The museum is a place frozen in time and as you explore its rooms, you will realize that it once was
a beautiful aquatic aquarium full of colourful fish and coral reefs. Now frozen, these underwater creatures remain in a stasis and I was
never able to change this by any means, even though there is a machine that is obviously keeping the museum cold and frozen for the Frost
Salamanders that now make it their home. Even without the use of the machine, I always wondered why a whale would be in the middle of the
Spine of the World where it is cold all year round. Anyhow, rather than getting all worked up on this let me get back to the point of why you
are here and that's to get some help in thy journey.
Entering the Upper Museum I thought
for sure I was going to get attacked by the Frost Salamanders guarding
the entrance but I was wrong. I guess being born as a Frost Salamander
freezed their brains just like their surroundings and they'll tell you
to go visit their leader, which I did to save me the hassle of fighting
them and those within. This approach works well and will not only save
you time in having to fight everyone at the beginning, but also speed
up your journey and get you to the last and final chapter sooner than
expected.
Kerish is the leader of the Frost Salamanders, who upon your approach
will think you work for Marketh, another name in the chain of power that
has spanned and plagued Kuldahar and the problems within the region and
someone you should take note of because you'll be meeting him soon enough.
Frost Salamanders, Greater Ice Trolls and Winter Wolves dot the Upper
Museum and also follow Kerish so you need not worry about them attacking
you just yet.
Now Kerish is not the brightest fellow and you will learn this as you speak with him for he continues to blurt out information that he shouldn't
as well as tells you why there are so many dead bodies outside laying around in the snow. Now some of the slaves have escaped the foul beasts
that you had to kill to get to the museum and Kerish will also tell you where they are, a place that is too warm for his sentries and guards to
enter and this is where things get interesting.
You can do two things. You can do Kerishs' bidding by removing the slaves from the Lower Museum and killing them or you can accept but then turn
and backstab Kerish by getting the slaves to safety. If you're role playing, do what you see fit for your own party and liking, but if you want
as much experience as you can get, you'll want to free the slaves from the Lower Museum and get them to safety.
Now the slaves didn't revolt on their own, they had the help of their leader, who Kerish also wants slain and that very person would be Vera, who
is hiding out in the Upper Museum out of the way of the foul beasts that are roaming its passages. Vera organized everything and is worried for
the slaves who are in the Lower Museum for they have no food and need her help to escape, but she can't get anywhere with the Frost Salamander
patrols everywhere. Since Kerish thinks you are working for Marketh, you are free to move about as you wish and it is Vera who will ask that you
help her get the slaves to safety.
If you speak with Vera first and then return to the slaves and speak with
Gareth and tell him Vera is all right, you will get some experience for
bringing this news to him. Second, that Salamander near Vera can be spoken
to and you can do two things to gain more experience, either cover her
or reveal her hiding spot.
Thanks goes out to Christo for the added experience notes!
You can do either quest, that is up to you but just make sure you get the BOOK ON BRIDGES that is on Soth, a slave in the
Lower Museum because you will need this to cross the bridge and get to Joril's Lair. Once you have this book, you are free
to free the slaves or kill them all.
WYRM'S TOOTH - Lower Museum
The sound of suffering and the smell of it too will waft to your noses as your party enters the Lower
Museum where the remaining slaves have run off and hid and the place you needed to go to complete your quest. Now before doing anything,
talk to the slaves and hear their side of the story, which might very well change your mind on completing Kerish's quest to slay and rid
the slaves and their leader from Wyrm's Tooth.
Soth, a slave who has been reading books while down in the Lower Museum has come across a BOOK ON BRIDGES which
you will need to cross the broken bridge and to reach Joril's Lair. Once you have gotten the BOOK ON BRIDGES, you
are free to kill all the slaves or free them.
NOTE: If you've already killed OR set them free and realized you don't have the BOOK ON BRIDGES, Soth will have left it behind near the bookshelf he
was standing by.
Killing them is the easy part and once you've done that, return to Kerish
for your reward. You will also need to kill Vera, the leader of the slaves
and she can be found in the Upper Museum and upon her death, return to
Kerish for your reward. Now you get more experience for getting the slaves
out of there and if that is what you wish to do, you will need to speak
with Gareth instead of killing the slaves.
Gareth knows the Frost Salamanders situation and knows that the Lower
Museum is too warm for the Frost Salamanders and Kerish to enter but
he also realizes that they have no food and they will only be able to
last a short while longer. Either way, they are dead in Kerish's hands
and dead staying in the Lower Museum.
Gareth will tell you that Kerish is holding the CHAMBER
KEY, the key that they need to open the chamber door to allow
them to escape Wyrm's Tooth and Kerish's
clutches. Doing this is pretty straight forward and very easy since Kerish
is both stupid and afraid of those working for Marketh and he will give
you the CHAMBER
KEY just as long as you tell him you will not let them escape.
Upon doing this, the key is yours.
Do know, that once you do free the slaves and let them escape to safety that Kerish and his guards in the Upper Museum will now be hostile towards you and
attack you on sight. Frost Salamanders, Greater Ice Trolls and Winter Wolves will greet you when you return as you battle your way back to Kresik to slay
and give him a little frost bite from thyself!
