You'll more or
less be able to begin sailing your ship after finishing the Stranded
quest. Captain Furrante's ship will home in on you almost the instant
after. There's nothing you can do during the scripted interaction to
avoid his ship. He wants you to somehow get Benweth, the same pirate
captain who boarded you during the prologue, to stop being a liability
to the Principi sens Patrena.
The Orlan named Serafen can
also join your party at this point.
Fort Deadlight
is at #4 on the World Map. Clicking
on it the first time prompts a scripted interaction, where it becomes a
question of how to make your initial entry.
The safest and most reliable way is to sail your ship up to dock with
your ship donning Principi colors. You can get the colors either by
defeating any of the Enemy Ships
that carry the colors and taking them, being given them by Dereo the
Lean after completing The
Cornett's Call Quest for him, or by stealing it from Mad Morena's
quarters in the Undercroft.
Another way is possible if you have a Spyglass.
Wait until nightfall, although that results in any resting bonuses you
might have expiring. You now end up at #14 in Fort
Deadlight. Click on #15, and use a Rope
and Grappling Hook along with an Athletics check of 3 to scale up
the wall to the window. You will end up at the Dungeon
of Fort Deadlight at #3.
A third way is to make a frontal attack. That means sustaining some
significant damage to your ship and its sails, even with a sturdy ship
like a Galleon or a Junk.
It also means committing yourself to literally slaughtering everyone in
the Fort to complete the Quest, including a prospective sidekick named Mirke.
Assuming you want to avoid a mass slaughter, the most direct way to
complete the Quest is to head for a direct confrontation with Benweth in
his headquarters in the Deadlight
Donjon. And there's more than one pathway there.
The most difficult way is to sneak to the front door of the Donjon
through the upper ramparts. You'll first need to distract Unlucky
Ancret from her post at #5. You can do that by:
Using a missile weapon to drop the crane payload at #3.
Using a missile weapon to blow up any of the gunpowder or lamp oil
barrels that are marked 'X' on the map.
Getting confirmation that Snake Eyes Condwen at #2 is cheating at
his dice games. That can be obtained by speaking to either Mirke
(at #3) or Siryi the Siren (at #4) in the Deadlight
Court, or pickpocketing the Peculiar
Dice from Condwen at #2. Whichever confirmation you obtain,
you can then use them to convince Ancret to abandon her post while
she confronts Condwen.
You can then go through the door at #5 to reach the ramparts at #16. It
then becomes a matter of sneaking your way to the door at #19. That door
would bring you to #1 on the map of the Deadlight
Donjon.
What makes it difficult is that there's a guard west of the door who
watches over a rather narrow approach from stairs that you'll have to
take going up. The whole party will need significant ranks in the
Stealth skill to pull it off.
The easier way begins by entering the Deadlight
Dungeon through the door at #9 if you sailed into port with
Principi colors. You will already be at #3 in the Dungeon if you had
used a Rope and Grappling Hook
to sneak in through the window at #13.
You start off at #1 on the map of the Deadlight
Dungeon if you came in through the stairs, or #3 if you snuck in
through the window. You can send a character with Stealth to go to the
northeast corner and then northwest past the guards in the northeast
powder room, and then open the door at #10 from the other side. The
whole party can then make their way to the stairs at #11.
The stairs themselves lead to #7 on the map of the Deadlight
Court. Trying to go through the door at #6 will lead to everyone
in the Court turning hostile.
Benweth will be at #6. You can choose to attack him and his guards.
He'll leave behind the Miscreant's
Leather if you win, and you will have completed the Quest. It also
means that any surviving Guards inside the Deadlight
Donjon itself will remain hostile, but they can now be killed
without raising the alarm. Guards in certain forbidden areas, such as
the ramparts, the east side of the dungeon, and the area near the door
to the Forge, will remain hostile if you come too close.
You can if you prefer negotiate with him instead. Opening the door
requires any one of preliminary skill checks of Intimidate 5, Streetwise
4 or Diplomacy 4. You'll need to follow up with enhanced skill checks of
Intimidate 6, Streetwise 6 or Diplomacy 7. You may need to follow up any
of those with either a now downgraded skill check (e.g., Streetwise 3) or
an Athletics check that involves smacking him around. Successfully
negotiating with him means that he'll now give you free run of the
entire Fort and all its areas, including the Donjon. That also includes
guards in the aforementioned forbidden areas as well, who will now
become friendly. That concludes the Quest as well.
There are two other
pathways that involve drawing Benweth out from the Donjon. One involves
throwing a party. Enter the Deadlight
Court throught the door at #10 on the map of Fort
Deadlight.
Speak to Mirke at #3 on the
map of Deadlight
Court. She'll reveal that if a wild enough party can be started in
the Court, then Benweth will come down to enjoy the festivities. She'll
also drop the hint that Benweth also likes to play on the harpsichord at
#5.
As for getting the party started, Mirke
suggests that god-killer's rum is needed, and that a shipment of it can
be found near the crane.
Return to Fort
Deadlight. Get Unlucky Acret to leave her post at #5 through any
of the methods described above for reaching Benweth through the
ramparts.
Go through the door at #5 to reach the ramparts at #16. A chest at #18
has the God-Killer's Rum.
