CHAPTER SIX: THE TROUBLES OF TANIRITH
In this Chapter, you get to do many things. On the one hand, you derail more schemes undertaken by vassals of the Overlords and which are aimed to weaken and destabilize Tanirith specifically, while on the other, you expose (and help get rid the city of) major traitors which have sold their services to the same Overlords (namely, Golam Thrall, one of the High Councillors, and Sardin Firestorm, the High Commander of the Knighthood of the Flame).
(NOTE: in Tanirith, getting in trouble with the law will land you in the prison of Tarterys Island. See Chapter Seven for further details about that)
1) Once you arrive in Tanirith, go see the Lord Paladine. Since you are bona fide Heroes, knights of the Flame on guard at the Lord Paladine's castle will let you in; since these guys are genuine, goodly knights (the few that remain in the order), they'll greet you with relief and gladness at seeing you! The Lord Paladine will tell you of the major problems that Tanirith has; however, he does not assign you any quest or the likes (well, not just yet).
2) Go see High Councillor Jarad Noll. In the course of completing Chapters 1-4, you will have stumbled on one or two pieces of paper implicating a certain "G.T." in the Overlord conspiracy. This person is none other than Golam Thrall, a prominent merchant lord and a High Councillor of Tanirith to boot. On the other hand, Jarad Noll is essentially Thrall's nemesis, in the sense that Noll is not only his equal in power, but a good guy as well. If you have either the "letter from G.T." or the "letter to G.T", Noll will ask you find the other one since he would need the two to convince the Lord Paladine (and the High Council) of Thrall's treachery. This sets you up well for the rest of this chapter. (NOTE: if you had no choice but accept to kill Jarad Noll back in Chapter One, then just spill your guts and he'll understand; he'll give you the mission about Thrall, and then just go back to Aranys to dispatch A.D. for good and complete Chapter One, before returning to see good ole Jarad).
3) Drop by the Knighthood of the Flame. With Jhalor Fireblade in your party, you will have a strange greeting from the corrupted knights on watch at the gates which lead to their compounds. This will prompt Jhalor to reveal his story.
For parts 4 and 5 below, note that you can complete them in any order; I am providing a specific order here to give the most logical progression and the better experience of the story.
4) Solve the vineyards problem. Note that you can accept this job from Adventurers Inc., thus insuring extra money for your pockets <wink>
A) Wander in the vineyard lands. You'll get testimony of what is going on; also, you may stumble upon suspicious beings (trolls) dumping a most foul concoction in river waters, which could be (and actually is) the cause of the vineyards' mysterious disease ...
B) Go to the secret door at x22y1 in the Eastern lands (just north west of Tanirith, or just west of High Town if you prefer). This leads to a small cave complex inhabited by trolls.
C) In the cave complex, you find caves occupied by trolls at x0y78, x9y77, x3y75, and x10y67. At x4y69, you have the gates of battlements which surround a mansion that appears occupied by Stygian trolls. The mansion is at x2y72.
D) In the mansion's main floor: use the door at x77y56 and then use the stairs at x74y54 which lead to a portion of the 2nd floor. There, go to the study at x49y55, and look to the working desk at x50y52: you will uncover an unfinished letter from a Lhassa to a certain Herdalth (ok ... he is the so-called Holy Master of the Cult of Lankharh -see part 5), along with many hints about the sewers, the mixture used to rot the grapevines, mind powers, and (not surprisingly) Overlords. Then go to the bedroom at x50y48, and through the secret door at x46y48 to access Lhassa's secret stash. Then go back to the main floor, and proceed directly to the secret door at x76y56 (next to the stairs you came down from). Then use the stairs at x73y57 that you found: they lead to the basement.
E) In the basement: go to the large laboratory at x67y81, and mix it out with the Overlord agent Lhassa and her Stygian Troll servants (hmmm ... is it me, or did that sounded just like one of them 60's pop bands?). After defeating them, go to x76y81, where you find a row of weird machines that are pumping out blood from hapless trolls while mixing chemicals with the blood, producing the foul mixture used to rot the vineyards. The machines appear to be powered up by two lava pits. Go to the lever at x71y84 and pull it down; then go to the lever at x71y78 and pull it down as well. This will empty the lava pits and turn off the abominable machines for good. Then go to the storeroom at x69y85 and destroy the jars already filled with the chemical concoction. Finally, go to the troll pen at x69y77: you can choose to let the trolls go or refuse and fight them. All that is left after that is to go back to Tanirith and proceed with step 5 (don't forget to collect your reward from Adv. Inc. first if you took the job from them).
