Island Adventures - The Horns of Craven (A Walkthrough)
This walkthrough covers most of the quests and important items found in the game. However, there are more "secret" items available for those who take the time to check under "every rock" and beneath "every tree."
A SPOILER ALERT! is provided beneath each entry that provides the solution for a quest. So, if you just want a "hint" and not the complete solution, avoid reading the spoilers.
Please email any comments on this walkthrough to us. Click here to open a printer friendly version in a new window. Enjoy!
Near the shipwreck, check out chests and dead bodies for needed items (including one of the "Jester" books and the "Ship Captain's Log"). Those playing multiplayer would do well to pick up the "Follower's Wands."
In Piwi Valley itself, chat up locals for background; the Haskins brothers (Teep and Jemm) have some useful information (especially for those with a high intelligence).
SPOILER ALERT! Teep Haskins' warning about setting his dogs on you is REAL! He and his dogs are a tough fight at low levels. Better to go back for him later with a henchman by your side or just leave him be.
The main plot is fairly linear at first, to allow you to secure a henchman and to outline the main aspects of the plot. Later, things branch off in a variety of directions. To avoid the feeling of being "on rails," at the beginning, there are a number of sidequests in Piwi Valley not directly related to the main plot:
Fennel Sneed's "Better-Quality" Goods
The piwi merchant in town is missing a cartful of hiqh-quality items ordered up by the Head Guardsman, Bil Forge, to help him "deal with" all the well-armed and potentially dangerous shipwreck survivors washing up on shore.
SPOILER ALERT! Fennel's assistant, George Kristof, was assailed by a thief on his way back from the other side of the island. The items from George's cart were taken by the thief into the Watch Tower, which the players will run through on the main quest. You may encounter George's corpse on the road leading up to the Watch Tower. A receipt for Fennel's "better-quality" items can be found on Level 2 of the Watch Tower. Bring the receipt back to Fennel to collect your reward. A byproduct of completing the Fennel quest is he now has an excellent store available where you can purchase some good weaponry and armor. BEWARE! Fennel is "touchy" about being confronted about his price-hiking scheme, so tread lightly when speaking with him and collecting your reward.
A Nephew in Mourning
Samuel Jonson died recently, and his nephew and dog are both in front of his house mourning his loss. The nephew is in a hurry, as the uncle's funeral is starting shortly. A bard might be able to coax a smile (and some coin) out of the nephew with a brief, musical performance.
SPOILER ALERT! Samuel Jonson died under "dubious" circumstances. He was poisoned by his nephew before he had a chance to write the obnoxious lad out of his Will. You can discover this one of three ways: 1) A ranger or druid can discover that the nephew is a murderer by "speaking" to Samuel's dog, Meeska, 2) a rogue could locate Samuel's secret basement (HINT: under the rug in his house) and untrap the chest that contains Jonson's diary, or 3) a person with high intelligence could question the nephew's lack of emotion when speaking about his dear uncle's demise. Once you confront Richard about his possible role in his uncle's death, he will run off in the direction of the Temple (perhaps to be seen again later in the mod...).
Amithiel Haskins, Teep and Jemm's pleasant mother, is in a bit of a fix. She wants to bake you some of her "special" pies, but apparently some large beetles have burrowed into her cellar preventing her from accessing her flour. You can accept Mama Haskins' quest to enter her basement and secure her bags of flour (on the floor). In return, she will bake you some wondrous pies that have healing properties. HINT! Her pies are famous throughout all the Sword Coast. You may be able to sell them to the right person later on, for more than their usual worth.
SPOILER ALERT! Mama Haskins is a well-known proprietor of her own line of healing products, sold in McGreeley's General Store in Craven's Bounty (town center of Craven's Isle). Over the years, she has built-up quite a nest egg for herself that she hopes to Will to her two sons when she dies. You can locate her secret stash by examining a bookshelf in the cellar and taking her Onion Pie recipe off the shelf (revealing a secret door). BEWARE! Taking Mama Haskins' nest egg results in an alignment shift towards Chaotic!
A Country Romance
Henry Renault, a widower, loves Korista Milley, a widow. They seem a perfect match. The only problem is that Henry is too shy to profess his love to Korista. He feels he is economically of a lower class level than Korista, who runs Piwi Valley's only stables. Help Henry and Korista get together.
