Quests:Dun Barethsol:Overview: Difference between revisions

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Locate Alek Endhelm: added quest details.
Locate Alek Endhelm: moving quest details
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Presently, Alek staying at Albrecht’s Hunting castle. If Marcella does not go there unintentionally, one of the [[Quests:Dun Barethsol:To Hunt a Thief|following paths]] will take her there eventually.
Presently, Alek staying at Albrecht’s Hunting castle. If Marcella does not go there unintentionally, one of the [[Quests:Dun Barethsol:To Hunt a Thief|following paths]] will take her there eventually.
Once Marcella finds Alek, there will be a confrontation. Depending on the choices she has made before this point and her conversation with Alek, she can join forces with him, capture him, kill him, or even 'lose' to him and let him lead her through the swamp to the Misty Tower. If she kills or captures him, she can deliver him to the Wyvern Guard, the Dwarves, or possibly negotiate a way so that Alek will stand trial for the theft of the pralines and for the theft of the Catseyes.
If Marcella is trying to complete The Catseyes quest, her goal will be to capture Alek and deliver him to Kord Blackhammer.
If she is trying to complete The Yetin Spirit quest, she will either capture Alek and deliver him for trial to the Wyvern Guard, kill him, or lose to him and led him lead her through the swamp.
If she is trying to help the Society of the Blade, she can begin the confrontation by trying to rob him. Once the fight starts, she can kill him, capture him and deliver him to the Society for ransom, or lose on purpose.
If she loses without trying to do so, she can either ally herself with Alek and ran away to heal and fight him again later.

Revision as of 04:29, 3 March 2006

Plot Overview

Main Plot Progression
Main Plot Progression

There is one quest that the Player has already accepted at the start of the game: The Letter and the Art.

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.

Help the Dwarves of Uzdun'kal

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.

Help the Monks

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, the 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.

Help the Society of the Blade

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

Locate Alek Endhelm

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.

The Society of the Blade may also want Alek taken care of, but mostly because he is causing too much havoc and disrupting Elgar Basil's more honest business pursuits.

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