HOMMLET Drinking Contest When you come to the Wench in the evening (rest or wait somewhere), you'll find a new small group of people in the center, (#12, 13 & 14). Talk to Tuperello, the Braumeister's son (#13) with your stoutest character (the most HP) to immediately receive the Drinking Contest quest. It's a simple matter of taking non-lethal damage until you're the last man/woman standing. You'll take 1-3 points of non-lethal damage per turn. It's best to do this when you've reached level 2, but I managed to pull out a victory with only 11 points of damage (out of 14 with my fighter) at level 1. Another time, I took in the mid 20's to win. Alternate way to win at Level 1: Use your second-most robust character and drink until you flop. Then use a potion or spell of cure light wounds on Tuperello, and take the drinking contest again using your heartiest character. Tuperello should fall fairly soon, handing the victory over to you. One warning. If you have a paladin in your party, you might not want to binge like this. They'll likely "fall" afterward. Not what you want happening at the beginning of your game. The bonus to this quest is that you can loot the hammered patrons sleeping on the floor when it's over, should you wish. Black Jay's Dead Sheep If you're playing Chaotic Good, Black Jay at #13 (outside in the day, inside at night) will be your first assignment. He'll tell you about the Moathouse, mark it on your map (if it's not there already), and then you'll be free to talk about other things, such as his wife or sheep problem. Likely he'll first mention his dead sheep, who have been mysteriously dying. By telling him you'll look into it for him, you accept the quest. First, walk past Black Jay to his field to the west of the house, and you'll see many small plants in the yard, called Hemlock. Pick one up, and using that character, talk to Black Jay. Tell BJ you're still looking into it, and then show him the hemlock. He'll tell you that Jaroo the Druid at #18 might know what they are. Now head down to #18 and pay Jaroo a visit. The fastest way to travel in Homlett is by using your World Map and selecting either North, South or East Hommlet. In this case, choose South unless you want to hoof it all the way. It will set you at the Inn, so travel southeast from there. Using the same character that has the hemlock in his/her inventory, talk to Jaroo and ask him about the substance. He'll parlay that it's poison. Step back outside, use your World Map and head to north Hommlet, which drops you conveniently near Black Jay's (and the Church). Speak with BJ again and tell him about the poison. Your next step will be to wait until evening to see if anyone suspicious comes. Note: whenever you have to wait until evening in this game for something to happen, you must visit another map, even if it's just the interior of a house, before checking up on the person. If you're already on another map when you wait, all the better. Hitting "R" on your keyboard brings up the Rest menu. Rest until evening (a good place is inside Black Jay's house), or, if it is already evening, head into Black Jay's house and then back out. When you re-visit his fields you'll notice a young man standing by the tall crop. He's the Teamster's Son, so speak to him. You can attempt to use diplomacy and intimidation during your speech with him, but it won't make a difference; the boy will leave without telling you much regardless. However, he'll be scared enough not to come back after the conversation, and this was your mission after all. Report back to Black Jay (who will probably be in his house at night) to complete the quest. A Ring for Black Jay Head to Black Jay's cottage at #13 on the map, and talk with him. He may or may not mention his wife's missing ring. Whether he does or not is unimportant. The important part is that you can still complete this quest, one of the easiest in the game. Right across road from Black Jay's, and directly on the plateau south of the Church you'll find a lone goblin, at the X on the map. The moment he sees you he'll initiate combat. You won't find many fights that are less challenging than this, so use any means you want end its life, and loot the body for a ring belonging to Black Jay's wife. Take it back to Black Jay and he'll offer a reward: +1 arrows, Boots of Elvenkind or a Cloak of Elvenkind. The boots are more rare in the game, so you may wish to take those. Thus ends this quest. Grain for the Church Enter the Church of St. Cuthbert at #14 on the Hommlet map, take the stairs down to the lower level at #3 and speak with Myella at #6. She'll tell your party about the grain shortage at the Church. Fortunately, if you take on this quest, it can be easily remedied. Go see Mytch the miller at #23 and tell him of Myella's predicament. He'll say that he can't risk offending one faction or another, so cannot offer the grain to St. Cuthbert. However, if you can get permission from Jaroo, he'll reconsider. You'll have a couple options here. You