Fourth-Tier Quests

Cheydinhal: The Noble's Daughter

Bruz tells you of an orcish nobleman who lives in the hills north of Cheydinhal, one Lord Rugdumph gro-Shurgak. His daughter is apparently missing, and he's contracted the Fighters Guild to help find her.

Head to Rugdumph's estate and let yourself inside. Speaking to the Lord will net you some information: he believes that his daughter might've been abducted by ogres, and asks you to track her down. This is a pretty simple matter, all told: just head out to the spot marked on your map, and you'll find a trio of Ogres. Rugdumph's daughter won't be able to help you fight, though, so you'll have to take them all down yourself. Ogres aren't pushovers, so come stocked with poisons or restorative potions to help you kill off the three baddies.

When all of the ogres are dead, escort the daughter back to the estate and speak to Lord Rugdumph to earn your reward. Rugdumph's sword casts Silence when it hits, meaning it'll completely shut down many spellcasting enemies if you use it against them.

Cheydinhal: Mystery at Harlun's Watch

For once, Bruz has a pair of quests to give you back to back. This time, he wants you to head out to Harlun's Watch, a small village just outside of town, to investigate a series of disappearances that have occurred there. Go out and speak to Drarana Thelis, who tells you a tale of "strange lights" that have been seen in the swamp to the southeast. When the villagers went out to investigate, they never returned. Sounds like Will-o-the-Wisps to us.

Investigation of the Swampy Cave will indeed reveal that Will-o-the-Wisps are the problem. Mages and spellcasting-oriented characters are going to have problems here, since Wills primarily drain or damage your Intelligence and Willpower, but Wills are never easy enemies, so regardless of your character class, you may want to bring along a quick-striking weapon with as powerful a magical damage enchantment as you can find.

In the end, though, this winds up being another kill-anything-that-moves mission. Luckily, the interior of the cave doesn't possess any Wills; only trolls populate it. When you find the corpses of the villagers, you'll be told to put the rest of the trolls out of their misery. Doing so will let you return to Drarana, who sounds a bit unemotional at the news that half the village has been killed. She will let you have a powerful Mind and Body Ring, though, which grants you a Strength bonus and damage reflection. You can then return to Bruz for your gold reward, and be sure to stop by the chapel to cleanse yourself of any attribute damage inflicted on you by the Wills!

Anvil: The Stone of St. Alessia

Azzan makes it clear that this is his last contract for you, so it sounds like your membership in the Fighters Guild is about to be advanced yet again. He wants you to travel to Bruma, where an important religious artifact, the Stone of St. Alessia, has been stolen from the Chapel there. Your goal? Get it back!

Talk to Cirroc in Bruma's chapel to learn that a group of bandits was responsible for the theft. They've been spotted leaving the city and heading east, so you'll just have to follow them and put a stop to their nefarious dealings.

Head out of town and track down K'Sharr, the last remaining survivor of the bandits. Apparently they were jumped by ogres on their way out of town, and K'Sharr suspects that they've holed themselves up in Sedor, an Ayleid ruin far to the east. You can kill K'Sharr if you wish, but there's no point in doing so.

Travel to Sedor and head inside, having prepared yourself for battle with ogres beforehand, bringing along poisons if you don't think you're going to be able to take them down with magic or might. Sedor is a one-level ruin, so you shouldn't have any problems making your way around. To reach the Stone of St. Alessia, stand on the pressure plate to the southeast of its little cell, then travel west until you find the crosswalk above the gate; pressing the button here will open the doorway, allowing you to grab the stone and make your escape.

Return to Cirroc in Bruma and hand off the Stone to complete the quest, then speak to Azzan for your reward. You should, at this point, be promoted to Champion of the Fighter's Guild, which is as high as you can go without being running the damn place. Hmm....

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