A member of the Royal Deadfire Company, Tumara, and a member of the
Huana, Netehe, will be in argument with each other at #10 on the map of
Periki's Overlook.
The subject of their argument is their competing claims to a tablet
called the Harapo Epic, and apparently in the possession of the Archmage
named Arkemyr. The dialogue presents an opportunity to gain a little bit
of positive reputation with the Huana by recognizing its value to Huana
culture. You can then choose either Tumara or Netehe for follow up
questions once they've had enough of each other. The dialogue itself
triggers the quest.
It becomes a matter of getting into Arkemyr's Vault inside his Manor.
There's a few ways, and all of them start with The
Dark Cupboard, the entrance to which is at #3 on the map of Periki's
Overlook.
The safest and longest way begins by taking the stairs at #9 on the
map of The Dark Cupboard,
leading to the Living Quarters.
You'll end up at #10 on the map of the Living Quarters. Click on the
window at #12 to start a scripted interaction. Spending a Rope
and Grappling Hook and having anyone make an Athletics check of 3
will get you across and near the door at #5 on the map of Periki's
Overlook.
First go to the door at #7, both to avoid the Ironclad Construct that
patrols between #5 and #6, and to reach the door at #8. Go through the
door at #9.
Find Arkemyr's Old Robes in the
armoire at #3. Having your Watcher character wearing it will prevent any
of the Ironclad Constructs from attacking you.
But by itself it's not enough for the Imps, who could blow your cover.
Find Arkemyr's Notes in
the desk at #4. It provides a clue that can prevent the Imps from
attacking you and sounding the alarm.
Go back the way you came, and now go through the door at #5 on the map of Periki's Overlook.
You'll now be at #1 on the map of the Upper
Floor of Arkemyr's Manor. An Imp named Yellow-Eye Three will be at
#2. He carries the Translucent
Crystal, which is an item that is potentially helpful to opening
the Vault. It can help open the Vault without the need to make a
Mechanics check.
If you can't convince him that you're not an intruder, he'll sound the
alarm to turn the whole Manor hostile against you and then attack along
with several other Imps.
One way to convince him is to approach him while wearing Arkemyr's
Old Robes and give him the "cider and cheese" password from Arkemyr's
Notes to convince him that you actually are Arkemyr. He'll then
gladly hand over the Translucent
Crystal on your request. Using the password as a lie earns Shady
disposition.
Even without the Robes and password, it's possible to settle him down
and get the Translucent
Crystal. It requires either a Bluff check of 8 or a Diplomacy
check of 9 as a lead off. A Bluff check of 2, or a combined Arcana check of 2 and Streetwise check of 3 are possible as follow ups, but they won't convince him. The two follow ups that work are either to pay him 500cp, or make an Intimidate check of 4 and then any dialogue option that follows after that.
Note that if you previously haven't encountered Yellow-Eye Three, the
Imps in the other levels of the Manor will be similarly suspicious of
you. Passing yourself as Arkemyr by wearing Arkemyr's
Old Robes and using the "cider and cheese" password from Arkemyr's
Notes works in this instance as well. And it earns Shady
disposition just the same. Alternatives include a Bluff check of 8, an
Intimidate check of 8, or a Diplomacy check of 9. But those alternatives don't really work. They'll just mean that the Imp who catches you will offer you an opportunity to leave without a fight.
The book shelf at #3 has a Tattered
Note, which provides a combination sequence based on "Diamond,
Ruby, Ruby, Sapphire, Emerald." This information is crucial for breaking
into the Vault itself.
The stairs to the basement are at #5.
The most violent path begins by talking to Fassina at #2 on the main
floor of The Dark
Cupboard. She is willing to give you Arkemyr's
Manor Key if you have completed the Velvet
Glove, Brass Fists Task in a way that freed Bessano from his debt
and without getting captured by Hamuta Stonheel.
Failing that, you could also pickpocket her for the key.
Coming in through the front door, without any of the precautions
described for the first pathway, would amount to committing yourself to
trying to slaughter all the Imps and Ironclad Constructs in the Manor to
cut a path to the stairs at #5. It may be more than you can chew,
depending on your level. The Imps are more of a nuisance than anything
else. But the Constructs boast hard melee hits, very high Armor rating,
and an attack that resembles the Fan of Flames spell.