SPOILER ALERT! Just follow the appropriate conversation options with Henry and then talk to Korista and the romance should play out fine. Seek out the happy couple afterwards in Henry's house for a hearty "thank you" from the both of them. Unfortunately, no monetary reward is provided, just the "feel good" reward of doing a good deed….
Rescue a Fellow Shipmate from Jail
Some of those who swam ashore with you when your ship crashed are locked up in the Piwi Valley Jail and Guardhouse. You would've been locked up too, had the guard of the valley not run off to investigate some goings-on at the Watch Tower nearby. You will need help on this strange island and should try and take on one of these survivors as a henchman.
SPOILER ALERT! The Head Guard of Piwi Valley, one Bil Forge, will not speak with you until you first talk to Oceana, the Priestess in the Temple to the East. However, you can interrogate the prisoners a bit first, if you like. There are three henchman to choose from: Lady Oonagh (an attractive wood-elven ranger), Vespatia of Agramoor (a painfully verbose bard/rogue), and Billy Sandow (an intellectually challenged, though brawny Priest of Helm). Once you speak with Oceana, return to the guardhouse and ask Bil Forge for the key to unlock the cell of your chosen henchman/woman. BIG ROMANCE SPOILER!!!! If you wish to forward the romance plot for a male character, pick Lady Oonagh. Female characters should pick Vespatia. Though Billy doesn't provide a romance plot, he does have an interesting back-story of his own.
Gaining Access to Craven's Bounty
Paurio Blake is the guard manning the gate to the town center of Craven's Isle, called Craven's Bounty. He will only let you into the city if you present him with a "Merchant's Pass" (see "Temple of Oceana" below, for details).
Oceana overseas all the goings-on in Piwi Valley and the areas South and West of Craven's Bounty. She has strange powers over the seas that enable her to guide "outlander" ships away from Craven's Isle. She receives spy reports on these ships from a lookout that resides in a nearby Watch Tower. However, something has happened to this watchman (and the guard sent after him) that has Oceana worried. She will ask you to seek out the disturbance at the Watch Tower and, if satisfied with your findings, will bestow upon you a "Merchant's Pass" granting you access to Craven's Bounty and other parts of the island (see "Gaining Access to Craven's Bounty").
SPOILER ALERT! Once you have completed the quest for Oceana, she has a wealth of information on the island and its inhabitants. A VERY persuasive character might be able to coax a discount out of Oceana for some of the goods she sells in her store. Also, her "water spirits" love telling riddles and will reward you with watery trinkets, if you answer the riddles successfully. HINT!! Rare riddles are valuable commodities in the finer courts and palaces of the Sword Coast. Someone might be interested in transcribing these at some time in the future.
This is a transitional area that can be easily bypassed by keeping to the road and exiting off to the Southwest. However, if you are feeling the need to "flex your muscles" a bit and rack up some wealth in the process, you can side with either the island orcs or the island goblins in their age-old "blood-feud" with each other. WARNING! If you have not collected a henchman yet (see "Rescue a Fellow Shipmate from Jail"), you will find these battles VERY challenging!
SPOILER ALERT! You can handle the blood-feud with the orcs and goblins a number of different ways: 1) speak with the orc shaman, Grukluk, and agree to wipe out the goblin horde (including killing their king, Gweenak the Strong), 2) speak with the goblin shaman, Torno, and agree to wipe out the orc horde (including killing THEIR king, Funjdugg), or 3) get access to both kings' chambers (the keys are on the shamans' bodies) and kill BOTH leaders, thereby collecting all available treasure. HINT! If you need to rest, you can do-so in Torno's hut.
Another transition area leading up to the Watch Tower (exit off the southwest of the map). Follow the road, kill any wandering monsters, and you should arrive safely at the Watch Tower.
SPOILER ALERT! Check the dead body by the smoking merchant's cart for some information about Fennel's dead assistant, George Kristof. Also, you can pray at the Altar to Craven for a temporary boost in Strength.
When you first arrive in this area, an intelligent rat cries out an alarm to other's inside the Tower. The Watch Tower itself has four floors and a roof, which the Watchman uses to spy ships for Oceana. Make your way up the four levels of the Tower to the roof, where you can solve the mystery of the Watch Tower and its rat population. A teleport on the roof will return you to Oceana's Temple. HINT! Someone has laid numerous deadly traps throughout, so "Searching" is a necessary skill here. Lady Oonagh can be told to search for traps, Vespatia is good at removing them, and Billy can be used as a high hit point "meat-shield" to run through them, if necessary.
