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Completed Arcanum LP [Tech/Evil][Fortified with memes][Finished]

Joined
May 4, 2017
Messages
631
Seriously is that an option? Do you need to have a high beauty stat? Tfw no waifus.

You need high charisma + persuasion. You can even have a negative reaction modifier. But from what I know, no one will know that you fucked her (I was mostly looking to see if Raven gets jealous) and as such it is not worth it. Beside, after having fucked her you don't gain anything at all - I mean you can mention to her that you wish to be her special one but it mostly seems cuck stuff, in fact she gets aggressive and attacks you for pissing her off.

Edit: By the way, I think you can still reveal the story to Alexander and get your special ending ;)
Edit 2: I wonder what happens if you resurrect K'tuan'hua in front of Nasrudin :P
 
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Joined
May 11, 2007
Messages
1,853,707
Location
Belém do Pará, Império do Brasil
K'an Hua's narration of the Arrownax cinematic is hilarious. Nigga put all his character points into the Slimy Badguy Voice Skill, I'm pretty sure he's that skill' Master trainer.

Yeeessss, yeeessss...

You don't need to detect evil to realize this is a badguy. How did Alexander and the others ever let the dude inside that Church? Did they think that he was good, because he didn't burn once he stepped inside it?
 
Joined
Nov 29, 2016
Messages
1,832
K'an Hua's narration of the Arrownax cinematic is hilarious. Nigga put all his character points into the Slimy Badguy Voice Skill, I'm pretty sure he's that skill' Master trainer.

Yeeessss, yeeessss...

You don't need to detect evil to realize this is a badguy. How did Alexander and the others ever let the dude inside that Church? Did they think that he was good, because he didn't burn once he stepped inside it?

It doesn't help that he is literally dripping with evil according to in-game description :roll:
 

Egosphere

Arcane
Joined
Jan 25, 2018
Messages
1,909
Location
Hibernia
You need high charisma + persuasion. You can even have a negative reaction modifier. But from what I know, no one will know that you fucked her (I was mostly looking to see if Raven gets jealous) and as such it is not worth it. Beside, after having fucked her you don't gain anything at all - I mean you can mention to her that you wish to be her special one but it mostly seems cuck stuff, in fact she gets aggressive and attacks you for pissing her off.

Edit: By the way, I think you can still reveal the story to Alexander and get your special ending ;)
Edit 2: I wonder what happens if you resurrect K'tuan'hua in front of Nasrudin :P
I looked it up and you need a beauty stat of above 12 ( according to some ). Your race might be a modifier as well. I had charisma 20 and expert persuasion when I met her.

K'an Hua's narration of the Arrownax cinematic is hilarious. Nigga put all his character points into the Slimy Badguy Voice Skill, I'm pretty sure he's that skill' Master trainer.

Yeeessss, yeeessss...

You don't need to detect evil to realize this is a badguy. How did Alexander and the others ever let the dude inside that Church? Did they think that he was good, because he didn't burn once he stepped inside it?
There's a reason I titled the last part 'cospiritard among brainlets' :lol:
 
Joined
May 4, 2017
Messages
631
I checked yesterday and all I needed with an elf was beauty 9 and enough charisma to match persuasion 16/20.
 
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Egosphere

Arcane
Joined
Jan 25, 2018
Messages
1,909
Location
Hibernia
PART XXI: GHOST SHIP

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In the last part, I believe, we left the Panarii temple after discovering some truths about the lore: Mannox, Nasrudin and Arronax.
From here we can pursue several different paths, such as uncovering the rest of the Mannox conspiracy ( in Roseborough ), finding Tollo Underhill in Dernholm to acquire the Vendigroth map ( the Kan Hua quest ), or sail to Thanatos to uncover the rest of the Nasrudin conspiracy. Not all are mutually exclusive, so let us go to Dernholm and acquaint ourselves with the rogue halfling.

We come upon the Thieve's lair in our journey, but we are too big to fit through the entrance. I'm guessing most of the thieves are halflings.

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And here is Dernholm. The pits of dernholm, that is.

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I'm serious

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You don't have the nerve, dog!

