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Darkness over Daggerford

Critical Path Walkthrough


Part 2: Saving Daggerford

Version 1.0

Developed by Ossian Studios® Inc.


Contents

I. Introduction................................................................................................................................................. 3
II. Travelling to Liam’s Hold ......................................................................................................................... 3
III. Holdfast Inn (First Visit with Hevesar) .................................................................................................... 3
IV. A Meeting with Mayor Wilsey ................................................................................................................. 4
V. Holdfast Inn (Second Visit with Hevesar) ................................................................................................. 4
VI. Wild Pastures (Vanishing Cattle) ............................................................................................................. 4
VII. Goblin Kitchens ...................................................................................................................................... 5
VIII. Holdfast Inn (After Goblin Kitchens).................................................................................................... 5
IX. Wild Pastures (Shadowy Figures) ............................................................................................................ 5
X. Holdfast Inn (After Shadowy Figures) ...................................................................................................... 6
XI. The Crab’s Claw Coast (Kidnapped Shepherds)...................................................................................... 6
XII. Holdfast Inn (After Rescuing the Shepherds) ......................................................................................... 6
XIII. Stronghold ............................................................................................................................................. 6
XIV. The Trollbark Forest .............................................................................................................................. 7
XV. A Meeting with Teygan........................................................................................................................... 7
XVI. Teygan’s Cave (Initial Visit) ................................................................................................................. 7
XVII. Bandit Camp ........................................................................................................................................ 8
XVIII. Teygan’s Cave (After Bandit Camp) .................................................................................................. 8
XIX. Iron Throne Caravan ............................................................................................................................. 8
XX. Teygan’s Cave (After Iron Throne Caravan).......................................................................................... 8
XXI. The Zhentarim Assassins....................................................................................................................... 9
XXII. Stronghold (Astriel Leaves) ................................................................................................................. 9
XXIII. Daggerford (After Liam’s Hold)......................................................................................................... 9
XXIV. Laughing Hollow .............................................................................................................................. 10
XXV. Illefarn (Entrance Hall) ...................................................................................................................... 10
XXVI. Illefarn (Upper Halls) ....................................................................................................................... 11
XXVII. The Mines ....................................................................................................................................... 11
XXVIII. Duke Greatshout and Lady Bronwyn............................................................................................. 12
XXIX. Daggerford Castle............................................................................................................................. 12
XXX. Daggerford (Orc Infiltrators) ............................................................................................................. 12
XXXI. Daggerford (End Game) ................................................................................................................... 12

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I. Introduction
Welcome to the Darkness over Daggerford Critical Path Walkthrough, Part 2!

So, you’ve managed to escape the confines of Daggerford’s well-guarded walls. The
following walkthrough focuses on what is required to beat the game and save Daggerford
from an unpleasant fate.

As with the Critical Path Walkthrough, Part 1, events are described in a linear fashion,
providing a step-by-step blueprint for completing the main plot line. However, if you
only desire a hint, so you know where next to proceed or who to talk to, ignore the
sections labelled *SPOILERS*, as these provide complete solutions for each task and will
give too much away.

A great thanks to Alan Tarrant (aka Lord Alex) and Luspr, who took the time to write this
walkthrough.

And now, through the open gates of Daggerford and onward!

II. Travelling to Liam’s Hold


Based upon Astriel’s recommendation that you follow up on Hevesar Dimpet’s request
for aid to the farmers, the first place you need to travel to is Liam’s Hold, which is to the
south along the Trade Way. When viewing the world map for the first time, you will
notice that you cannot jump directly to Liam’s Hold. That is because Darkness over
Daggerford uses a similar map system to the one from Baldur’s Gate. Specifically, it
means you must enter an area adjacent to your current one before you can enter an area
adjacent to that area, and so on.

*SPOILERS*
Your fastest route involves leaving Daggerford by its west gate in order to enter the
Western Farmlands, then moving on to Gillian’s Hill, and finally through to Liam’s Hold.
Once you enter the village, make a beeline for the local watering hole, the Holdfast Inn,
and check in with Hevesar in the common room.

III. Holdfast Inn (First Visit with Hevesar)


As with Astriel in Daggerford, Hevesar now serves as your primary contact in and around
Liam’s Hold. The fellow is extremely well connected and has been bankrolled by the
local farmers, so he is more than willing to compensate you for your troubles.