SPOILER ALERT! There are a few things to take note of on your way up the Watch Tower: Level 1) the Watchman's Log (important quest item!), his magic Long Bow (a gift from Oceana), and one of the "Jester" books, Level 2) the receipt for Fennel Sneed's high-quality goods (see "Fennel Sneed's 'Better-Quality' Goods"), Level 4) Gillo's Memoirs and Wand of Selûne's Gift (also an important quest item).
Once on the roof, you will see a thief-like character pacing back-and-forth in front of you. Speak with (and perhaps kill) the man-rat, Gillo Ashby, to solve the mystery of the Watch Tower for Oceana. When finished with Gillo, use the portal to teleport back to Oceana's Temple, where you will receive your Merchant's Pass.
SPOILER ALERT! If you have not already done so, Gillo will ask you to read his "Memoirs" which you found on Level 4 of the Watch Tower. Of course, you can always just do the righteous thing and kill off the evil wererat immediately. Killing Gillo in wererat form is a tough fight for low-level characters (especially if you lack a magical weapon). Use the "Wand of Selune's Gift" on him (found on Level 4) to change him back to human form. As a human rogue, he can be dispatched easily. If you choose to let Gillo live, he will provide you a Merchant's Pass he stole after landing on the island. Like the Merchant's Pass provided by Oceana, this one can be presented to guardsman Paurio Blake to allow you access to Craven's Bounty, where you can look for a ship to take you off the island.
Things get quite a bit more non-linear from here on out. Reading your journal, you see you have two main quests to fulfill: 1) find a way off the island and continue your journey to Baldur's Gate, and 2) locate the gypsy's sister. Fulfilling option 2 can be accomplished by simply hunting down her location and chatting up the locals along the way. Fulfilling quest 1 is more complex. You can either seek out an audience with Lord Craven himself (see "Craven's Ridge"), or you can try to find a captain in the Docks who can sail you on to your intended destination (see "Docks"). There is only one, real side-quest in Craven's Bounty, which involves dealing with a certain bull that has run amuck, after nibbling some of the mind-affecting piwi fruit.
You should use this time to equip your character(s) using the various shops in the Merchant's area (including a gnomish inventor's store, a general store, an elven outfitter's shop, and a blacksmith). Check out the Great Library for a few books that might shed additional light on the island's many mysteries, as well as two more "Jester" books. HINT! There is a REAL recipe in the library that makes a yummy pecan pie (especially if you replace the words "John Danielson" with "Jack Daniel’s"<tm>).
SPOILER ALERT! You will run into Pathell, a piwi merchant, near the entrance to Craven's Bounty. He will ask you to take care of his crazed bull using whatever means necessary. A ranger or druid may be able to placate the beast with Animal Empathy, after which it will return to its owner unharmed. An expert at Taunt, might be able to goad the bull into a blind rage (lowering its defenses slightly), then kill it. Others will simply have to "put down" the beast with sword and spell. Return to Pathell afterwards for a nice reward.
Craven's Ridge/Temple of Ignatia
Exiting Craven's Bounty to the West you will encounter Craven's Ridge, which lies on a precipice near the bottom of the island's great volcano. Walking up the ridge, you will encounter Craven's mouthpiece and bodyguard, Valetta Ambrose. She will tell you how her master, Lord Craven, requires you to prove your devotion to him before he will grant you an audience. To do so, you will have to visit the three other elemental temples on the island (you've already visited Oceana's temple of water) and perform a task for each of the three elemental priestesses. These tasks are meant to test your absolute devotion to Lord Craven.
Valetta will explain that the fire temple is located on the same map to the south of where she's standing. Like the other priestesses, Ignatia will give you a quest to prove your worth (see "Yo Ho! A Pirate's Life for Me"). In addition, her fire spirits will tell you some useful riddles.
SPOILER ALERT! Once you complete the three elemental priestess quests, return to Valetta, and she will ask you to eat the piwi fruit. Do so, and get ready for a bit of "strangeness," as the world seems to change slightly, due to the hallucinatory nature of the piwi. Once in the "Craven's Ridge on Piwi" map, progress northward towards the Temple of Craven and click on the portal there to meet with Lord Craven himself (see "Temple of Craven"). Before you eat the piwi, feel free to wander the hills that surround Craven's Ridge. However, as the sign by the road warns, the area is full of some pretty tough customers (including one tough little Krenshar King).