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(I wonder how they 'threw' 9 people in. I'm guessing we stood on the platform willingly and then they lowered it)

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There are jail cells here, with some of the inmates casting some strange, protective magicks. This one isn't aggressive, but he's an exception, not the rule.
Most of the doorways are also locked, which is strange. By that logic, a person thrown into the pits will get stuck in the very first corridor and not be able to enter the dungeon proper. What's the point of that?

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New enemy, Shiverbit

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I was wondering why there was a wolf that wasn't attacking us, then I realized that I have so many party members that some might be able to cast creatures

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Hey, Perriman, since we're going to Vendigroth wastes one way or the other, do you mind disclosing Tulla's location for us?

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And here's our man

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Who are you?

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I'm looking for someone in particular

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He's a halfling

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No, I'm looking for Tollo

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Yes

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What happened?

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(Sounds like a better version of Bioshock)

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All I need from you..

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Deal

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[Lie] I've found a way out, let's go

Since he's in your party, you can simply transfer the map from his inventory to your own with no repercussions.

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But this is the map of the INSIDE of the subterranean Vendigroth ruins. I thought he was giving us a map of where to find the damn thing on the continent itself. What use is this map?

Before we go, tell me of Dernholm Tollo

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K k, let's go

Desecrator up ahead

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I find the layout very strange, because when I first played this game I could have sworn when I 'entered' the Pit proper, I spawned in the hallway with the desecrator. I remember that because his level was light years ahead of anyone I had encountered up to that point, so he was like an end-game boss at that stage for my party. Weird.

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There are stairs hidden away at the end of the dungeon

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and we come out of a secret entrance a couple of kilometres north of Dernholm

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Wanna join me?

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Alright then, Tollo, I won't push it. Goodbye and good luck!

So we have the map, and we can pursue Kan Hua's mischievous designs by traveling to Vendrigoth right now, but I want to sail to Thanatos first. We're hated all over the continent by now, but I believe we still garner a lot of respect in Ashbury.

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Apparently, word of our deeds has seeped into a few ears in Ashbury as well. Let's visit the pub and see if we can find Cap'n Teach.

There's a drunken sailor at one of the tables. We order a drink and approach him.

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Don't know who Skelly is

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Amazing story, my man. Here, have another drink

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[buy him a drink]

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[buy another]

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Dry, you say?

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Bring him another!

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[Nod to the bartender]

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[again]

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[again]

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I thought we were friends!

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There are two half ogres in machined armour with a human gambler at another table

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who are you?

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I'll do just that. Hey, Teach!

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What happened?

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Did he cheat?

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I could help, but also call on that favour

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and the other options?

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and the other solution?

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Yes, you told me just before we sailed to Isle of Despair. Jack Skellybones.

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We go to the location and find a boat

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It takes us to a little island just off the coast

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And here's Stingy Pete, in the flesh

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I want to talk

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I need a moment to explain

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I need your boat

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Do you not enjoy it?

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What did you see?

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Who cursed you?

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[tell him the story]

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What do i do?

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tell me

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first task

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where are they?

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ok. Second task?

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third task

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what's that?

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that's horrible

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an evil blade, indeed

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what happened?

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and then?

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what did you all do?

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I'll do it

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We'll do the tasks chronologically. Up first is the Williamson treasure.

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we go to their homestead, which is a run down cottage in the middle of nowhere

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what are you doing out here?

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that's why I'm here

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[tell her]

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yes [hand them over]

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Goodbye

Up next is the Halcyon order at Vooriden

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uh..hi

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what do you do here?

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can i ask more questions?

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(I can't)

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tell me of this 'temple'

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few questions about your religion

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tell me of the old gods

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and Halcyon?

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can i make an offering?

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Actually..

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yes

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I'll help

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where is Torin?

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I'll do so

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hey murgo

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are you available for helping me carry a big rock?

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so you'll join me?

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ffs

Ok then, we go alone.

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we reach the quarry by nightfall

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there's some random corpse with a strange bow here

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and here's the damn rock. Had to shuffle the inventory for 10 minutes straight before I could pick it up

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we can't run with the thing, so we walk back

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greetings..

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Look at that. Beautiful.

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It's nice to have so much space in inventory

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we find some mushrooms in the fields

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Finally, we go to the Bangellian Deeps. We've already visited them once before, but never made it to the end.

We also stumble upon a wrecked camp on our way north

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There are dead people all over, and one fleshy mound staggering from one end to the other

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Some loot is here

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I don't think there are any notes to gives us some context to what transpired here, it remains a mystery.