can venture down to Jaroo at #18 on the Hommlet map and ask for permission using Diplomacy, or if you have a high enough Bluff skill, you can try convincing Mytch that you've already been to Jaroo. Once this quest is finished, there is no need to speak with Myella again. You'll get xp right away. #2 on the ground floor. After you're finished with the Miller, talk to Erliter his apprentice for the next quest, Soul for Cuthbert. Another Soul for Cuthbert At the Miller's at #23, talk to Erliter, Mytch's apprentice. He's unhappy because of his desire to convert to St. Cuthbert, but doesn't think that Mytch would approve. Offer to speak with Mytch on Erliter's behalf, and do so with your diplomatic character. Using Diplomacy, you'll persuade Mytch to allow Erliter to convert. Speak to Erliter again to complete the quest, and receive the xp. Terjon Wants More Followers Enter the Church of St. Cuthbert at #14 on the Hommlet map, and take the stairs at #4 to the upper level at #7 and speak with Terjon at #9. If Terjon's not there, you'll first need to go back downstairs and talk with Calmert. Ask to see the chief cleric and he'll ask that you donate to see him now. When Terjon's there, you'll have a few options. You can get two quests from talking to him. He'll could offer you the Artifact at Emridy Meadows quest first based on your conversation choices, but ask him about conversions to St. Cuthbert and he'll tell you that Jakk Borton, the leather worker in town is a prime candidate. Before you leave, check out the bookcase at area #8. Inside is a trove of scrolls. One of them is a Heal scroll. Should you already know the "Read Magic" spell with either your cleric or mage, you can use that to identify scrolls. Take the Heal scroll over to the Leather Worker at area #5 and speak with the man on the left, Jakk Borton. Tell him Terjon is looking for more followers, but he'll say that it would take a miracle to convince him to join. Use your Heal scroll on Bing, next to Jakk, and you can then convince Jakk to join St. Cuthbert. Hello xp. [ Bookcase with Scrolls: Take all the scrolls in this bookcase. Identify them with a Read Magic spell, Identify spell or by having any merchant identify it for 100gp. One of them is a Heal scroll, which can be used in the Terjon Wants More quest, above. Or, you can keep it for yourself. ] Emridy Meadows Hill Giant & Brown Bear: As if the Bear wouldn't be enough for a low level party, you'll have a Hill Giant to contend with for the treasure spread around the area. Your best best is to: a: to take them at a higher level when you have entangle-type spells b: use your current spells such as Tasha's Hideous Laughter and hope for failed saving throws, or c: if you simply want the magical items, use an invisible character such as a thief/ranger using hide, or cleric with Sanctuary. Do not let the HG get close, as he hits for insane damage even at high levels. I did this at party level 4 with a Web and Entangle Spell... and let loose a barrage of feathered arrows into his soft belly, not taking a scratch of damage. When it's over, be sure to pick up the nice magical treasure where he was standing originally. Carpenter's Dilemma The Carpenter's Dilemma quest relates to the next three quests, and is required before either of the next two are completed. With that out of the way, go see Mark the Carpenter's Assistant at his home at area #21. Pry into his personal life with your questioning and he'll relate that he'd like to marry Filliken's daughter, Althea, but that it's not possible since she's of a different faith. If you could convince Jaroo to do a conversion for Marek, his assistant and brother, then all will be set right. Go to Jaroo's treehouse at area #18 and ask about the conversion. He'll offer to do the conversion if Terjon the Cleric of St. Cuthbert consents. Once back outside, use your World Map to "teleport" to north Hommlet and find Terjon on the second floor. If you haven't yet seen Terjon, you'll need to speak with Calmert on the ground level, and ask about the chief cleric there. Terjon will not be too happy about his conversion matter, but if you've already completed the "Terjon Wants More Followers" quest earlier, he'll agree. If not, then you'll have to first see Terjon Wants More for details, and then come back to see Terjon. After you've received Terjon's consent, go back to Jaroo and tell him about it. He'll then begin preparations and you'll be free to tell Marek the news. When you do, you'll receive both his happiness and some xp, and also the ability to complete the next two quests, Cupid's Arrow and its follow-up. Cupid's Arrow It's tempting not to go to Gwynneth's house at the beginning of the game, since you're so close, and find out about this quest, but since there are a few pre-requisites to finishing it, and you haven't yet learned about Terjon, etc., this is why this quest is near the bottom of the quest heap. If you haven't already done so, go to the house at #2 on the map and speak with