With a Merchant's Pass, you may freely roam the Docks area, which the "uncivilized" and "diseased" outlanders from the Sword Coast call home. Because of its secretive nature, the island has been used for years as a stop-off location for pirates who wish to take a break from rapin' and pillagin' on the Sea of Swords, or who wish to "lay low" after running afoul of do-gooders like the Harpers. The Docks area is a dangerous place, so be on your guard at ALL times!
The two people you need to see here are the gypsy's sister (in a house close to the gate leading to Craven's Bounty), and the pirate king, Fayn Bazille, whose ship is moored at the docks. Fayn's ship, the Esmeralda, is the only vessel capable of sailing you back to the Sword Coast, so you can complete your journey to Baldur's Gate. Speak to him as soon as you can. To get to Fayn, you need to get past his guard, Iffy Longjohns, one of three ways: 1) Tell Iffy the password you get from the gypsy's sister, 2) Bully Iffy into allowing you to pass, or 3) Kill Iffy and take the key off him. (Hint! A fourth way would be to pickpocket the key off him...).
BIG SPOILER ALERT!!! Fayn will tell you that his crew has joined up with the charismatic Lord Craven, leaving his ship permanently moored at this island. If you wish to leave the island, you will have to enter Craven's Temple and uncover the nature of this Cult of Craven (and find a way to free Fayn's crew). To do this, you will need to complete the elemental priestess quests and eat of the holy piwi fruit (see "Craven's Ridge"). Craven, in turn, will tell you to kill Bazille (see "Craven's Temple"), who Craven sees as a troublemaker, stirring up the locals against him. When you return to Bazille (with orders from Craven to kill him), he will tell you to seek out the basement in the Bookhouse Lodge. There you will witness a strange, ghostly scene in which a secret society of mages is overthrown by an evil succubus (see "Bookhouse Basement"). Fayn will tell you that this Lord Craven is actually the succubus using a disguise made possible by the hallucinatory nature of the piwi fruit. The demoness is using the island as a breeding ground to create more foot soldiers for the Blood Wars. Fayn will then send you on a mission to kill this Craven/succubus by sneaking into her Temple using a backdoor accessible only from the sewers that lie beneath the city (see "East Sewers"). Since you'll be seeing the demoness without being on piwi, you should witness Craven in his/her true form.
Stop the Pickpockets from Robbin' Ya Blind
Recently, the Docks area's Bard contest and Arena is attracting a more astute group of clientele, who find the tithe-free trade and open gambling on the island a welcome change from the more law-abiding cities on the mainland. However, the pirates have begun to capitalize on these newer visitors by lifting their purses at every opportunity. The Bartender in the Bookhouse Lodge is fed up with his clients' complaining about losing their money to pickpockets. He wants you to locate the leader of the pickpocket ring and do him in, thereby ending the crime wave.
SPOILER ALERT! You will probably encounter the pickpockets yourself at one time or another. How you deal with the cutpurses is up to you (that is, if you even manage to catch them in the act...). To take out their leader, you will need to enter the Dilapidated House near the exit to Craven's Bounty. Navigate through the traps there, and use your Search skill to locate a secret trap door down to Squatter's Junction. Once there, confront Robbie Red-Eye, the head of the pickpockets and either kill him or persuade him to move his pickpocketing ring elsewhere, thereby eliminating future pickpocket attempts. If you choose to kill Robbie, head back to the Bartender in the Bookhouse Lodge for your reward (and a nice discount on all drinks at the bar).
Caught in the Act
If you enter the Bookhouse Lodge and walk up to the 2nd floor, you will run across a thief in one of the wealthy nobles' rooms. Lord Alex, the thief in question, will react to you differently depending on which henchman is in the party.
SPOILER ALERT! If Lady Oonagh is in the party, Lord Alex will greet his long-lost love with open arms. If you are in a romance with Lady Oonagh, she will refuse Lord Alex on the grounds she is tired of his lawless behavior and wants to remain by your side. Even if you are not in a romance with her, you can still convince her to leave Lord Alex and remain your henchman. BEWARE! If you allow her to reunite with her lover, she will leave the party for good! If Vespatia is in the party, he will accuse Lord Alex of stealing a valuable family heirloom of his during the chaos of the shipwreck. If you want to remain romantically involved with Vespatia, you will want to kill Lord Alex and allow Vespatia to reclaim his valuable family heirloom. If Billy is in the party, or if you are on your own (no henchman), Lord Alex will react to you as any thief would caught in a rich noble's room. If you choose to fight Lord Alex and his monk sidekick (emphasis on the "kick"), be prepared for a tough fight. Foojen's punches combined with Lord Alex's sneak attacks (and near-endless supply of healing potions) make them a tough duo to take down.