Here are the Deeps

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The last hurdle is the toughest. You have to fight a cursed paladin and his slaves, clad in high level armour.

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Fortunately, we can overwhelm them with sheer numbers.

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And here's the Bangellian Scourge

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We toss it into the nearby furnace and watch it melt away. That's that.

On my way out of the Bangellian Deeps, I notice that Jormund is no longer with us. Did he die in the struggle against the Paladin? We scour the bodies, but he's not there. Hmm.

I eventually find him standing near the earth that concealed Williamson's treasures. I think shooting the gorillas protecting it must have triggered some negative karma and led to him leaving the party.

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Hey Jormund, want to join the party?

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Alright then.

We go back to Stingy Pete.

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Yes, it is done

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good luck, Pete

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So Pete transcends into another realm of existence, bequeathing us his boat. You get to keep the boat till the end of the game and can sail between the towns of Arcanum on it. Fantastic. We need an appropriate name for it: something with a ring to it, and apt for a ship with such a dreadful history. But I can't think of anything. If you have any suggestions, please share.

Off we go to Thanatos!

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No, I'm not foraying into the island at night time.

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This place is a tropical paradise, infested with lizards, krags and simians

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There's a horrendous passage here whereby you're forced into a 'maze' of sorts made out of trees. The trees bar a straight path, so you have to play along and traverse the maze. The problem is that the 'corridors' in this 'maze' are so huge that you often can't see the path bifurcating. You might end up walking for 3 minutes one way and hitting a wall, left to wonder where exactly are you supposed to go next, before finding another passage which you completely missed 2 minutes ago. There are also legions of wargunnes and gowraths here, to make the experience even more exciting

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I'll spare you the details. We come out of this maze and find a hovel on the other side

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and there's one dude inside

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(voiced)

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I'm looking for a grave

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Searching for the resting place of Nasrudin

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Virgil interjects:

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Stranger replies:

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Virgil:

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Stranger:

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Virgil:

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Stranger:

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Virgil:

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Stranger:

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Virgil:

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WHAT?

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Why have you hidden yourself here?

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Do you know of Panarii?

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did he know how it started?

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what happened to mannox? They believe he 'ascended'

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I need your help. Arronax is coming back.

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What am I going to do?

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How is he still so powerful?

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(All roads lead to Vendigroth)

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what does the device do?

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how do i find it?

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where are the ruins?

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why don't you do it?

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can you clarify some things for me?

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(there's not much to ask here, so we leave. If we talk to him again

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Ok I'm leaving.

We go back to our ship and sail to .. can't remember where I'm at right now tbh

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That's it for today.

The next episode will be pretty short. I'll complete the God's Quest (on the mainland) before heading to the Wastes. I hoped that Tollo Underhill's map would tell us where the ruins were, but it didn't, for whatever reason. I'm guessing we will be going to Tulla if we can, to pry the info from the locals.​
 
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Egosphere

Arcane
Joined
Jan 25, 2018
Messages
1,909
Location
Hibernia
PART XXII: OVERMAN

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After palavering with Nasrudin, we leave for Caladon. Before we go to the Wastes, lets tackle the ancient Gods' quest.

As we walk off the gangplank in Caladon, one of the guards runs across the screen and stops over the stern of the ship. I don't know what's happening here.

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My companions don't either, so it's up to me to shoot him down

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We get attacked by bunnies on the fur ranch as we're leaving. We just about manage to escape.

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The solution to the gods quest can be sussed out from the book and the map that you can find in Tarant's university. You must make an offering to all of the gods in a particular order ( some of the gods have to receive an offering twice ). As you give each god an offering, you get a blessing that improves some of your skills or stats. However, each offering negates the blessing of the previous god. If you're looking to beef up a couple of stats, you can find the pertinent god and simply make one offering and leave it at that. But if you curry the favour of the whole pagan pantheon, you can then get the blessing of the all-father, whose altar we will find in Vendigroth ruins.

First up is Terel, at Falcon's Ache. This is the place that broke our opportunity to meet the Silver Lady. The altar needs a Litani statue. We picked one up at Ashbury's local junk dealer.

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Aaawhwaahwhaaa

Next up is Makaal, the god of the Bedokaan lizard people. He wants a heartstone, which are conveniently scattered near their village.