The way that gets you closest to the Vault itself begins by talking to
the small construct named Ifren at #3. Be forewarned that he can inflict
a Concussion injury on you if you're nasty with him. He can also tell
meaningless fortunes for 1cp if you're so inclined.
Ask him specifically about how he broke into Arkemyr's Vault in his
former life, followed by any one of paying him 500cp, a Bluff check of
4, or an Intimidate check of 4. He'll reveal that there's a crack in the
wall in the Boiler Room of the nearby Luminous Bathhouse, and that you
either need to be quite strong or have tools to get you clear into the
Vault.
Entrances to the Luminous Bathhouse are at #15 on the map of Periki's
Overlook.
If you took the subterfuge path that started from the rooftop, or the
violent path that starts through the front door, you'll eventually end
up at the stairs at #1 on the map of the Laboratories
of Arkemyr's Manor.
If you took the path that went through the Luminous
Bathhouse, you'll wind up at #8 instead. Getting past the wall at
#9 requires either any character to make a Might check of 18, or
expending a Hammer and Chisel.
Doing so will set off an alarm and turn all the creatures in the area
hostile, even if you managed to so far avoid their scrutinty through
Quest pathways that relied more on subterfuge.
However, if you examine the wall before forcing it, and make a Perception check of 14, you can make a Mechanics check of 6 to neutralize the alarm. You can then force the door without the worry of any hostilities should you been seen. Wearing Arkemyr's Old Robes will still prevent the Constructs from attacking. Avoiding the Imps from kicking you out or sounding their own alarm still requires wearing Arkemyr's Old Robes and using the 'cider and cheese' password.
There is a soul at #5 whose memories can be read by the Watcher as an
alternative way to obtain the combination sequence needed to open the
door to the Vault. If you still want to avoid any fights, you can send
your Stealth character by him or herself to click on the soul, and your
Watcher can use his or her powers at a distance to obtain the
information. In fact, Xoti can
also harvest the soul for purposes of her personal Quest, The
Lantern of Gaun. She also doesn't need to be in the room, so long
as your Stealth character is able to click on the soul without being
noticed. In fact, that would be preferable, since if Xoti
entered the room in Stealth mode, her Stealth would get blown after
harvesting the soul.
The door to the Vault itself is at #10. The first step to opening it
is to click on the lock next to it to begin a scripted interaction.
Next, you'll need to either use the Translucent
Crystal or make a Mechanics check of 9 to get it ready. The last
step then requires using the combination learned from the Tattered
Note, or learned from the soul at #5, and then the door will open.
The Vault itself is at #11.
Be forewarned that it has a LOT of traps, and in my estimation needs a
character with both significant Perception and significant Mechanics
skill (boosted by Svef and/or Thief's Putty if need be) to get through
safely. One of the chests has the Hasongo
Epic needed to complete the Quest.
The numerous other chests offer plenty of quality items, including:
Ninagauth's Teaching -
Has the unique spell, Ninagauth's Shadowflame, that inflicts both
Freezing Damage and Paralysis in an area-of-effect similar to
Fireball.
Now it's a matter of leaving with the Hasongo
Epic. Going out the shortcut at #8 and then through the Luminous
Bathhouse commends itself, especially should the Imps and
Constructs turn hostile.
It becomes a question of who you give the Hasongo
Epic to in order to complete the Quest.
If you prefer the Rauatai Deadfire Company, Tumara will be waiting
beside the door at #14 in the Brass
Citadel. Giving it to her will result in an xp reward, a moderate
increase in reputation with the Royal Deadfire Company, and 2,500cp.
If you prefer the Huana, Netehe will be waiting beside the door at #8 in
Serpent's Crown. Giving
it to her will result in an xp reward, a major increase in reputation
with the Huana, and 2,500cp.
Completing the Quest also prompts a visit from an Imp, who informs you
that Arkemyr has returned to his Manor and would now like to speak to
you. That message triggers the Task called A
Cordial Invitation.
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