It is possible that you have already met Hevesar at the Happy Cow Tavern in Daggerford,
but regardless, he will brief you on the situation in Liam’s Hold and the troubles that the
local farmers are having. Helping Hevesar with these problems will unfold further layers
of information regarding the Zhent plot, and lead you to discover the whereabouts of your
friend Talarenne.

Things are not quite that simple, however, as Hevesar has both a proposition and a task
for you. Standing just outside of Liam’s Hold is an abandoned temple structure that the

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mayor of the village proposes you use as a base of operations. But before she will hand
over the key, she wishes to meet you and has asked that Hevesar wait until she has
investigated your character before revealing all about the farmers’ worries. The mayor
works from her home, which is right next to the Holdfast Inn (how convenient!).

IV. A Meeting with Mayor Wilsey


Mayor Wilsey feels that you need to prove your worth before she is willing to hand over
the key. She tells you that there is an unruly bunch of vagabonds camped just outside
Liam’s Hold and that she would like you to deal with them. Apparently, these rascals
have been causing a little trouble for the villagers and look like they might fancy causing
some more! That said, she would prefer that you convince them to leave rather than resort
to violence, and she will certainly think less of you if you are too quick to shed blood.
Once you have dealt with the undesirables, she gives you the key to the abandoned
temple, which will now serve as your new stronghold. Huzzah!

*SPOILERS*
The Munroe family is camped out by the northern exit from the area and you can deal
with them by either using standard charisma-based skills, paying them to leave, or if you
must, by fighting them. The rest of the family will flee if their leader falls in combat, but
Mayor Wilsey will be wary of you.

V. Holdfast Inn (Second Visit with Hevesar)


Now that you have secured the trust of the village and its mayor, as well as establishing
your new stronghold, Hevesar says that it is time you unravelled the mystery behind the
vanishing cattle. He tells you to begin your investigation in the Wild Pastures area that
lies to the west of Liam’s Hold (unless you have already solved this quest in which case
he will explain the next mystery to you).

VI. Wild Pastures (Vanishing Cattle)


When you first enter the Wild Pastures, you watch as Ivrin’s cow is snatched away before
your very eyes. The only clue you have as to the thief’s identity is an odd giggling, which
sounds vaguely humanoid (like it might be from a kobold or a goblin). You may speak
with Ivrin, but he isn’t all that helpful. Hevesar’s trusted contact in the area is Jerick, and
he will be able to tell you much more about the goings-on in the pastures. Making your
way past the stand of trees from where you heard the giggling earlier, and over a bridge,
you oddly enough hear the giggling again, as well as spying some tracks on the ground. If
you follow the nearby trail, you find that it leads to a mysterious cave.

*SPOILERS*
Those with the Tracking skill will receive a message when inspecting the tracks that all
but proves the identity of the cattle rustlers. Jerick the Shepherd is found in the northeast
part of the area next to a stone hut.

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VII. Goblin Kitchens
Some cattle rustlers these turn out to be! As you enter the cave, aptly called the Goblin
Kitchens, you encounter numerous frightened goblins who scatter at the mere sight of
you. However, there are some amongst their number who are not so timid. A burly and
conniving one called the Butcher heads up the operation, accompanied by a shaman.
These exceptionally tough goblins are joined by an even tougher overseer, who provides
your first encounter with the deadly tanarukk.

*SPOILERS*
You have no choice but to battle it out with these three fearsome creatures after entering
the kitchen proper where the cows are butchered. Once they are slain, check the tanarukk
corpse for a note from the “Master,” which serves as evidence in proving the identity of
the cattle rustlers, as well as additional information on other interesting happenings in the
region. Report back to Hevesar with all that you have learned.

Not too far in from the cave entrance, you will find a crate filled with an odd brew called
Goblin’s Grog, with an instructional note intended for the “slower” of the goblins
(although this could end up meaning all of them). It turns out that the Goblin’s Grog is a
very bad-tasting invisibility potion made by the tribe’s shaman. So that’s how those
goblins were able to get away with nabbing cows from under the shepherds’ noses!

VIII. Holdfast Inn (After Goblin Kitchens)


Hevesar is delighted to hear that you have solved the mystery surrounding the missing
cattle. However, he would now like you to investigate another problem encountered by
the local farmers. Recently, a substantial number of “shadowy figures” have been spotted
moving through the area at night, and he would like you to investigate. He tells you to
check in with Gaslo, one of the farmers whom you may have already met at the Happy
Cow in Daggerford. Gaslo has recently headed back to the Wild Pastures, so you can find
him there.