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We also use one of the heartstones to craft the dwarf key that we were told by Eric Obsidian at the Wheel Clan

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The last time I was in the village, I had to rescue the elf that the lizards threw into a pit. I did rescue him, but I forgot to talk to him as I was leaving. Let's do that now.

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Good day to you. ( He doesn't yet know that we are literally Hitler in Qintarra by now )

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I'v forgotten where I need to use the dwarf key, so I pop in to the Wheel Clan to ask Eric again.

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Well, it seems that I can't really ask him, but we get a clue about the Durin Stone. I think there's a book about that stone over in Caladon, at the house of Misk's widow. Whilst we're in the wheel clan, we can also make an offering to Alberich, which is the next god in the sequence

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And since we know that the dark elves banished the BMC clan, we can talk to Loghaire some more

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[tell him]

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(If you have Z'an in your party, you get a unique conversation here, which is pretty cool )

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Z'an intercedes:

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Loghaire:

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Z'an:

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Loghaire:

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Z'an

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Loghaire:

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Z'an:

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Loghaire:

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Splendid! Will you join me?

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:hmmm:

Next altar is Geshtianna's at Stillwater. We've reinstated the statue, so it's a quick in-n'-out. I panic when I can't find any passion root in the garden. Thankfully I had a spare in my inventory.

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Next up is Halcyon, at Vooriden

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He needs an olive branch, which you can pluck from a tree in the wheel clan gardens

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And now we've received the blessing from the 'Light' or 'good' Gods, with Halcyon being the eldest of this group.

The dark circle of Gods is up next. Torg, the very first altar you discover in the game, wants a ruby

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Then we have Bolo, the halfling God of thieves, who wants a ring

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Next up is Kerlin which is all the way over in the Grey Plains. He wants the M'nura coin.

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Up next is Shakar, the orc god of war, standing amidst the ruins of Kree

I decide to sail from Caladon to Ashbury and cut down the travel time. Hey! Get off my ship!

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Such a cool altar. I'd worship Shakar without second thoughts.

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And finally, we descend into the ancient temple to lay a black diamond at the foot of Moorindal's altar.

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It's funny how you notice new things even after playing the game for a hundred hours, like the skull corbels on the pillars.

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That's the dark circle blessing complete.
So now we need to the third circle. This is where I rage quit.

The third circle involves worshiping some of the gods of both circles for a second time. I did not factor this in when I was collecting the items of worship, so I have no items to give. First up is Alberich, who needs a lava rock. I don't have a lava rock, so I go into the Dredge. It's not there.

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So I go into the crystal spider tunnel place and fastidiously turn over all of the crates looking for that damned rock. Nothing.

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We then go back to the BMC mine. I eventually stumble upon a few lava rocks on the floor here.

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One issue which I've never broached during this playthrough until now is the game's performance. If you recall, the multiverse edition stopped working very early in my playthrough, forcing me to migrate to the vanilla version with the high res patch. My usual procedure for getting the game to work great on my bog standard laptop was appending the -no3d -doublebuffer parameters to the launcher properties. But the high res patch negates these changes by assuming control of the parameters that are being fed to the launcher. Tweaking the appropriate params in the mod's text files does not affect the performance. This wouldn't be too much of a problem if I was playing a tough guy loner who was cutting his way through the enemies by himself, but having 7 or 8 companions in tow in tight nit corridors of the Dredge or the BMC mines simply kills the performance. And I'm not talking about fps 'dips' or 20 fps or anything like that. No. I'm getting a solid 2 fps, sometimes dipping to 0.5 fps, in the BMC mines or Wheel Clan mines when my companions are on the screen.

I've been tweaking the files and looking up solutions for a few weeks now, but it seems like vanilla game + high res patch without uap patch is a weird cocktail that nobody else plays. So I have to grit my teeth and bear with it. Rummaging in the Dredge and the BMC just got on my nerves after a while, and I wanted to get this quest out of the way as quickly as possible. It doesn't help when the dwarven layouts often slap walls everywhere for no reason, like so:

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(Could they not cut a passage straight through?)

So we to Alberich and we give him the lava rock. Job well done.

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Up next is Makaal.

