella starts to explore Waste's Edge, three main paths through the game become open to her. These paths do not start off mutually exclusive, but as the game progresses, it will become increasingly difficult for Marcella to change her path.

Main Plot Progression

The Yetin Spirit

The Abbey of Shining Mist has been raided by Alek’s brigands, in order to retrieve the dragon egg for Albrecht of Wyvernesse. Only Abbot Tham the Learned has managed to escape, with the help of two of his monks: Lursan Waterpaw and Lesteph Brighteyes. He has been severely wounded though, and is unable to bring help for his fellow monks, who are captives of the bandits.

This quest can lead Marcella on the path of her late mother more than any other of the remaining alternatives. She has a very good chance of meeting Ella of the Green, and in general will bring help to people instead of harm. The quest can be completed without killing.

Taking this path, Marcella will likely get her help from the Three Merchants, the Forestkeepers, and the Yetin monks who are moving freely in Waste's Edge and Arynsval. She might also get help from the Wyvern guard. The Society of the Blade, as they have not taken a specific side in the quarrel between the Dwarves and the Enders, will aid or impede Marcella based on her behavior toward them.

This path through the game includes opportunities to become a warrior, a Forestkeeper, a Sister of the Green, a Yetin Monk, or a Gardner.

The complete quest arc for this path through the game can be found here.

The Catseyes

Once the embarrassment about Fingolson’s foolish deed has dwindled somewhat, the dwarven sense of justice is getting the upper hand. Alek Endhelm stole what rightfully belongs to the Dwarves. Lord Thorig Axehaft now faces the problem of bringing the thief to justice without drawing more attention to the unlucky incident. He decides on hiring an outsider to capture Alek with the necessary discretion.

Marcella will first need to take up the quest, either by noticing handbills or by speaking to Ynar.

This quest is the middle course between good and evil. Marcella will need some cunning and tricking to succeed against her competitors for the job. Killing is required too, but little harm is done to good people. It should be noted however that the Dwarves act rather selfishly.

The path through the game affords the player the opportunity to become a warrior, a Forestkeeper, a Gardner, a Sister of the Green, or something else besides.

The quest path is described in greater detail here.

The Way of the Knife

When asking around for work, some villagers might direct Marcella to Elgar Basil, the dockmaster. He has no ordinary work for her, but will offer “something different”. He won’t tell her more, unless she accepts the offer.

Of course Marcella may chose to not follow his orders, or keep the loot for herself. But in that case, she won’t be able to proceed any further.

If she does proceed, it will lead her onto the evil path. She will steal and murder. This will make it easier for her to team up with Alek and/or Albrecht later on, but on the downside, she will receive less help from Ella and others.

This path requires the player to ally herself with the Society of the Blade. The user can become a warrior (Either a Free Lancer or one of Endhelm's Enders) or an alchemist (either an independent or a Blackwidow Sister), in addition to becoming a thief.

The detailed quest information is found here

To hunt a Thief

Both Abbot Tham the Learned and Thorig Axehaft ask Marcella to hunt the mercenary, although for different reasons. As none of them has an idea of Alek’s whereabouts, it is up to Marcella to locate him.

Presently, Alek is staying at Albrecht’s Hunting castle. If Marcella does not go there unintentionally, one of the following paths will take her there eventually.

Hunter's Trophy

Stub: After joining the Society of the Blade, Marcella is directed towards the hunting castle. Possibly, Reylyr knows some of Albrecht's plans (or can identify the handwriting of Marcella's letter). As Albrecht is supposed to stay at the hunting castle, this is the place Marcella is being sent.

Endhelm's Endgame

When Marcella finally arrives at the Hunting Castle, she will encounter Alek Endhelm, whom she may recognize as the man who stole the Catseyes or the man who led the attack on the Abbey of Shining Mist. Regardless of that, Alek will recognize Marcella as the girl sought by his employer, Albrecht. They begin a conversation and eventually start fighting.

Escape from Lancer Camp

If Marcella loses the fight with Alek (which only commences if she has not killed his Enders beforehand), she will be captured and taken to the Lancer Camp, to finally hand her over to Albrecht. Her only chance to survive is to meet Albrecht of her own accord, not as his prisoner, so she needs to escape.

The Hall of Anvils

If Marcella wins against Alek, she may deliver him to the Wyvern Guard or directly to the Dwarves of Uzdun'kal. In the first case, Jelom will know that the Dwarves are looking for Alek and ask Marcella to deliver him. Marcella may be asked to stand witness his trial at the Hall of Anvils, explaining how she captured him. It is not necessary to do so, but it is in keeping with Dwarvish tradition. Once he is convicted, she will be rewarded by Lord Axehaft for capturing the brigand.

A Path in the Mist

Now that Marcella knows the author of the Letter and his whereabouts, it is time to pay him a visit in order to end the threat to her life. To reach the ruins of Dun Barethsol, Marcella needs to cross the Misty Swamp, home of the Grendal and other ghastly creatures.

Tower of the Rising Sun

The ancient Tower of Guard is in ruin. There are hints that some have tried to rebuild it over the years, but these forgotten attempts have almost all fallen down again. The Tower that remains is a three-dimensional maze of shattered buildings, partial catwalks, caved-in floors and ceilings, etc. Once Marcella enters the Tower, she must find the Master, the dragon, or both, and decide their fates with hers.