IX. Wild Pastures (Shadowy Figures)


Meeting with Gaslo near the stone hut, he tells you to camp out by the nearby huge
animal skull. Feel free to theorize with him about what the nature of such a giant skull
might be. He claims that the “shadowy figures” he has seen are orcs, and they have only
recently been seen in this area. Following Gaslo’s instructions by camping out behind the
skull until nightfall, you witness an orc war party running across the fields in the
darkness, led by a tanarukk.

*SPOILERS*
The group is apparently trying to join up with the “Master’s” larger orc army that is
secretly camped out somewhere in the region. Once you slay the war party, take the note
explaining their plans off of the tanarukk, which is the evidence you need to bring back to
Hevesar.

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X. Holdfast Inn (After Shadowy Figures)
Returning to Hevesar, you find that Jerick’s lad has arrived right before you, having made
great haste from the pastures. Just after you left, another orc party raided the area and
made off with all of the shepherds for destination unknown! Whatever is planned for
them certainly cannot be good, and Hevesar urges you to find them as soon as possible.
Jerick’s lad tells you that the orcs headed westward towards the coast.

XI. The Crab’s Claw Coast (Kidnapped Shepherds)


Travelling west to the long coastline of cliffs, you will discover two coastal areas. You
need to explore the southern and more isolated one called the Crab’s Claw Coast. Search
for a cave entrance down along the beaches to uncover what mischief is transpiring.

The cave you are looking for is located in the southwest part of the area. As you arrive at
the cave entrance, you will see a ship moored just offshore – the Barracuda, Captain
Herab’s ship from Daggerford! A few of the crew are outside the cave and you must
either fight them or slip past invisibly to enter the cave itself.

Once inside, you will find a sizeable party of orcs who are well organized in defending
their territory, a large shipment of weapons and armour, and the missing shepherds. They
have been rounded up and imprisoned as slaves, but the key to the slave pen is held by a
tanarukk, this time a senior officer of the orc army. Accompanying it is a second
tanarukk, a pet hellhound, and the formidable Captain Herab.

*SPOILERS*
Once you have defeated them, search the tanarukk’s body for more evidence and a key
that will allow you to free the slaves. Not only that, but you will find a magical globe
containing the essence of your friend Talarenne! It seems the tanarukk’s “Master,” now
revealed to be a devil named Gorgomorz, had cut a deal with the evil Zhentarim and was
to receive a soul as an offering to strengthen their new alliance. If you also search
Captain Herab, you will find that she has some pretty nice magical treasure that is well
worth collecting, especially for the less angelic of players.

XII. Holdfast Inn (After Rescuing the Shepherds)


You have finally solved all the problems of the farmers of Liam’s Hold, and Hevesar is
generous in his praise of you! He rewards you with the monies he had collected for the
hiring of a hero and also mentions that your friend staying at the stronghold was looking
for you. Friend? If you haven’t yet visited your new home, this may well come as
something of a surprise to you. Head on over and see who’s waiting for you there…

XIII. Stronghold
Your dilapidated stronghold definitely falls into the category of a “fixer-upper.” From the
holes in the walls, to the debris scattered about, it is obvious the place needs a lot of
work. It is also obvious that you need to find a better padlock, as you already have a
visitor. You are delighted to find out it is Astriel, the Waterdhavian agent whom you
worked with in Daggerford. Astriel has a lot to say about all of the goings-on around

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Liam’s Hold and will help you with Hevesar’s quests if you have not yet completed them.
She will also be able to answer a host of other questions, as well as give advice on some
of the major sidequests you have received by people coming to your stronghold and
asking for your help.

*SPOILERS*
Since it is apparent to people around Liam’s Hold that your stronghold could use a little
redecorating work, word has reached the ears of the famous Yani Pavani, interior
decorator extraordinaire! When returning to the Liam’s Hold area for the first time after
entering your stronghold, she and her wagon of furnishings shall be waiting for you. Be
sure to talk with her and get a whole new look for your stronghold.

XIV. The Trollbark Forest


From the three pieces of evidence discovered during the farmer quests, Astriel believes
that she has triangulated the location of a hidden orc lair within the Trollbark Forest! She
marks this location on your map (appearing as a new icon on the world map) and advises
you to investigate it. Judging by the name of the place and the tales of the locals, it would
be wise to pack some anti-troll weapons before you set out: fire and acid.