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I scour the coast north of the bedokaans to see if I've missed any lagoons or ancient temples or anything of the sort. In a strange coincidence I end up landing in the Secret Village at the end of my journey in the world map.

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Kites dancing on a corpse. What cunts.

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Now that I think of it, kites are kind of creepy. Packs of deformed, greying humanoids the size of children, stabbing and slashing you with their hunting knives.

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latest


No thank you. I prefer fighting rabid wolves.

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We pop over to Stillwater to replenish some of ammo stocks

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And then I realize that Kerlin is one of the gods in the third circle. I don't have any more Mnura coins, I sold them all to the junk trader in Tarant. Fuck!

I take a meandering way to Tarant, stopping over at the ancient temple to see if there are any mnura coins there. Nope, none. I've cleared them all out. Alright then, let's go to Tarant.

Hey Cal-

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Ok, then. Wise lady, do you perchance have a Mnura coin?

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No she doesn't. So we go to the abandoned warehouse at the docks

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Nothing.
We go to the sewers

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Nothing.
We go to the magical shop and guess what? I die. From arrows, no less.
The shopkeeper lands a critical hit and knocks me unconscious. Before my party can get anywhere near him, he unleashed a torrent of arrows that take my health all the way to zero. Fantastic. When did I last save? Before I found the lava rock in the BMC for the alberich altar.

No, I'm not completing this quest. Let's go to Vendigroth. We arrive at the 'gates' to find a halfling camped near the bridge.

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Who are you?

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A halfling adventurer?

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May I ask you some questions?

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tell me of your adventures

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found anything interesting in your travels?

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Did you see any cities in the wastes?

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Wanna join me?

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Show me where it is

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Sure, I'll do it

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Before I go, what monsters have you seen over there?

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did you speak to it?

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:lol:

We leave the little guy and cross the bridge to the wastes

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[steampunk intensifies]

And the wastes aren't a misnomer

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We don't need to do this quest, since Perriman has already told us where Tulla is ( which is the town in question ), but let's do it anyway

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If you look carefully, the enemies are Bedokaan midgets.

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Took me a while to spot it

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On our way back, we encounter the half spider half woman critters

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I have the part

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Here

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Join me!

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Alright. We then go to the Dark Elf camp. This is the destination assigned to us by Kan Hua.

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There's only the one guy here, and he's dead. Has a diary on him.

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And the ruins of Vendigroth appear on our wold map.

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But let's go to Tulla first. It's an interesting city with a couple of memorable characters

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What is this place?

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Who?

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Ok

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BOOM

Let's do that again

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I could do this all day.
At first, I thought the hellbeasts were statues, but no, they're real apparently

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Virgil, do you have a moment?

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Is something wrong?

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I'm not the real Nasrudin, eh?

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Z'an, tell me of this place

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There's an intricate pool in the centre of the town

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And here's the 'fortress'

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Because Tulla is a mage city, the fortress houses all of the masters for the magick colleges. They're only important if you're an aspiring mage, and they mostly say the same thing when you speak to them, but their rooms are all different and a couple of 'em have some unique dialogue.

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What are you master of?

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are you scared of tech?

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tell me of the force college

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From now on, I won't post any text since all of the questions are almost the same. I'll divide the different masters with a '***'

***

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***

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Nice indoor pool

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what does this have to do with me?

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what is required of me?

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what if he doesn't listen?

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what if he becomes violent?

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Alright I'll do it

***

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I doubt the masses would enjoy being scorched, madam

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***

(Best suite in the house)

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***

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( is he high? )

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***

some nice art

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***
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[appearing shocked]

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***

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Good for you

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Can you cure a werewolf?

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Can I acquire some?

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No thanks, let's just talk of your magick

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***

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***

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(Necromancer?)

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(Bingo)

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***

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***

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***

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(why so many midgets?)

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Sumner? That can't be your real name! Surely not!

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explain summoning to me ( iq < 85 )

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***

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powerful comment

***

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***

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***

That's enough of that. We go back to the main hall.

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No handrails.

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Excuse me? Get out of my way plz.

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I am?

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I'm NOT doing anything perverted for you

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so tell what you want

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Are you for real? Why would I do that?

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Ok..

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What happens if we enter the circle?

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Nothing. Here's the mural.

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Yeah, keep your hands where I can see them.

We go inside.