If you've opted to free the slaves, you'll want to return to Vera to get more experience who is waiting for you to find out if you were successful in
getting the slaves out from the Lower Museum. Battle your way to her to let her know.
WYRM'S TOOTH - Joril's Lair
The wooden bridge to cross the chasm and
enter Joril's Lair must first be
fixed. Its creaking and swaying support planks will not hold the party
if they attempt to cross it without fixing it first. That of course is
done by finding and using the BOOK
ON BRIDGES which can be found in the Lower
Museum on Soth, a slave hiding out there from the Frost Salamanders
and Kerish who resides in the Upper
Museum. With this book, your party will be able to fix the bridge
and make it crossable so you can enter Joril's
Lair and proceed in thy journey!
There are two caverns within Joril's Lair,
one being the Lair of the Frost Giants that Joril leads and the other
a cavern full of Yeti, Greater Snow Trolls and an Auril priestess named
Kontik who has come to get revenge on Lysan, the Auril priestess you killed
back in Chapter 1 for Kresselack. My route while doing this solution was
upon entering Joril's Lair, I went
through the small opening that lead to the cavern I have just described
and it's the one I will go into detail first on this part of the solution.
In this icy and chilling cavern is where, as mentioned above, you will
come across Kontik, the Auril priestess who has come to get revenge for
your murder of Lysan and she is not alone in her bidding as her followers,
Black Ice Knights, will defend her to the best of their ability. Now for
quick results, I highly suggest you explore this cavern all around fully
and kill the foul beasts that will no doubt get your party into trouble
if you leave them be. Slay all the Yeti you come across as well as Winter
Wolves and Greater Snow Trolls before you walk underneath the skeleton
of the dragon to confront Kontik the Auril priestess. I say this because
when I first came here, I didn't explore the entire cavern and during
the battle against Kontik and her Black Ice Knights, I exposed the five
or six Yeti just off to the right of where Kontik could be found and before
I knew it, I had a slew of Yeti, Kontik and her four Black Ice Knights
on me. Of course, I didn't last very long and I had to reload and remove
that threat before I took on Kontik.
Kontik for starters isn't a push over the way Lysan was and she's pretty
tough to take down while her Black Ice Knights are cutting their way through
your front lines, but with enough effort and Monster Summoning cast behind
the Black Ice Knights, I soon had her number along with her followers.
Now that the snow was stained with her blood and her followers, searching
behind her proved to be well worth the effort indeed as magical items
of power awaited me as well as the PURE
WATER, one of the three items that Valestis asked me to find
from The Severed Hand to help bring back his atrium to its former glory.
Once you have cleared this cavern of foul beasts, you can either return to the entrance you came through or go through the other one at the top right
from where you slew Kontik the Auril priestess. Either way, each opening will take you to the Frost Giants and to where Joril is and it is where you
should go next because it is here that Joril holds the 2ND BADGE
which you will need later on in this adventure.
Joril is a jolly old soul and a jolly old soul is he and is more friendly
than hostile and doesn't really give much fright to those who look up,
look way up to his hard carved facial features. At first glance, Frost
Giants are intimidating but once again, much like our Frost Salamander
friend Kerish and his men, they do not attack you at first sight. This
of course puts you and your party at an advantage, being allowed to roam
freely through their lair and explore it fully so you know what to expect
but its building the story this way as well. You see, Joril is also afraid
of this person they keep noting as Marketh and it is obvious they would
rather speak with you than fight someone who they think is working for
Marketh. Once again, I used this to my advantage and when you speak with
Joril, give him the impression you are working for Marketh and do everything
in your social power to attain the 2ND
BADGE without any confrontation. This will earn you lots of
experience and also allow your party to walk out of Joril's
Lair without a fight against the Frost Giants that Joril leads.
Once you've gained the 2ND BADGE, you will want to make your way to the slave pens where a good
number of human slaves are being held and also being sacrificed by Joril to Frostbite, a nasty and foul looking Wyrm who resides in Joril's Lair. Joril feeds the captured salves to Frostbite
and his pack of Wyrms to keep the Wyrms happy and out of the Frost Giants hair, a mutual agreement that works for both parties, except for the slaves who become a meal once a day.
This arrangement has Davin, one of the slaves, worried because every day,
someone from the slave pens are taken away and fed to the Wyrms which
he wants no part of. Davin will do anything to save the rest of the slaves
but he needs your help to do so. First of all, avenging those who have
been eaten by Frostbite the Wyrm is asked of you, although not in its
direct fashion, but you'll get the general idea that your swords will
be swinging and your magic will be weaving. Killing Frostbite and his
pack of Wyrm's didn't prove difficult for me at all and do make sure that
once the battle is complete, you check their lair very, very carefully.
I would have walked away from the hidden treasures that lay beneath the
straw if I hadn't moved my mouse by mistake and noticed the grabbing hand
going for something. Once Frostbite and his Wyrms have been taken care
of, return to speak with Davin and of course, to gain some experience.