*SPOILERS*
Head to the Trollbark Forest via either the south exit in the Wild Pastures or the east exit
in the Crab’s Claw Coast, and make your way to the cave entrance on the eastern side of
the forest. Make sure to defeat the trolls that you encounter along the way before entering
the cave, so as to prevent them from following you inside, which would make the
forthcoming battle much harder. Once inside, defeat the orcs and head deeper into the
caves where you will meet for the first time the mighty devil Gorgomorz, leader of the
orc army. During the cutscene, Gorgomorz departs, leaving his tanarukk generals to deal
with you. Once you have defeated these tough opponents, search for the mysterious and
rather toadying note from Fzoul to Gorgomorz, and learn about the Zhentarim alliance
with the fiend before returning to Astriel.

XV. A Meeting with Teygan


One way or another, Astriel explains to you the story of Gorgomorz, although she will be
rather playful with you rather than merely reveal all you wish to know (she’s like that
sometimes). Sadly, Astriel is rather lacking in further leads but encourages you not to
give up hope, and mentions that a fellow called Teygan has been looking for you while
you were away. She has no idea who he is but suggests that looking him up might lead to
something interesting. Teygan will in fact be waiting for you as soon as you leave your
stronghold and asks that you meet him at his cave base in the Brush of Barbs, the
adjacent area to the east of Liam’s Hold. Should you check back in with Astriel with this
news, she will encourage you to go and meet with him.

XVI. Teygan’s Cave (Initial Visit)


Teygan explains that he is a member of the Harpers, a secret organization devoted to the
good of humankind and its allied creatures. Acting from his hidden base in the
wilderness, he is attempting to discover the Zhentarim’s plans for Daggerford and do his

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best at being a thorn in their side. It would seem that there are quite a few secretive
organizations at work on this stretch of the Sword Coast! Teygan has been focusing on a
different area from Astriel and has learned much about the Zhentarim plans, including the
location of a camp of bandits in the wilderness who have been attacking caravans on the
Trade Way. Your first job is to attack this camp and bring a temporary halt to the attacks.

XVII. Bandit Camp


Teygan instructs you to seek out the bandit camp located in the Lonely Barrens, which is
the area just to the north of the Brush of Barbs. He elaborates that it is well concealed in
the bush, so you will need to search among the trees to find it.

*SPOILERS*
The bandit camp is located in the northwest corner of the Lonely Barrens area, hidden in
a grove of trees. You will discover that there aren’t only bandits there, but interestingly
enough, Griffons mercenaries.

XVIII. Teygan’s Cave (After Bandit Camp)


Teygan is delighted that you have been able to halt the attacks for the time being and
explains to you some of the Zhent plot as he understands it, including the fact that the
Trade Way bandits and the Griffons are in league together. He has also discovered that a
caravan is heading to Daggerford with secret instructions for Matagar Bugo and the other
Zhentarim there. It is, however, flying the banner of the Iron Throne in order to disguise
itself. Teygan believes that intercepting these secret documents is of primary importance
and explains to you how to track down this caravan that is currently camped in the wild.
Handing over a map, he bids you make haste.

XIX. Iron Throne Caravan


With Teygan’s map in your pocket, exit the Brush of Barbs via the western exit and you
will be given the option of travelling to the caravan’s location. Selecting this option, you
find yourself on the outskirts of the Iron Throne caravan camp and see that it is heavily
guarded.

*SPOILERS*
Although you could simply attack and fight the guards around the tent, it is also possible
to sneak past them using invisibility items, spells, or stealth. Entering the tent, you will
spot an attaché case by the table that contains the Zhent secret documents. You may
either defeat the occupants or continue sneaking in order to steal the papers, and then
return with them to Teygan.

XX. Teygan’s Cave (After Iron Throne Caravan)


Teygan acts rather strangely at this point, reading the message and then burning it. He
does, however, reveal to you (in passing) the location of a secret Zhentarim base in the
ancient dwarven realm called Illefarn. This is the breakthrough that you have been
looking for! But before you can return to Astriel with the news, Teygan warns you that
the Zhentarim have dispatched a team of agents with one goal in mind – to assassinate

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you! He informs you that these assassins will be staying at the Holdfast Inn and stresses
to you the importance of catching them unawares and killing them before they do the
same to you.

XXI. The Zhentarim Assassins


You now have the choice of travelling to the Holdfast Inn to either attack these agents on
sight or attempt to parley with them, whichever way you feel safest with. You find out
that these assassins are staying in one of the rooms on the second floor, so buy a room
key from Ivus Barbarak and go upstairs. Emmaline Barbarak, the maid there, will be able
to tell you which room they are staying in.