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Are those lizard cherubs on the globes? You have a thing for lizards, old man?

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Nasrudin sent me. He wants to send me to hell with a glorified pump that will suck the life out his son. What are your thoughts on the matter, oh wise one?

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Your perspicacity amazes me. How did you know? Was it my giant goggles?

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Yes. Nasrudin isn't a magickfag, unlike you.

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Who can help me then

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Are you surprised that I've spoken to Nasrudin?

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Oh I'm sure he does. I'm sure you see him splayed across the starry night sky after your daily fix of kedura stem. But, as a matter of fact, he's alive and well living on Thanatos.

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Yes. Yes it is.

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[tell him your story]

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So where do I find this P-Lotion guy

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Oh I see. Let me rephrase my original question then.
Ahem.

So HOW do I find this P-Lotion guy

Happy now?

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How do I proceed?

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So mind sharing his history then? ffs

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Tell me of his art

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The perv that hangs outside your door wanted me to state at his mural before I came in here.

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Who is he anyway?

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So I have to ask him for more info then?

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What does that shitty painting in the hall represent?

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What of P-Lotion's poetry?

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So the answers could be in his poetry?

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So where do I look?

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He was a clairvoyant as well, you said

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What did he foresee?

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Wow that's impressive

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He founded Tulla

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What was he looking for?

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So what do I do now?

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I think I've determined that this whole place is just a waste of my time. Enjoy worshiping PLotion's dead ghost!

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What are you looking at?

Perriman, tell me where we are right now.

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Yep.

Time to leave.

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Uh, not exactly

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why do you want to go back inside?

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but what of your armour?

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you'd 'corrupt' their little establishment

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Ecke told me you volunteered

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yet you still believed in them enough to listen to them

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They have no honour. They sent you out to die.

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They were the ones that insulted you when they shunned you. I mean, have you seen the guy who hangs outside Tor's room? Or those underage lizard statues on the globes in Tor's room? The place is a hive of scum and villainy that should be nuked from orbit.

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It's night time, you stupid prick.
And what's Ecke gonna say if he sees you? 'Gimme the gem and get out' is what. So gimme the gem and go.

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I'm tired of babysitting you. If you could sling two brain cells together, you'd turn around and go to the bridge right now. Another 5 days of travel and you'd be in Ashbury. But I guess screaming at a wall in a desert like a lunatic is a lot more fulfilling. Good luck with that.


Phew. We finally leave Tulla and head straight for the Vendigroth ruins

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Do we dare? We dare

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The remnants of the lost civilization are well preserved.

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There are ancient newspapers here

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Insectress infestation

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To get around, we'll have to take the vents

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There's some unique firearms here, as well

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Yep, it's a long journey

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Arronax

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Schematics

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We go through another vent and ermagerd, robots!

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Seems like Vendigroth put up a security system that survived the war

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More schematics

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This lot run after Z'an and start slapping her all over. MeToo'd by automatons. How embarrassing!

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It's a shame I've burned down Tarant, innit, Z'an? You could have written a book about it. Fifty Shades of 'groth, coming out in serial installments in the Tarantian this summer! An unforgettable story, full of high-t alphabots! The gnomes' trophy wives would have loved it.

We find an unknown chemical compound here

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That's not what we're looking for. Onward!

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What's this?

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I didn't know we were looking for a neutron bomb all this time.

We go back out, to see the fortress itself

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And here is the great altar of the all-father, Velorien

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Standing before it fills me with a great jealousy of the Vendigroth ubermensch that must have once received their blessings here. I'm not letting your game bully me, Timnard. I'm getting the blessing.

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I retrace my steps with blessing at Wheel Clan and the Bedokaan village. We need a mnura coin. Where could it be? Not in the ancient temple.

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Not in the elf city. Not in the Tarantian shops. Not in elf burial site. Not in K-

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It was in Kree all along, sitting in the very first crate.

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Hope you choke on it, Kerlin

We discover the strange ceremony as we're travelling to Bolo's altar

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We toss 'em all into the bonfire and throw some fuel on top

At Bolo's altar

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Now we get the blessing from the third circle's patriarch, Kaitan, which stands at Gorgoth's pass. Troika placed a geode 2 metres away from the altar. how nice of them.

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So we have done the third circle, the circle of neutrality

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Looking good

After an arduous journey across the whole continent, we reach Vendgroth once more.