Yo Ho! A Pirate's Life for Me (Ignatia Quest)
Where there are sailors and pirates, there are prostitutes. And where there are prostitutes, there are unwanted children. One such child was left by its mother at the gates leading to Craven's Bounty. One of the Craven Guards saw the child and brought it to Ignatia, the elemental priestess of fire. Later, the prostitute changed her mind and had her brother and his gang of brigands sneak into the city and bring the child back to her. Apparently the brother guards the child even now, in the top level of the Docks area brothel, called Dockside Dolls. At least that is the story that Ignatia told you, as part of her "Retrieve the Child" quest. Ignatia's quest involves getting the baby back from this gang of thieves using whatever means at your disposal.
SPOILER ALERT! When you speak with the child's mother, the prostitute Cynthia Paulson, she will tell a different story, saying that the child was kidnapped by Ignatia and later recovered by her brother, David. You can complete the quest a couple of different ways: 1) Bully or persuade the prostitute into giving you the child; 2) After getting the upstairs key from Cynthia, you can Bully her brother into giving you the child; 3) Kill David Paulson and his cronies and take the child off his dead body, or 4) Work with David Paulson on creating a "ruse" to fool Ignatia into thinking the mother sacrificed herself and her child by jumping into Craven's Bay. Once you've secured the child (or the child's swaddling clothes, if you chose the "ruse" option), report back to Ignatia to complete the quest.
Cooper Just Loves Mama's Pies
You meet Cooper, a Harper Agent, in the Bookhouse Lodge. Cooper has been trailing Fayn Bazille for months and can't seem to catch the supposed gem smuggler in the act. He wants you to tell him Bazille's whereabouts if you run into him during your time on the island. Cooper also asks that you bring him any pies baked by a certain Amithiel Haskins, which are known far-and-wide for their mind-blowing goodness (see "Mama Haskins 'Special' Pies"). He will reward you for locating any of Mama's pies. It seems Cooper is a certain connoisseur of pies...
Of all the jesters and bards who have performed on the Sword Coast in recent memory, none surpass the greatness of Jack Payne, the Riddlemaster. Currently telling riddles in the Bookhouse Lodge, Payne will tell you his tale of how he is running out of fresh material to keep up with potential usurpers of his bardic throne. He will say how he has come to this island after receiving a tip from a drunken pirate about a group of elemental spirits who love to tell and hear riddles. Unable to move throughout the island (as he lacks a Merchant's Pass), Payne will ask you to seek out these spirits and collect their riddles.
SPOILER ALERT! The riddles are easily taken from each of the elemental spirits you meet in the priestess temples. Simply bring these riddles back to Payne and he will reward you handsomely (50 gold pieces per riddle and a fair amount of experience). In addition to retrieving his riddles, Fayn provides some VERY helpful trinkets from his jester's grab bag if you can answer a few of his more challenging riddles. (HINT! You will need to read the "Jester" books to guess one of the tougher riddles.)
Fayn will tell you to find the secret basement that lies beneath the Bookhouse Lodge. Once there, he claims you will uncover the mystery of this island and its enigmatic ruler, Lord Craven. Watch the ghostly scene that plays out before you, and report back to Fayn with your findings.
SPOILER ALERT! Finding the basement is simply a matter of hunting around the bottom level of the Bookhouse Lodge. Eventually, you will run across a wine-cask that can be moved aside to reveal a secret trap door leading down into the basement. Jeeves, the iron golem butler for the Bookhouse Boys (who seems to be unaware of his masters’ demise), will serve you up some potent victuals. (HINT! You can use his liquor cabinet yourself if you have the right ingredients.)
Accessible by exiting the Docks area to the south, the Arena is where you can bet on gladiatorial fights between varying levels of monsters. This is strictly for fun and has no bearing on the main quest; however, talking to the spectators might reveal a few tidbits of information about Craven and his attractive bodyguard, Valetta Ambrose.
SPOILER ALERT! Fighter types who question the half-orc Arena owner, Brocchus, about his eloquent speech and manners may be rewarded with a magical greatsword. Brocchus has retired and says he doesn't wish to cart it around any longer.