*SPOILERS*
You can either knock on the assassins’ door or kick it in. Kicking it in will result in
instant combat with three powerful adventurers. After killing them, however, you
discover Harper pins on the bodies, and it rapidly dawns on you that you have been
duped by Teygan.

If instead you attempt to talk to them through the door, their leader Drelia will explain to
you that she and her two companions are Harpers investigating the Zhentarim plot in
Daggerford…just like Teygan! No, Drelia has never heard of this Teygan person.
Suspicious, she asks that they accompany you to Teygan’s cave in order to question him,
and you may choose to bring them along or not.

Travelling with the real Harpers, you find that Teygan has already fled, leaving a note for
you explaining his duplicity. Teygan is in fact a very high-ranking Zhentarim leader
called Sememmon! With this fact discovered, Drelia and the others set off in hot pursuit
of Sememmon, telling you that the opportunity to capture him is too great relative to their
investigations in Daggerford.

If you travel there alone, you will find Teygan all too ready to confess himself and reveal
his true identity. He will scoff at your unknowing assistance before teleporting you away
and making good his escape. Return to Drelia to tell her the news and once again her
Harper party will immediately set off to hunt down Sememmon.

XXII. Stronghold (Astriel Leaves)


Astriel is thrilled with the news of a Zhentarim base being sited in Illefarn, even though
she has absolutely no idea where Illefarn is. She recommends that you see if Captain
Frederick of the militia in Daggerford can help you to discover the precise location. She
then sets off for Waterdeep with the news of the Zhentarim massing in Illefarn and
infiltrating the town of Daggerford as the Griffons (this being too important to risk her
superiors not discovering).

XXIII. Daggerford (After Liam’s Hold)


Following Astriel’s advice, you return to Daggerford with the intention of finding some
way into the lost dwarven kingdom known as Illefarn. You must question Captain

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Frederick at the barracks with the hope that he knows of someone that can shed some
light on the situation and grant you passage to this now mythic realm.

*SPOILERS*
Captain Frederick does not actually know much of Illefarn himself, but suggests that you
seek out Derval, the dwarven smith in Daggerford, to question him about it. Although
previously tight-lipped about the place, Derval is now willing to volunteer what he
knows, as the urgency of the situation demands swift action to counter the Zhentarim.
During your talk with him, he reveals that his brother Korin is a frequent visitor to
Illefarn. Derval, however, has not heard from his brother in quite some time, and given
your distressing news, he is now worried something might have happened. He asks that
you take Veiti, his own daughter, with you on your journey to Illefarn (actually, he insists
and you have no choice in the matter). Derval then tells you that he shall arrange for a
bargewoman called Magdaren to meet you in the Daggerford docks and ferry you up the
Delimbiyr to Laughing Hollow. There you will find an entrance to Illefarn.

XXIV. Laughing Hollow


Upon arriving in Laughing Hollow, Magdaren explains that the entrance to Illefarn is
nearby. She wishes you good luck and, before leaving on her boat, asks that you look
after Veiti. You now must search the area for the entrance to the secret dwarven realm.

*SPOILERS*
Make your way up a rocky trail that leads to the cliff tops. On the upper plateau you
notice a strange marker stone. A successful Lore check enables you to read a dire
warning to turn back. Down the steps from the marker stone lies the entrance to Illefarn.

When you try to pass through the entranceway though, you find it is magically sealed.
Veiti explains that only a dwarf of her bloodline knows the secret words that open the
doors. She opens them for you and you finally enter the great halls of Illefarn.

XXV. Illefarn (Entrance Hall)


Entering Illefarn, you are distressed to see the large doors seal behind you due to some
dark magic. Veiti confirms that this magic is not of dwarven origin. She also provides
some history of Illefarn, including how members of her clan still secretly work the mines
under the guidance of her uncle, Korin Ironeater.

Peering about in the darkness, you spot numerous dwarven corpses lying on the floor, the
unfortunate victims of a battle. Since it is now obvious that the place has been infiltrated
by foreign invaders, she asks that you aid her in finding her uncle and enacting revenge
on whomever has brought harm to her dwarven kin. You make your way north and across
the thin bridge that spans a huge, subterranean crevasse. On the other side of the bridge
you encounter some Zhentarim.

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*SPOILERS*
A successful Listen check reveals these guards are disposing of the bodies of dwarves
who died in the conflict when the Zhents stormed Illefarn. After crossing the crevasse,
you pass through a set of large doors that leads to the Upper Halls.