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I just want to point out that in-game, our journey so far has takes us a little over 6 years. That's pretty incredible ( and kind of sad ).

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The moment of truth is here. To get the blessing, we have to give up our life. Will it work?

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Yes it does.

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I'm faster and healthier; a new man, an overman

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Without really investing any points in constitution of combat oriented skills, the journey to get the blessing of the all father has bumped our hp 218, our DX to 17 and granted us non-trivial skill in both melee and dodge. :incline:

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I guess I can smash skulls with an axe from now on

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Well, with another lengthy journey we get back to Roseborough

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Nasrudin has taken care of Kan Hua at the rings of Brogdar

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What happened here?

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Not quite

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I have my reasons.

We travel north west, beside the coast, to discover the mannox cave

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Click on the door and your protagonist will say the password ( if he's discovered the blood writing in the crypt under the panarii temple )

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We get the full story of Mannox

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Well, that's that.

Before we go to the rings of Brogdar, we have one other place to visit. Blackroot.
Remember the big house where I smashed the windows to get in? The empty one? Well, it hasn't been empty since we've visited Caladon. I should have returned here sooner, but better late than never

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Excuse me?

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Sir, are you sure of your assessment of me?

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Well met, Franklin!

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What are you doing here in Blackroot?

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why?

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And so?

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What are the supplies you're seeking?

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(this guy is awesome)

Tell me of your adventures

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still..

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Teach told me of the fire giants

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tell me your version!

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Ha! Tell me about the most valuable thing you ever recovered?

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what sort of work?

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Tell me of your greatest battle

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What's the most dangerous place you've ever visited?

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[Lie] I'm going there myself, actually

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You know, I could use a man like you on Thanatos

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So you'll join me?

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Perriman, it's been a .. pleasure, but ever since I discovered just how depraved Tulla really is, I've been meaning to part ways

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Payne, we're one man shy of full house

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Let's go then. Here, have the blue armour.

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Payne can craft a few rudimentary items. We won't be needing any of them.

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Before we go there, do you know anything about the Ring, Payne?

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And tell me of Blackroot

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Alright, let's go people.

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Where have we not been in this playthrough? Probably the biggest quest I've missed has been the Iron Clan quest. The key which we crafted opens the great iron casket in the tarantian zoological society, which would then lead you down a long journey to find the long lost iron clan of the dwarves. I could have done it, but since I have neither Magnus ( who died at Schuyler's place ), nor Loghaire ( who doesn't like me ), in my party, we can't really trigger any unique conversations or change the ending in any way. It's a shame, but I've made my peace with it.
The other place is the Snel F'na castle that Black mistook for the Ashbury castle. I admit that I've never been there in my 3 or 4 playthroughs of Arcanum. I've walked past that place at least 8 times in this lp alone, yet it never appeared on my world map even with a high perception. I don't feel like looking for the place with a guide. It feels like cheating. We didn't spot it, so it remains a mystery.
Another place is the Thief Cave near Roseborough. That place has just the one quest attached; framing some guy on behalf of the thieves in Roseborough, or handing the thieves over to the guard. I'd have done it if I had the scroll of shrinking on me, but alas.

What else? I can't think of anything substantial. Tarantian sewers? Who cares about them anyways.
Looking over the map of Arcanum, we've uncovered most of the important landmarks. The places which we've missed are: The Bog, Lair of Gyr Dolours, Ruins of Szabo, Vollinger's Meeting Place, The Bog, Razors Pointe and a couple of places on Thanatos island. Out of all that, maybe the lair of gyr dolours would be worth doing, but it's tied in with the master of melee/dodge quests. If you're not a fighter, it's not worth it. The other places might embellish the lore and flesh out a couple of the characters, but they're a minor side dish at most.

One of my biggest regrets was forgetting about Franklin Payne for so long. He returned to Blackroot around the time I first visited Caladon. Having him in the party would have triggered a few unique conversations along our journey. It is what it is.

Nasrudin..

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Yes. We've been honing our skill for 6 years, we have crossed the continent countless times, we've fought everything from robots to hellbeasts. We're ready to take down Arronax.

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The game is not clear on this point, but Nasrudin passes away during our banishment. The goodbye is very real. :salute:

A great thunder shakes the ring and golden sparks blur our vision. We open our eyes and find ourselves in the hellish desolation that is the void.

