It's time to return to Kintara
And speak with the Silver Lady. She'll give you the quest to find Nasrudin. Don't forget to take Raven with you for a more enjoyable journey.
We head to Caladon, to the Panaria Temple. We speak with the acolyte Alexander and two learned priests-archaeologists. We're careful not to offend their religious sensibilities! To examine Nasrudin's remains, we head to the sewers, or we can carefully break down the door and proceed directly. Don't forget to examine the coffin and its lid, after which we continue our religious debate. Ultimately, we'll have to look for the ancient elf on the other side of Arcanum.
Before heading to Thanatos, it's worth getting to the bottom of the chaos going on in Panaria. We head to Roseboro and search for the final resting place of Saint Mannox. We give the artifacts we find to Alexander – a karma boost and a happy ending for the Panaria Church.
Captain Teach could have taken us to Thanatos, but alas – he lost his ship in a card game. By this point, the player has leveled up enough to invest in their gaming skills and make up for the careless captain. The collected junk is enough to buy a new ship. For adventure lovers, it's worth listening to the drunken tales of an old man in a tavern and stealing his map. The map indicates the location where you can find a pirate and his ship. Completing his quests won't be difficult – we have experience, money from loot, and a personal vessel!
After landing on Thanatos, we head to its southern part and navigate the forest labyrinth. Naturally, we'll cast Invisibility on ourselves and our companions. It's worth bringing them along for the interesting dialogue. Eventually, we receive a quest to find Vendigroth and an ancient weapon against mages.
Near the entrance to the desert, we meet a halfling traveler. If we're polite enough, we'll receive the coordinates of Tulla, an ancient city of mages. Otherwise, we'll have to complete his short quest.
Upon arriving in Tulla, the first thing you should do is visit all the Masters of Magic and pay them your respects. You can also earn a degree at your favorite school (I recommend Invisibility), and also take on a quest from the Master of Water to return the stone from his negligent student (he'll give it to you himself if you ask nicely). Don't forget about the cure for lycanthropy, and the rabbits in Caladon are saved.
Talking to Mr. Simeon Thor won't yield any useful information—you'll have to question the ancient ghost about Vendigroth. The clue is on the fresco; it will help you open the locked houses in Tulla and find the collected works of an ancient poet, as well as a medallion. Wait until midnight, equip the medallion, and follow the emblems around the fountain (the order is specified in the books). Afterward, you'll receive the coordinates of the ancient city.
It's best to go to Vendigroth with one hero. Be sure to bring mana potions, health potions, and an exit scroll. It's best to remove your tuxedo if you don't want to break it on the traps. The only interesting things in the dungeons are old newspapers and the recipe for the Reconstructor and its components. Everything else is of no value to technologists. After finding the device, you can return to Thanatos.
Preparing for the Expedition:
- It's time to head into the Void, but perhaps you should finish up some local business?
- In Roseboro, you should tell a guy at the inn about the ancient technological civilization.
- In Caladon, you should complete the quest to find the Skulls of the Siamese Twins.
It's also worth visiting Boyle in Tarant (hide, otherwise you'll get beaten). Accept the quest from Sebastian, the innkeeper, and join the Pollock Gang (just for fun). Both crime bosses must be eliminated to ensure security and overall stability in Tarant. And, of course, for the good ending. Cursed items will help with the assassination, or you can control them and send them to the zombies in the sewers.
To improve your stats, it's worth assembling a Reconstruction Kit—buy technical manuals at the University of Tarant, assemble them, and receive a permanent +1 bonus to your stats.
Before arriving at the Ring of Brodgar, make sure the hero:
- Is a master of Persuasion and has 20 in Charisma.
- Has a supply of mana potions.
- Has sufficient Intelligence to cast Invisibility on all of your party members plus one other. For example, if you're taking Virgil and Raven into the Void with you, you'll want to have Intelligence at 16. Or stock up on potions that increase it.