Heading north out of Craven's Bounty, you enter a transitional crossroads area, with one road leading north to the Foothills (see "Foothills") and another leading West to the Temple of Aeros (see "Temple of Aeros"). Weaker characters should definitely keep to the roads, as the wargs in this area are VERY tough. A guard walks the roads and will try to help out with the fights, if they occur.
There are two buildings in this area and a hollowed out tree, where you can rest. The first building is Graye's Funeral Parlor, run by a sickly-looking chap named Barnabas Graye. The second building is Graye's home, which can only be entered using a key on Barnabas' person.
SPOILER ALERT! If you are on Fayn's quest to assassinate Craven (see "The Docks"), you will need to get into Barnabas Graye's home to retrieve the key that unlocks one of the two mausoleum entrances in the Cemetery. You can get the key one of two ways: 1) you can pickpocket the key off Barnabas, or 2) you can attack Barnabas and take the key off his dead body. He's not too challenging a fight for a party, though perhaps a bit challenging in single-player. HINT! There is a recently departed corpse in Barnabas' embalming chambers that can be animated by a cleric or by a mage/sorcerer/bard with an animate dead scroll. This zombie can only be healed of injuries using embalming fluid (for sale by Barnabas or available in a chest in his home).
Heading north out of Sandy Forks, you come to the Foothills, where you can find the Cemetery and the entrance to the Temple of Crystalis (see "Temple of Crystalis/Abandoned Gem Mines"). As with many of the wilderness areas in the mod, keep to the roads if you wish to avoid fighting. If you do go off-road, a guard is nearby to help out with the fights. As the sign says, beware of falling rocks in this area.
Upon entering the Cemetery, you witness a strange ceremonial ritual where the spirit of Samuel Jonson (the man from Piwi Valley who recently passed on) is apparently helped along to the "Bounteous Fields," a sort of "Heaven" for the Craven worshippers on this island.
Also in the Cemetery are the parents of George Kristof, Fennel Sneed's assistant, who was murdered on his way back to Piwi Valley with Fennel's "better-quality" goods. They are mourning their son's loss and should probably be left alone.
SPOILER ALERT! If you have uncovered the secret behind Samuel Jonson's demise (i.e., he was poisoned by his nephew who now leads the funeral procession), you will want to confront the nephew after the ceremony. He will tell you how he expected your "meddling" and has hired two very beefy bodyguards to help him silence you, once and for all. This is a tough fight; depending on when you enter this area, this could be one of the tougher fights in the game. Use whatever you have collected up to this point to win: potions, scrolls, etc. Also, if you choose to speak to George Kristof's parents, tread lightly as the father is angry and looking to pick a fight. Speak kindly to the father and he might give you the Kristof family heirloom he meant to give George. This is a VERY nice silver dagger that works wonders on undead and lyncanthropes. Of course, killing George's father will also grant you the dagger, but that would be EEEEVVILLLLL. If on Fayn's quest, you will find the two mausoleum entrances to the Crypt of the First Children near the backside of the Cemetery (see "Crypt of the First Children").
Temple of Crystalis/Abandoned Gem Mines
On the north end of the Foothills is the entrance to Crystalis' Temple. As an earth elemental priestess, she has some earth elementals working for her. As with the other three priestesses, her elemental spirits love to tell riddles that can be sold to the Riddlemaster in the Bookhouse Lodge (see "Jack-in-the-box").
Crystalis' quest seems a simple one. Some spirits of long-dead duergar gem miners have appeared recently and are causing havoc in her underground realm. She says these dwarves died long ago when they drilled down into a pocket of sulfurous (and highly toxic) gas. Apparently some other spirit is whipping them up into a heated frenzy. Crystalis wants you to exorcise all of the evil spirits in the mines, and return when you have done so.
SPOILER ALERT! From the get-go, it is obvious that Crystalis is not being entirely truthful about these duergar spirits. First off, a quick look at their appearance shows them to be anything but duergar. Secondly, if you manage to find the journal of the dwarven priest, Grayharrow, it says that the miners were actually poisoned by a noxious gas released intentionally into the mines from some female enemy. Unfortunately, however the dwarves died, they view you as claim-jumpers and will attack on sight. Some of these battles are tough, though a cleric with turn undead could make short work of them without much trouble. (HINT! If you ignore the sign about staying away from the Crypt to the East, you will run across the ghost of Gracus, who is the one "stirring up the pot" in the mines. Gracus has a serious axe to grind with some of the island's inhabitants. You'll find out more if you choose to explore the Crypt of the First Children while on Fayn's quest to kill Craven (see "Crypt of the First Children").