Now that Frostbite and his pack of Wyrm's have been taken care of, freeing Davin and the rest of the slaves is next, which he will also ask of you to do. The good thing about this is he speaks
of the entrance to the cavern where Kontik the Auril priestess was and how that cavern leads to an exit that leaves Joril's Lair. Since that cavern has already been cleared by you, if you've
followed this solution step by step, all you will have to do is take care of the single Frost Giant guard who is watching that very exit to the cavern. Simple enough indeed. If you haven't cleared
out the cavern where Kontik the Auril priestess resides, do so, then return to Davin and kill the single Frost Giant guard.
If you're interested in killing all the Frost Giants within Joril's Lair but don't want to have to put up getting any of your party members hurt, simply begin attacking
them before you free the slaves. Put your party inside of the slave pen and take one party member out to engage in a fight and lead those Frost Giants back to the slave
pen. With your party inside the slave pen already, have your party member leading the Frost Giants return and join the rest of your party. Since Davin is blocking the
slave pen entrance and the Frost Giants are too big to pass along side of Davin, you now have the Frost Giants circling the slave pen. Pull out your bows and start casting
thy magic. Continue doing this until all Frost Giants are dead and collect your loot.
So by now, you've gotten the 2ND BADGE and have freed the slaves and either left the
Frost Giants alone or totally cleaned them out and as short as Chapter 5 was, there is still plenty of adventure, fortune and fame to be found within our last chapter,
Chapter 6, The Lower Dorn.
WYRM'S TOOTH - The Quests
The main quest within Chapter 5 spans from Chapter 4 and well into Chapter 6 and that is the quest to find all six badges
which is the key to giving you entrance to the final and last battle that will complete your adventure and give you the
answers as to who and what is behind all of this. The badges that can be found in Chapter 5 will be listed and because it
is an ongoing quest between three chapters, make sure you don't miss any because you'll be pulling your hair out if you
do!
BADGE'S QUEST [story advancement / major quest]
2ND Badge
This is found within Wyrm's Tooth - Joril's Lair on Joril, a Frost Giant Leader.
KERISH'S QUEST [story advancement / slave quest / option one]
The Frost Salamander leader is looking for some assistance in removing the
slaves found within the Lower Museum
due to the fact that the temperature there is too warm for Kerish or his
gathering to enter and take care of it themselves. Although you will be
doing the bidding of one who you may not rather do the bidding for, this
quest is still available to those who wish to kill the slaves rather than
save them. Along with killing the slaves, Kerish also wants the leader of
the slaves slain as well, who is none other than Vera, who is hiding out
in the Upper Museum.
Doing this quest has its draw backs, most notably less experience than you'd receive if you saved the slaves and there is a good chance
you may kill Soth, who has the BOOK ON BRIDGES and
if he is killed, there is a good chance you will not get this item. The BOOK OF BRIDGES
is needed to gain entry into Joril's Lair and without it, you won't be going anywhere.
So remember, if you take Kerish up on his quest, before you kill the slaves, talk to Soth and get the BOOK OF BRIDGES
and then go on your killing spree.
Return to speak with Kerish once the slaves are all killed and Vera is laying on the cold floor of the museum.
VERA'S QUEST [story advancement / slave quest / option two]
Vera is the slave leader and the leader that Kerish wants dead, if you accept his quest before you accept Vera's. What Vera
wants of you is to free the slaves, something she herself cannot do because Kerishs' men are all over the Museum looking for
her. Since you have the ability to roam as you wish, freeing the slaves yourself for Vera is her next best option and taking
this quest rather than the one offered by Kerish will give you more experience than the latter.
When you've freed the slaves from the Lower Museum, return to Vera for your experience and to let her know the slaves
have been set free.
DAVIN'S QUEST [story advancement / slave quest / option two]
Davin's quest will only happen if you yourself decide you want to free the
slaves rather than killing them as Kerish would ask of you. Davin understands
that although the slaves have gotten away, they have no food and sooner
or later they will either die from starvation or die returning to Kerish.
Neither option is very good to Davin and he asks that you retrieve the CHAMBER
KEY from Kerish so it can be used to get the slaves out and to
freedom.
Speak with Kerish and retrieve the CHAMBER
KEY noting that you will not let the slaves escape, then return
to Davin and free the slaves.
By doing this, all of Kerish's Frost Salamanders, Greater Snow Trolls
and Winter Wolves will be on the look out for you and attack you on sight.
Battle your way to Vera and let her know the slaves are free, then clean
house and kill all those within the Upper Museum, including Kerish.
BROKEN BRIDGE [story advancement]
Although this is not a quest given to you by anyone, it is something you
will need to do if you plan on retrieving the 2ND
BADGE from Joril's Lair.
To do this, you will need to fix and then cross the bridge that is located
at the bottom left portion of Wyrm's Tooth
but first you will need to acquire the BOOK
OF BRIDGES from Soth, who is located in the Lower
Museum. Get the book and then return to the bridge to use it so you
will be able to cross and fight the foul creatures that reside on the other
side!