Gwynneth inside. Conversing with her about her barn, she'll eventually ask you to hook her brother-in-law Filliken with the widow Mathilde in order to put a damper on Filliken's manic working. As of yet, it's not possible due to a rather convoluted mess, which you'll have to solve to complete this quest. First, agree to help and then see Mathilde next door at #3 on the map. Tell her about Gwynneth's suggestion and she'll hint that she does have feelings for Filliken, but that she'd like to build a barn for him except that the carpenter Rik Linkin is too busy at the moment. Your next job will be to convince the carpenter to build Mathilde a barn. If you haven't yet done the Carpenter's Dilemma quest, now would be a good time, as it's required to proceed in Cupid's Arrow. Once you've converted Marek for Rik Linken, he'll be free to build the barn, so go and let Mathilde know. Just one more order of business before this quest is finished. You'll need to go and talk to Filliken in his house at #4 to see if he reciprocates Mathilde's feelings. He'll tell you that he has not yet mourned long enough over his wife to see another woman. This is where you'll go ask Jaroo at #18 if one year is enough for a mourning in the Old Faith. He will say that it is, and you can now go and tell Filliken that he can re-enter the vast ocean of love so to speak. He'll brigten considerably at the news, and the quest will be over. You're now prepared for the next quest, Stealing Farmers. Stealing Farmers After you've done the Cupid's Arrow quest above, you can talk to Filliken in his house at #4 about another problem of his, that someone has been stealing from him. If you take on this quest, and it's not yet evening time, wait until the evening inside of Filliken's house and then enter his backyard where you'll see Otello standing there. Ask Otello about Filliken's theft problem, and he'll eventually reveal that it was he who was the thief and he'll plead for his anonymity. You can either agree to keep the matter silent or tell him you're turning him into Filliken. When you next speak with Filliken, you can tell him who the thief was if you told Otello that you were turning him in. Or, if you promised to keep it secret, you will not have the option of turning him in. Either way, this quest is now complete. Flirting with Disaster After you've completed the Carpenter's Dilemma, Cupid's Arrow, and Stealing Farmers quests, you're ready for this next one. There's a fairly big payoff though for completing all the quests required - a Holy Longsword +1 as a gift when it's over. In order to complete it, you'll need a male PC with a fairly high charisma. An easy way to get a character's charisma up if it's merely average is if you have a cleric with the 2nd level spell, Eagle's Splendor. This or an Eagle's Splendor potion should work perfectly. Use this male character and speak with Meleny, Filliken's daughter at #4. If you get the option that begins with, "Maybe a smart and intelligent girl like yourself should experience...," choose it. Then say you're enjoying her company. You won't get much farther with this line, but talk to her again after you're through. She's one of the only characters you need to "woo" in order to marry, and it still won't take much. The next time you talk to her, tell her you've returned to tell her about your adventures but first you want to hear about hers. She'll mention the Deklo Grove. Ask her why her father doesn't think it's safe, and then say you'll protect her. The conversation will end soon after. Talk to her again and you'll be able to ask her to join you, and then to marry you when she at first refuses. Speak with Filliken now and ask for her hand in marriage. Tell her you've already gotten Marek to convert for Althea, so everything should be okay. He'll agree, give you the sword and the quest will be completed. You can now get Meleny, the level 1 Druid to join your party. The Courtship of Eddie's Herdsman Saunter over to Herdsman Laszlo's place at #19 and speak with the man himself using a female NPC. The man feels he'll be accepted in Hommlet more if he were married. In order to do that, you'll need to gain the acceptance of Eddie, his son. If you speak to Eddie early on in the game, he'll not be too friendly, especially with your bribe attempts. Come back in a couple levels, however, and using a female character speak again with Eddie asking him to show you around. He'll actually almost call you mom before trailing off. Now's your chance. Talk to Laszlo again and tell him the news that Eddie now accepts you. You can play this however you want from this point forth, but it will all lead to essentially the same conclusion: Laszlo remaining where he is and your quest completed. THE VILLAGE OF NULB The Waterside Hostel While The Waterside Hostel does not house any officially marked quests, there are a few quest-like things that happen within. When you first enter, Dala the waitress at #2 will almost always attempt to pickpocket your party. When