Temple of Aeros/Windmill Hills
Exiting the Foothills to the west, you enter the Temple of Aeros, the air priestess. Speaking to the priestess you discover that a group of giant windmills nearby are under attack by some evil imps, cleverly disguised as woodland pixies. Apparently, the awesome power of the windmills is channeled by Aeros to her three fellow priestesses. Without its power, Oceana lacks the wind power necessary to call forth her mighty storms, used to drive away unwanted ships. Your task is simple: kill the imps, thereby returning the windmills to full operational status. Aeros warns you not to speak with the imps, as they will try and trick you with falsehoods and half-truths. She also says that their leader, Aurora, is particularly difficult to deal with.
As with the other priestesses, Aeros' air spirits will tell you riddles that can be sold to the Riddlemaster in the Bookhouse Lodge.
SPOILER ALERT! The main spoiler here is that the pixies really ARE pixies and not imps in disguise, as Aeros claims. A ranger or druid can uncover this fact by asking their leader, Aurora, a number of questions that only a member of the woodland fey would know. (HINT: If Oonagh is in the party, you can have her interrogate the pixie leader for you.) Once you have uncovered the truth about the pixies, you ask them to leave the windmills alone so you can complete Aeros' quest and get in to see Craven. After that, you promise Aurora you will get to the bottom of this Cult of Craven, once and for all.... The other route for completing this quest is to believe Aeros, and kill every pixie on the map. Some of these fights are tough (due to the pixies’ animal companions), so be prepared!
Important Note: If you have a problem with this quest, make sure you have gone to all six windmills (they are marked on your map) and make sure you have killed all the pixies at each one. On a few occasions during testing, a pixie would be "hiding" somewhere and not attacking. If that's the case, you should be able to find the pixie by hitting tab to highlight it. You should get a short cutscene when you have finished with all six windmills. For a small percentage of people, it seems the "onexhausted" event doesn't fire consistently, and the game does not recognize that all the pixies are dead. If that is the case for you, here's a quick fix you can use to get past that area:
For more detailed instructions on how to use console commands, go here.
Craven’s Ridge on Piwi/Temple of Craven
Once you have completed the three priestess quests, and returned to Valetta Ambrose in Craven’s Ridge, she will ask you to partake of the holy piwi fruit. After doing so, the entrance to Craven’s Temple is clear. Enter the portal in the Temple to travel to Craven’s underground abode.
Craven appears as a kindly old gentleman-gnome who came to this island many years ago, following a failed attempt at becoming a lich. When the ancestors of the people from the island, whom he calls "The First Children," wrecked on the Horns of Craven (the same rocks that damaged your ship), he befriended them and offered to cure their horrid and disfiguring malady. He claims that this cure, the piwi fruit, must be ingested by the citizens of the island each day or they will revert to the foul disease of their ancestors.
When you tell Craven of your desire to quit the island, he says the only way to leave is on the ship owned by Fayn Bazille, the pirate king. He says you must kill Bazille and return to him when you have done so. At that point, you will be free to hire Bazille’s crew and leave for Baldur’s Gate.
SPOILER ALERT! Not many spoilers here. Craven appears to be whom he says he is. However, a curious thief (or brawny fighter) might be able to lockpick or bash his/her way into one of Craven’s back rooms to reveal a torture chamber. This is, perhaps, your first clue that Craven is far from the benevolent monarch he claims to be.
This is an optional area that is used only to further the back-story a bit. Some of these fights are fairly challenging, so weaker players might want to bypass this and head straight for the Sewers instead (see "East Sewers"). You will encounter this area after entering one of the mausoleum entrances in the Cemetery.
SPOILER ALERT! If you fight your way to the end of the Crypt, and defeat its Guardian (a mummy), you will be able to untrap and access the Sarcophagus of the First Children. The main spoiler here is that Gracus, whose spirit you perhaps encountered in the Abandoned Gem Mines (see "Abandoned Gem Mines"), was apparently murdered (perhaps by Craven) when he began to uncover the mystery of the island. Also the "First" Children actually WERE three children, who died at sea of malnutrition and their dreadful disease. Their skulls are visible in the sarcophagus.