- Be a Master Thief or have 3 Fate Points. These will come in handy.
- Have a Ring of Shadows and a scroll (preferably two) of Detect Invisible.
- Don't forget the Vendigroth Device!!!
Emptiness
The hero and his loyal team are heading into the Void! The Humanity meter, however, is still at zero.
Upon arriving somewhere, immediately cast Invisibility and run through portals until we meet Arronax. It's time to speak with him and free him. To do this, steal the Dark Paladin's amulet and speak with the strange creature strolling nearby. Convince him to go home, and Arronax is freed and joins the hero. Don't forget to hide him, too.
We move through the portal until we reach a castle and its two guards. The door can only be opened after their deaths—and the hero should have succeeded in doing so. You can force them to fight against the hero and spend Fate Points on their suicide, or you can plant the Ring of Shadows and simply wait. You can find the corpse and remove the ring using a scroll.
We slip through the long corridors, shed a stingy tear over the dwarven corpses, and save before the final portal. The conversation with the villain will be lengthy; the main thing is to convince him to willingly use the Vendigroth Device on himself. Avoid making any rash remarks, and everything will work out.
No one is forgotten
Alas, sometimes even the protagonist is powerless to stop the death of those unfortunate souls whose bodies he discovers along the way:
- Victims of the Zephyr crash. Plot-related deaths.
- There's a rabbit in a clearing east of Tarant. If you're VERY lucky and your leveling allows it, you can save the rabbit. At a minimum, you'll need a taming spell.
- Unlucky prisoners from the Island of Despair. They will die as part of the story.
- A Tarantine archaeologist who poked his nose into the Elven Ruins. Dead regardless of the player's actions.
- Poor Moloch agents who perished in the Blackrock Clan mines. We might try to save some of the unfortunate souls fighting the rats.
- Rabbits brutally mauled by a werewolf. Theoretically, they could be saved if they could be lured away from the werewolf's clutches and taken away.
- The prostitutes killed by the demon in Caladon. Already dead.
- The victims of T'Sen-Ang's curse are Mr. Misk and Mr. Wells. The first is dead, the second is dying before our eyes.
- The bandits who killed Virgil. Although we could try to subdue them and take them away somewhere far away. It would be difficult – they have a dwarf technologist in their party.
- Two Dark Paladins guarding the door to the castle in the Void. We'll have to deal with them, or we won't be able to enter.
- Dwarves in the Void. Despite the fact that there is no Time there, the hero arrived too late.
- By the way, Nasrudin! From exhaustion.
Nothing is forgotten
And the protagonist could have had a hand in these deaths. Or simply served as the catalyst for their untimely demise.
- Bandits robbing a bank in Silent Hills. It's enough to not accept the quest to help Doc Roberts.
- A rat and a half-ogre guarding a warehouse in Tarant. With enough skill, they'll survive.
- A false prophetess. If we don't want her dead, don't take her quest.
- The leaders of Boyle's bandit clans. Alas, they must die for the good ending in Tarant.
- An unknown half-orc in the Gentleman's Club. You can skip the quest to deliver the message to Mr. Cesare, and not only will he be spared, but so will everyone else involved in the quest "The Skulls of the Siamese Twins."
- Warriors in the Pit. Just have the right conversation and you won't have to get your hands dirty. On the other hand, the title of Pit victor is worth something.
- The monster on the Island of Despair. Let it live.
- Elf Wrath in Kintarra. Don't take the quest from the dwarf wizard.
- A failed party of adventurers falls victim to fire elementals. They die scripted deaths if they follow the quest to find the killer in Caladon.
- Elf-vampire-demon-killer. MUST DIE, although it can be left to Mister Pain.
- The epic's main villain. Although we could destroy the entire Arcanum first, and then him. But that's not our method!
Peaceful Mage Walkthrough (Part 1) (Part 2) (Part 3)
Author: dimamatik