she runs up to you, the character she attempts to pickpocket will make a Spot check. If they successfully see her, you'll say "Stop!" and conversation will ensue with a possible culmination in a fight between you and everyone else (sans Alira). The only way to prevent this fight is to say "I'm sorry" or if your character happens to use Intimidate or Diplomacy. Don't worry though, you'll always have the chance to pick a fight after you're through via initiating combat... and coming in again will give you another chance through dialogue as well. 1) EXIT: to Nulb #3 2) Dala, Serving Wench: She'll attempt to pickpocket you nearly every time you enter the establishment. When you make a successful Spot check, you'll have the chance to apologize or start a fight. See above. 3) Pearl, Serving Wench: If you flirt with Pearl with a male character, there's a chance she'll tell you that Alira at #4 has been having an affair with Wat. If you go talk to Alira about it, she'll confess. Now you can go back to Pearl and tell her about Wat or keep quiet. 4) Alira, Shnookie Expert: Any attempt to talk to her will fail until you've spoken with Pearl about a possible affair Alira has been having with Wat, to which she'll confess. If you're looking for the Temple of Elemental Evil and haven't yet placed it on your map, use Sleight of Hand to pickpocket a Temple Map. 5) Rentsch of Earth: Along with his locked chest at #7, use a character with Gather Information and Diplomacy to receive a temple quest from him. If you first ask him about the Battle of Emridy Meadows, then follow it up with the diplomatic: "I always thought the Temple fought valiantly." Your next line should be "I'd have loved to have fought next to them." He'll then point you to the ruined tower guard at Tower Ruin Entrance (#2) who you can then tell Rentsch sent you. You can also pickpocket the key to the chest at #7 from him. 6) Wat of Fire: Wat, the Hostel's barkeep, won't say much to you unless you've picked a character with high Bluff skill to talk to him. When you talk about the Moathouse, use Bluff to tell him that the St. Cuthbert people are always telling everyone what to do. Since you're then of like mind, he'll ask if you want to do something for him. Accept and he'll tell you about the ruined tower guard at Tower Ruin Entrance (#2) who you can then tell Wat sent you. If you've already had something similar happen with Rentsch, this will be another option for the guard... who will take you to different places depending on which you choose. See the links for details. 7) Rentsch's Locked Chest: Here's a locked chest with a pile of coin inside. You can pickpocket the key from Rentsch at #5. Triple-Cross This quest is only an option once you've already received both temple mini-quests from Rentsch and Wat. Afterward, you can attempt to bluff your way through this quest. Here's the complete process. Using a character with ranks in Bluff, Gather Information and Diplomacy, first speak to either Rentsch or Wat at #5 or #6 respectively. If you're talking with Rentsch, use a character with Gather Info and Diplomacy. Ask him first about the Battle of Emridy Meadows, and then be diplomatic with: "I always thought the Temple fought valiantly." Following that, you should tell him, "I'd have loved to have fought next to them." He'll then direct you to the ruined tower guard at Tower Ruin Entrance (#2) who you can then tell Rentsch sent you. Next, talk to Wat (or vice versa). With Wat, you'll want to use a character with ranks in the Bluff skill. Talk about the Moathouse first, and then use Bluff to tell him that the St. Cuthbert people are always telling everyone what to do. With that connection between you, Wat'll open up and tell you about the ruined tower guard at Tower Ruin Entrance (#2), who you can then tell Wat sent you. Unless you've received both of these mini-quests, you won't receive the Triple-Cross option. Using the party member with Bluff, talk to Wat. Tell him you have bad news about Rentsch, and that the's been reporting to the council in Hommlet. Now speak with Rentsch using the same party member. Again, tell Rentsch that you have bad news about Wat, and that he's a secret agent of Furyondy. Finally, go back to Wat and tell him you think Rentsch knows about him working for the Temple. That will complete the quest, but you can once again go back to Rentsch and tell him about Wat, and both the men will say they're working on it. 1) EXIT: to Nulb #3 5) Rentsch: he's working for the Earth Temple. 