XXVI. Illefarn (Upper Halls)


You enter a huge hall that stretches out in front of you in all directions. Move to the
eastern side of the room and look for a door with four stone statues. As you try the door,
Veiti comments that she can hear what sounds like an army on the other side, inside the
feast hall. She also says that there are a series of four traps that will injure those in the
feast hall (for the kind of guests who have outstayed their welcome). However, she’s
currently unable to get the traps to fire.

*SPOILERS*
Each statue provides a trip mechanism for a separate trap: fire, spikes, bolts, and falling
stones. However, a trap is not armed unless its statue is equipped with a stone axe, all of
which are currently missing. The four axes are in the possession of others on this level,
such as the Zhentarim guards that you slew at the crevasse. Veiti can spring however
many traps that you have found axes for, so you don’t necessarily have to find all four.

Giving Veiti the word, she will set off the traps in the feast hall, which should thin the
Zhentarim ranks on the other side of the door (by how much depends on how many traps
were used). Once weakened, you should be able to make short work of the Zhents and
reach the northern door to head down into the mines.

If you come across the small group of Zhents in the forge hall, you will uncover how the
Zhents managed to enter Illefarn at all. It was at the hands of a betrayer – a former
member of the Ironeater clan called Brattal, who was cast out after she conducted
clandestine business selling Ironeater-forged goods to certain evil organizations. Veiti is
none too pleased to see her aunt, and the two are at each other’s throats from the start.

XXVII. The Mines


You proceed through the mines, where a number of slaves have been put to work
searching for the fabled Helm of the Dwarven Lords, which was lost long ago. The
Zhentarim, always intent on acquiring magical items of great power, wish to find it.
Disposing of some tough Zhent guards along the way, you eventually meet up with an old
friend from Daggerford, Captain Dratharion. The captain leaves you no choice but to
fight.

*SPOILERS*
After you slay Dratharion, be sure to take the key and the Orb of Devil Containment off
his body. If you speak with Korin in the slave pen nearby, he will reveal to you that Duke
Greatshout and Lady Bronwyn are in fact alive and being kept in a nearby torture
chamber to the east! Dratharion’s key will open the door to it.

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XXVIII. Duke Greatshout and Lady Bronwyn
Inside the chamber, you find Duke Greatshout and Lady Bronwyn, both battered and very
weak. The two reveal all they know of what has transpired with the Zhentarim. They also
urge you to rescue Daggerford from the invading orc army that Dratharion and his
mercenaries were meant to slay as a mock show of loyalty to the town.

Lady Bronwyn also tells you of a magical way into the cellar beneath Daggerford Castle.
You must approach the Zhent altar, just outside their room, and speak the password
“black bones.” This will summon a portal that will lead you back to Daggerford. When
you are preparing to enter the portal, Veiti tells you that she must remain behind to look
after the duke and lady, as well as the surviving members of her clan.

XXIX. Daggerford Castle


Arriving in the cellar via the portal, make your way to the first floor, killing a couple of
tanarukks along the way. Once there, fight your way westward to the entrance hall that
leads outside to the streets of the town.

XXX. Daggerford (Orc Infiltrators)


As you exit the castle, Captain Frederick immediately approaches you. Astriel is also
with him and both are curious as to the events that have led you back to Daggerford.
Once you explain all that has transpired, Frederick orders the town gates locked. He asks
for your help in tracking down a pack of orc infiltrators who have escaped them and
remain at large within the town.

*SPOILERS*
The orc infiltrators are roaming in the sewers beneath the town. To catch them, enter the
west sewers via the sewer grate along the west town wall next to the marketplace. They
will instantly attack you when you discover them. After you slay the infiltrators, you will
find a note on the tanarukk chieftain’s corpse that informs you of the upcoming orc
attack. This is important news that you will need to share with Captain Frederick.

XXXI. Daggerford (End Game)


When you bring the infiltrators’ note to Captain Frederick, it triggers the final battle to
start. You must now battle the orcish hordes and slay the dread devil Gorgomorz in order
to save the town of Daggerford. Good luck!

*SPOILERS*
Mages, rogues, and bards – don’t forget to use the Orb of Devil Containment when
Gorgomorz reaches half health, in order to trap him within it. After Gorgomorz has been
defeated, the magic imprisoning your companion Talarenne will be broken, thereby
releasing her from her globe prison. She will be more than happy to see you!

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