5) Investigate the Cult of Lankharh. Note that you can accept this job from Adventurers Inc., thus insuring extra money for your pockets <wink> The cult is hiding in the sewers of Tanirith; lately, many folks have been disapearing, and the cult is being (rightfully) blamed for that. Again, I'm giving here the fastest and safest way to complete this part of the story.
There are three ways to enter the sewers: the first one is via a hidden mechanism underneath the monument to Jasper Flameheart (you need search to find the mechanism); the second is through a secret entrance in the Sailor's Wharf; and the third is through a secret entrance in Maroon's Eating Halls. The third one is the best, since it takes you right next to the heart of the Cult's hideout!
A) Go to Maroon's Eating Halls and find the secret door at x71y78. Go through the door, then back away and go speak to Maroon himself: he'll tell you that the Cult threatened him and his family if he'd refuse to let them use the secret entrance. Be understanding, and he'll give you a free meal (and believe me: Maroon's cuisine is excellent!). Then go back to the secret door, walk in the short secret passage, and you'll find stairs at x75y82 which lead to the sewers, right next to the portion of the sewers occupied by the Cult.
B) In the sewers, you arrive in a closed room at x86y61. Use the secret door at x85y60, then walk north and west to the iron door at x83y58 (which is guarded by cultists). After defeating them, go to the jail at x79y68: you'll find some of the folks that have been kidnapped by the cult. You can't free them yet, since you need a skeleton key for this door (which you'll find later on). Then go through the locked door at x81y68, and walk straight to the dinning hall at x74y77, then through the kitchen at x75y75 (you'll be crossing swords with cultists along the way), and then to the trap door at x71y73 which leads to the undersewers and the Cult's stronghold.
C) In the Cult's stronghold: you arrive at x46y45. Enter the corridor at x48y45 and go south to x48y55. Then go west to x40y55: there will be a secret door right to your south. Enter the door and into the secret meeting room at x40y57: you'll be saying "hello" to the Holy master of the Cult (sub-commander Herdalth) and his cabalists, along with more cultists and a couple of psi-warriors. You'll also find a skeleton key. Then go to the door at x40y60 and enter the anteroom there: you end up in the Holy master's bedroom. Look on the desk at x54y73 for important papers; there is also a chest at x54y76 (use the same tactics as for the chests in A.D.'s castle -see Chapter One). Finally, with the search button on, look at the bookshelf at x54y75, and pull on the loose book that you'll find: a concealed door will open at x53y75. Enter the room through that door and walk over the communication globe there (being already activated, there is no danger of damaging feedback nor any need for activating password): you'll have another interesting conversation with our dear General Qui ... Then, walk back and go to the prayer hall at x40y47. Take a look at the altar at x31y45 (with search button on): you'll get some intriguing info along with some loot. This also gives you access to the secret door at x29y45: fight the guardians of the treasure room at x26y45, and appropriate the cult's treasure (x23y45) for yourselves! Then, walk back to the sewers and go free the prisoners with the skeleton key... and voila! You are done with the cult of Lankharh (go collect your reward from Adv. Inc. if you took the job from them).
6) Go see Jarad Noll again, because you will have found the missing piece of evidence implicating Golam Thrall in the Holy Master's papers. He will be ecstatic and give you a letter for you to show to the Lord Paladine. Then go see the Lord Paladine to show him Jarad's letter: he will be shocked, but not really surprised. He will ask you to "quietly" apprehend naughty G.T. by all means necessary ...
7) Bring down Golam Thrall. Go to the gates of his estate and get rid of his guards there. Then walk up to his mansion: he'll be waiting for you. Then, you only have to defeat him and his minions. As knights of the Flame come in to secure the premises, go back to see the Lord Paladine so that he may give you a generous reward <wink>
8) Bring down Sardin Firestorm. Take a breather. Then go see the Lord Paladine again, but to show him this time the two letters involving S.F. that you have; he'll be beside himself, but again not really surprised. So he'll charge you to go to the compounds of the Knights of the Flame and apprehend Sardin Firestorm. Go there, and first take care of the corrupted knights at the gates; then go straight to the High Commander's castle at x47y33. He'll be waiting for you with his corrupted knights (if Jhalor is with you, an interesting bit of dialogue will ensue before the slug fest begins). Upon his death, Sardin will whisper something quite intriguing; as loyal knights barge in to tidy things up after the battle, go back to see the Lord Paladine. He'll not only give you a nice reward, but he'll accept Jhalor as the new high commander of the Order. You loose Jhalor, but don't worry: you'll get others later on. Finally, feel free to go back to the sewers (using any one of the entrances) and explore them: there's plenty of neat (and dangerous) stuff in there!
There you have it: you have completed Chapter Six, and you are now ready to proceed with Chapter Seven (most recommended to do next) and/or Eight.
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