6) Wat: he's working for the Fire Temple. Preston Wetz's Tooth of Pain On your way over to the east side of the map, talk to Preston Wetz at #8. He'll tell you about his aching tooth, and how he'd get it fixed, except Mona still owes him money, and she can't afford to pay him because her Crystal Ball went missing. Hopefully, you've cleared that up in the Mona's Crystal Ball quest. If not, you'll need to in order to complete this quest. When that's done, you can tell Preston that Mona's ball has been recovered, and the quest will be completed. Now you can talk to him about a Home for Sale. Home for Sale Initially, Otis' the smithy at #7 can lead you on this hunt by asking him about an Inn in Nulb. He'll tell you that Preston has a house for sale. While not a quest that shows up in your Log Book, after completing both the Mona's Crystal Ball and Tooth of Pain quests, you can talk to Preston at #8 and ask him about this house for sale. It will cost you initially 800gp, but if you use Diplomacy you can barter him down to 500gp. Your new house is at #9 and comes furnished with two chests and a fireplace, and a decent place to rest occasionally. A Pirate's Life for Me Bertram at #10 on the Nulb map is a pirate slave to Tolub. Using a male character (that's correct), you can attempt to flirt with Bertram and he'll mention this servitude to Tolub, beginning the quest for Bertram's freedom. You won't have to actually marry Bertram when it's over, but he'll join your party if you want. Here's how. Go over to the Boatmen's Tavern at #12 on the Nulb map when you're ready and talk to Tolub there at #3 who will challenge you to a fist fight. It's best if you use your best brawler without a weapon. That would be a monk if you have one, otherwise use your other toughest melee character. They'll have to be a fairly high level (5+ with good Constitution) if you don't want to keep reloading or you're not using a monk, as Tolub will hit for quite a few points of non-lethal damage when he connects. When you've finally defeated him, he'll offer either 100 "doubloons" or gp, or you can ask for Bertram's freedom. You can now go back to Bertram and choose the ending to this quest that best suits you. He'll even join your party if you want him to. As a result of you fighting and beating Tolub, you'll have also completed the Eye of the Tiger quest, next. A word of warning, though. If you've already completed the Assassination quest, Bertram and the other pirates will be hostile to you, so you won't be able to finish up this one unless you use a hidden character and initiate conversation before he sees you. Assassination One warning. Pre-patch, this is a fairly bugged quest in that once you accept it, you cannot turn it down and still end it properly without killing everyone in the Boatmens' Tavern, including the one you were originally sent to assassinate. However, if you've got a character with a fair Diplomacy skill, you can complete the quest by killing Lodriss in private after it's accepted. The reason that this quest is last is because it sets off all the pirates in Nulb against you should you attack Lodriss in the bar, effectively eliminating two quests if you haven't yet done them, "A Pirate's Life" and "Grud's Fish Story." That is, unless you use the alternative method of sneaking up to those characters and initiating dialogue before they see you. The players involved are Lodriss (who's selling some decent items) at #2 and Skole at #5 (also with a few decent items for sale). Talk to Skole using a character with the Intimidate skill, and tell him you're looking for danger. He'll then ask you if you're interested in killing Lodriss, and give you a gem if you accept, and possibly a Shield +2 (both of which you can pickpocket). Next, if you use a character with the Diplomacy skill, you can convince her to go out for a walk, and after a brief fade out/in, she'll not be there and the quest will be complete. Alternatively, you can tell Lodriss of Skole's deception, and she'll ask you to prove it. If you immediately choose the "what's it worth to you" option, you can eventually get 100gp from her, and show her the gem Skole gave you as proof. Alternatively, she may ask to keep the gem. If you refuse, you'll get into a fight with the whole bar excluding Skole and his tough goon nearby at #4. When you've settled with Lodriss, unless you've killed her the quest will not be completed (pre-patch). Go over to Skole and tell him either of your double-cross or of your killing of Lodriss (which he should have seen being there himself). If you double-cross Skole and tell him about it afterward, you'll have the whole Tavern after you, which can be both profitable and rewarding experience wise. That will definitely complete the quest, but be warned that if you kill the pirates in the Tavern, you'll earn a bad reputation in town and the other pirates including Grud at #11 and Bertram at #10 will attack you on sight. 1) EXIT: to Nulb #12 2) Lodriss, Owner & Merchant: Along with being your mark, she has some valuable items for sale. 4) Skole's Goon: If you get in a fight during this quest and he's involved, focus on taking him down first. He can hit hard (though tends to miss) and had more hit points than the others here. 5) Skole, Schemer: Begin this quest by talking to Skole and tell him you're seeking danger using a character with the Intimidate skill. read up on the temple itself starting at http://www.gamebanshee.com/templeofelementalevil/locations/templeoverview.php