CHAPTER TWO: THE TROUBLES OF WAILSROND

In this chapter, you get to solve the main problems of Wailsrond and end up being declared Heroes of the city, a crucial feat in order to complete the story. You also get deeper into the Overlord conspiracy as you deal with more players of their plans; at the same time, even more key players will be revealed. Finally, you get to meet a few interesting folks along as well.

 

(NOTE: if you ever get in trouble with the law twice in Wailsrond, you will be barred from entering the city. Although there is a secret door in the north-west in the battlements of the city, it may still be very difficult to complete this Chapter if you end up being barred)

 

1) Go to Wailsrond, and directly to the Town Hall. When speaking to the clerk, choose to ask to see Lord Pyre (the Lord of Wailsrond). You are given a gate pass which will allow you to visit the Lord.

 

2) Lord Nerellius Pyre offers you three quests. You can do them in any order. Note that you can do any one of these quests (in any order) without being asked by Lord Pyre; you can even see him any time between each quest you have "independently" completed in order to "get back" into the mainstream story. However, if you chose to do the three quests independently, you must go see him nonetheless afterward in order to be declared Heroes in any case <wink> Finally, Lord Pyre allows you to choose each quest; and so you may do them in any order (again, I'm providing the most logical and direct way to do this).

A) The Goblin Problem. You find the entrance of the goblins' lair under a secret trap door at x5y44 in the Heartlands. You end up in a narrow passage underground. Walk north: you meet goblins coming out at x84y83 and at x84y81; you'll meet more goblins at x84y80, but if you have a sentry spell on, then you'll evade more goblins at x84y78. On the west wall at x82y75, near the gates of the goblin village, you'll find a secret door. Use it to walk in secret passages in a general north direction; at x79y65, go east in order to get to a secret door at x83y64 (the backdoor to the village). The goblin chief's hut is right there at x84y65 ... and he won't be expecting you in these circumstances (as opposed to you barging in through the gates first). After defeating the chief and his loyal subjects,you'll find some papers from A.D. himself, thus confirming the Overlords' hand in the goblins' activities; then go back through the secret door at x83y64 and go to x83y63 with a detect secret spell on: this will take you to the goblins' loot which they have been accumulating from their raids. And voila! Just go back to see Lord Pyre for your reward (don't be afraid to say no right away to another quest; he'll wait patiently for you until you go and see him again to continue forward with this chapter).

B) The Marauder Problem. On your way to Dagger Keep, you'll find an interesting map on the body at x45y46 in the Heartlands, which identifies a tombstone in Dagger Keep's cemetary as a secret entrance to Doran Ghall's compound. To activate this secret entrance, you must be in search mode; this gets you to the basement of the compound.

i) basement: there are traps at x16y44 and x21y45 (if you are in search mode, then you get a chance at inactivating them); at x23y46 and x30y44, you'll find thieves in dormitories; at x30y46, you stumble upon a meeting of master thieves (you'll find interesting info on the meeting table there); at x36y50, you have a door magically sealed (this leads to the Guild's treasure room: you need the brass keys found on the Guild Master); at x35y51, you have the Guild Master's quarters: there are papers and a map at x37y47, a secret door at x38y46, and a little loot under the bed if you are in search mode; at x32y42, you have stairs which go to a secret room on the main floor; at x34y42, you have stairs which lead to another secret room on the main floor; Doran Ghall's working room is at x38y44: on the desk at x36y42, you find important papers along with a weird poem (this is the clue to solve the riddle of the levers), you'll find a secret door if you search at x42y43 with detect secret spell on, leading to the corridor with the levers; the levers are at: x44y42 (no. 1), x45y42 (no. 2) and x45y43 (no 3): the proper sequence of lifting/lowering the levers in order to remove the pits in the corridor is Lift no.2, Lower no.1, Lower no.3, Lift no.1 back and Lift no.3 back; you can then go to the door at x44y49 (Ghall's treasure room), but you must use the skeleton key found on Doran to safely enter this room!

ii) main floor (not much there except for the means to reach Doran Ghall): in the secret room (from the stairs at x34y42 of the basement), you'll find a concealed door at x34y77 (if you have detect secret on) which will allow you to explore the rest of the main floor, and you'll find a trap door on the ceiling at x35y77 (with detect secret spell) that will lead you to the 2nd floor. In the secret room (from the basement stairs at x32y42), use detect secret to find a concealed door at x28y77, allowing you to explore the rest of the main floor.

iii) 2nd floor: walk straight south to Doran's private quarters at x74y66, and come face to face with Doran Ghall, his Guild Master accomplice, and numerous marauders. Defeat him, and you'll get the skeleton key and the brass keys (needed to open the treasure rooms in the basement). Explore the rest of this place, and you'll find important info as well as some extra loot. And voila! Just go back to see Lord Pyre for your reward (don't be afraid to say no right away to another quest; he'll wait patiently for you until you go and see him again to continue forward with this chapter).

C) The Pirate Problem. This is the most straight forward path to complete this quest. Sail straight south to the strait at x8y70 (the only way to enter by boat inside the archipelago). Fight the pirate ships at x9y66 and x10y64, then disembark on one isle at x10y61. Then walk northwards along the shore up to the isle's tip at x10y58, then hop on the main isle at x9y57. Then go to the Pirate Queen's mansion at x9y55, and have a slug fest with Nurale Darkstrome and her loyal pirates! You'll have barely enough time to uncover more information, when the captain of your ship snags you away to escape from the turmoil which ensues Nurale's death (you'll be able to come back and explore further the archipelago, since you'll then be able to rent your own ship; but don't be surprised if you find what appears to be your "old ship" still anchored were you left it). And voila! Go get your reward if you've already done 2A and 2B, then you'll be declared Heroes of Wailsrond for completing the third and final quest (Lord Pyre will also direct you to Tanirith for a possible next chapter).

 

3) Visit the merchant's house who's daughter Anaele was kidnapped and accept to find his daughter. Then go to the Mariner's Den. Inside, go speak to Strider: this is important for later, but also you get a nice "wrap-up" of what you (and him) have found out so far. Don't bother to pick up Runelore, since he'll cast suspicion on everything, will have convieniently timed "claustrophobia attacks" (or needs to replenish his spell component supplies), and ultimately betray you, since he works for the Overlords and was sent to debunk you. Then ask the bartender for info; and then to hook you up with someone well connected: he'll direct you to Harym. Be sure one of your characters has 1000 gps in coins, then go speak to the man. Ask him anything info-wise, and he'll tell you to go to his house later, where he'll give you the info you seek. Go to his house, speak the password he gave you, and enter:

i) main floor of Harym's house: there, Harym asks for another 1000 gps; pay him or refuse to pay him and after refuse to leave: in any case, you'll get to fight him and his accomplices, since he works for A.D. and the Overlords. Be sure to get the jailer's key in the work desk on this floor (with the search button active).

ii) basement of Harym's house: at x70y43, you'll find Harym's stash (you must be in search mode); on the desk at x71y42, you'll find important papers related to the conspiracy; at x70y42, you'll find a secret door if you are in search mode; you'll need the jailer's key to open this door which leads to where Anaele is being kept; choose to free her and accept to bring her back her distraught parents (make sure she doesn't get killed!!!).

 

And there you have it! You've completed Chapter Two, and now you are set for Chapter Three (most recommended to do next), Chapter Four or Chapter Six.


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The Sword Lands and Anarym are © Pierre H. Vachon.

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