Bring it back to Mirke. The
party will start, but Benweth will not show up just yet.
Talk to her again. She'll indicate that a special spicy stew from Cookie
Maina is needed to take the party to the next level. Maina can be found
in the kitchen below the court. Keep in mind that trying to go through
the door at #6 will still make everyone in the Court go hostile, Mirke
included. So you'll have to go the long way.
You start off at #1 on the map of the Deadlight
Dungeon if you came in through the stairs. You can send a
character with Stealth to go northeast and then northwest past the
guards in the northeast powder room, and then open the door at #10 from
the other side.
Speak to Cookie Maina at #12, and she'll give you the Special
Stew without any fuss. Now go back to the Court.
Note that you have an opportunity with respect to the harpsichord at #5
of the Deadlight
Court before you speak to Mirke
again. You can click on it and rig it with a Bomb
that can cause damage. Or not, it's up to you how to want to play things
out with Benweth when he arrives.
Speak to Mirke again. She'll
use the Stew to kick the party into high gear. That's when Benweth
arrives. He'll want to show off his skills with the harpsichord. If you
had rigged it with a bomb, it will blow and kill him outright. Nobody will
suspect you, and the Quest will be completed then and there. You can now
loot his items, including the Miscreant's
Leather.
If he plays and lives because you didn't rig the instrument, he'll
remain standing by the Harpsichord. You can now click on him to speak to
him. One approach is to choose a dialogue option that leads to combat.
Not everyone in the Court will join in the fight against you, but several of
his loyal personal guards will help him out. You can kill him and his
Guards to complete the Quest, loot his items, and the rest of the Fort
will remain friendly. The notable exception will be the Guards stationed
at the Deadlight
Donjon, who will go hostile should you enter.
Another is again to try and negotiate with him. The one difference here
is that a Diplomacy check of 4 and an Intimidate check of 4 are
available right away that convinces some of the patrons to leave,
although it did not noticeably reduce the number of his guards that I
would have had to fight. After that, the same options for talking him
down become available as described above for when you make your way
to him in the Donjon.
Another pathway starts with the west part of the Deadlight
Court known as the Forge. The most direct way in is through the
door at #15 on the map of Fort
Deadlight. The problem is that an extremely vigilant guard named
Ungwith the Craghearted stands watch over the door. Getting close enough
to her forces a choice between letting her force you back down the
stairs you came from, or attacking her and setting all of the Fort's
inhabitants to turn hostile against you.
The only way to get her to abandon her post is with a distraction. Ruddy
Feyr is at #12. Talking to him drops the hint that drinking and loud
carousing often gets Ungwith's attention, and not in a good way. The way
to make the distraction work is to drink him under the table. The first
round requires either a Constitution check of 11 or a Sleight of Hand
check of 4. The second round requires either a Constitution check of 13
or a Sleight of Hand check of 5. The third round requires either a
Constitution check of 15 or a Sleight of Hand check of 6. Pass all three
rounds and Ruddy will pass out and leave you still standing.
Ungwith will come down the stairs to check out the commotion. That's
your chance to break for the door. Be careful not to come within sight
of the guards west of the door, otherwise they'll sound the alarm.
You will wind up at #12 on the map of the Deadlight
Court. Lamond will be at #13. He's willing to help you, but only
if you free his crew from the dungeons and without killing anybody.
He'll give you the Deadlight's
Storage Key, which he says can make reaching his crew easier.
Take the stairs at #15.
You can now have a Stealth character make his or way towards the
southeast corner, avoiding any patrolling guards along the way, and find
Oromino and the rest of Lamond's men at #6. You can open his door then
and there if your character can make a Mechanics check of 5. Otherwise,
you'll need him or her sneak to the table at #8 to pilfer the Deadlight's
Jail Key and use it to free the captives.
Now make your way back to Lamond. He opens the door at #11 of the Deadlight
Court, but he has another plan in mind that he'd like to make you
a part of. He wants you to kill some of Benweth's men guarding his
secret dock, and then go the ramparts to ring a bell three times to act
as a signal for Lamond and his men to make off with Benweth's personal
ship. Lamond gets to make off with Benweth's prized possession, while he
assures you that Benweth will be flushed out of the Donjon. Take the
stairs at #15 again to go back to #4 of the Deadlight
Dungeon.
You can send a character with Stealth to go northeast and then northwest
past the guards in the northeast powder room, and then open the door at
#9 from the other side. Now make your way to the stairs at #12 and go
down them.
They bring you to #1 on the map of the Secret
Dock. You'll have to defeat several guards at #2, but you can do
so without raising the alarm for the whole fort.
One of the guards leaves behind the Deadlight's
Western Ramparts Key, which opens the way forward. The stairs at
#3 lead up to the western ramparts of the Fort.
You'll now be at #20 on the map of Fort
Deadlight. Click on the bell at #21 to ring it three times. Lamond
and his men will now make off with Benweth's ship, and Benweth will
indeed come out in a rage over his stolen ship.
You now have the same choices for either attacking him or talking down
as with the other two pathways. A key difference here is that if you do
choose to attack him, it will be under the most favorable circumstances
here as he will be by himself without any guards.
The Quest yields 3,500+ xp, in addition to any items you've accrued along the way.
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