Accessible by exiting west from the Crypt of the First Children, the East Sewers is a transitional area leading to Squatter’s Junction and then onto Craven’s Temple, for the grand finale. You can meet the Ratcatcher here, a rather curious fellow whose job it is to keep the rat population in the area under control. He will offer you some potent rat-meat, which he claims will aid you when confronting the large, green rats that run rampant in the sewers. Also, if Gillo Ashby lives, the Ratcatcher will ask you to kill a certain King Rat (Gillo) who is apparently creating a small army of wererats to eventually try and take over the island. If you kill the King Rat for the Ratcatcher, he rewards you with a nice, shiny trinket he found in the sewers nearby.
SPOILER ALERT! The only real spoiler here is that the Wand of Selune’s Gift, which you may have acquired in the Watch Tower, will still work on Gillo here, making the King Rat encounter a LOT easier.
If you completed the quest for the bartender in the Bookhouse Lodge (see "Stop the Pickpockets from Robbin' Ya Blind"), you would’ve already visited this area via the Dilapidated House in the Docks. If you didn’t complete that quest (and locate the secret trap door down to Squatter’s Junction), you will have to find a way to navigate the complex maze of heavily-trapped docks. Once you reach the barred gate leading into the Junction, a guard there will ask you for the password, which was given to you by Fayn. Continue on to the west gate and use the key to enter Craven’s Temple (see "Craven’s Temple: Part 2").
SPOILER ALERT! The safest way through the maze of docks is to always go the "opposite" way shown by the red arrows. Some of these traps are "deadly," so it pays to try and think your way through here. In case you forgot the password Fayn gave you, it is "esmeralda" (after his famed pirate ship). If you sided with Robbie Redeye or have not encountered him until now, he is available here to sell you some items prior to your final confrontation with Craven. Also, this area is safe to rest in. (HINT! If you want to browse some of the other shops prior to the ending battle, feel free to walk up the stairs to the Dilapidated House and then out to the Docks.)
My but the Temple has changed a bit since you last saw it. Not under the influence of the piwi, you now see the Temple for what it really is: an Abyssal nightmare. Progress northwards towards Craven and throw a smackdown on her of mythic proportions! Optionally, you can choose to let Craven live, saving the islanders from resuming their horrid illness but condemning their souls to eternal servitude in the Blood Wars.
After dealing with Craven, you can use her portal to teleport back to the Docks area. Speak with Fayn about your success with Craven. He will allow you time to browse the Docks before he puts out to sea. When you tell him you are ready to sail, the module ends and you view the closing credits. Huzzah!
SPOILER ALERT! Look out for a ring on the walkway leading to Craven that might prove VERY beneficial here. It is a Ring of Elemental Resistance that will provide you the added protection needed for the final showdown.
1) Jester book locations - Chapter 1 is in the captain's chest by the ship, Chapter 2 is in the Watch Tower on the first floor in the desk, Chapters 3 and 4 are in the Great Library, Chapter 5 is on the bookshelf on the upper floor of Dockside Dolls, and Chapter 6 is on the bookshelf in the Bookhouse Lodge (main floor)
2) Items - There is a secret cave with a chest in it along the cliffs in Piwi Valley. There is also a small pond near the cave where you can find a gem in one of the ferns. Fifty gold and a gem can be found in a tree hollow behind Jemm's house. In Korista Milley's barn, there is an amulet in the hay.
3) Areas - When you go through the city-proper gates (just beyond the outdoor merchant area), if you make an immediate left and go to the end of the map, you will find an interactive shrub. Clicking on it will give you the option to get into a "meditation garden." There's nothing in particular to do in this garden. It's just a nice restful little area for your party. In Amithiel Haskins' cellar, there is a bookcase with a cookbook on it. If you take the cookbook (which has a delicious onion pie recipe in it, by the way), the bookcase will move aside, revealing a secret door to a tunnel.
4) Locations of potion ingredients - If you find the right ingredients, you can mix yourself up some potions at the alchemy table in the Bookhouse Lodge cellar. There is also a book in the bookcase by Jeeves that tells you which ingredients are needed for each potion.
Berduskan Red Wine - Berduskan red grapes can be found on a vine outside of the Temple of Ignatia, and you can buy an accelerated aging scroll from Drego's Curious Creations in Craven's Bounty.
Black Bull Lager - You will get a vial of bull's blood if you kill Pathell's bull in Craven's Bounty. The baker's yeast can be purchased from McGreeley's General Store in Craven's Bounty.
Primrose Punch - Helodoxa Primrose grows on the highest level of Windmill Hills. Boysenberries can be found growing on a vine on the wall of the cemetery in the Foothills area.
© 2004 Alan Tarrant and Anya Clancy