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Hordes of great lizards scutter across the dirt plains, looking for easy prey. Something tells me that lizards are far from the worst we'll encounter here.

Somewhere here, Arronax gathers his strength, and sometime soon we will come face to face.

Join me next time as we fight the final battle; a battle that might well be the last not just for this playthrough, but for Arcanum itself.
 
Last edited:
Joined
Nov 29, 2016
Messages
1,832
I gotta say, the fact that you play without the UAP and do not save every few minutes makes you a very brave man. That being said, all the fuckups and stumbling-throughs have given this LP a very cozy, intimate quality. Well done my dude. Looking forward to the conclusion of this tale.
 

Egosphere

Arcane
Joined
Jan 25, 2018
Messages
1,909
Location
Hibernia
PART XXIII: A TALE OF TWO ENDINGS, OR HOW I

LEARNED TO STOP WORRYING AND LOVE

THE BUGS

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We arrive in the Void and immediately get swarmed by killer lizards

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It soon turns out that the void isn't just a state of nothingness, or wasteland. There are structures here; portals.

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And some long forgotten buildings made of metal

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Stairs lead us down into the subterranean depths

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These guys don't attack us. Let's approach.

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Arronax sent for me. They let me through, and we go through the retracting spike doors.

There he is!

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Look at him, standing all smug, sniffing his own farts. Sogg, gimme the vendigroth device. Stand back everyone.

Have at you!

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Why isn't it working? What is this magic?

Well, let's talk to him first then.

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Arronax, I presume

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I've become involved in events beyond my control

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Are you aware that your father died that day?

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His disappointment is understandable

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Wait, you feel guilty over all this?

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Z'an intervenes:

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Arronax:

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Zan:

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Arronax:

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Zan:

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Arronax:

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Zan:

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Arronax:

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Zan:

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Arronax:

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That's quite a turnaround from the day you killed me ( outside the Wheel clan, during the apparition )

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I tire of your lies! Fight me!

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That's impossible!

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Who trapped you here?

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Kerghan?! The necromancer you banished?

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But I thought he was a coward?

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[tell him your story]

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I'll help you [truth]

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I still need some answers

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BMC, where are they?

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tell me of the void

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The Council didn't know?

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More questions plz

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What happened between you and Kerghan?

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You attacked him outright?

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What happened at Vendigroth?

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And then?

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I have the device

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Ok, let me see if I can release you.

We go back outside and clean up.

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It is high time we showed Kerghan who's boss

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Let's go

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>have wp of 18
>one of the stronkest mages ever

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The portal sends us to another 'island' with a bridge that takes us to Kerghan's palace. But let's explore a bit more before we go there.

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You can pick up the carcasses of the black lizards

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There's a pool of blood to the north on this island. Hmm.

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Well well well

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Gorgot? You mean THE Gorgoth? Jolly, what a small world we live in

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I have this carcass

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Alrighty

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We go to the next 'island'

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There are stairs that take us down to a cave

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And here we find the best melee weapon of the game

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Kryggird's Falchion

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I give this to Sogg and we move on

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Another one

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That'd be me

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Can I ask you something, oh might one?

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tell me about yourself

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your life in arcanum

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(that's not what the diary said)

how did you end up here?

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What have you been up to?

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few more general questions

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Opinion on Kerghan the Terrible?

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I'm looking to destroy him

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You make it sound so easy! Why haven't you done it before?

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Ah, I see. He must be terrified!

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What if I told you I could get you out of here?

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Right, right. So you'll join me?

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We leave him to his own devices and travel further

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3 guesses who that is

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Who are you?

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So do you prefer 'Bane' or 'Mr. Kree'?

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[push his blade away] What were we talking about?

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How did you come by that name?

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Is that when you were using the Bangellian Scourge?

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I have heard tales of it

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I destroyed it

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And what do ya know, the guy has Torian Kel's sword

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Would you like it back?

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Here it is

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And the next portal takes us all the way back to the start

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We retrace our steps to the bridge

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And cross over to Kerghan's kingdom

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Whatever existed in this realm must have been pretty advanced. Krygird's Falchion, portals, this:

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We take out the bouncers

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And go inside. The fighting comes thick and fast in this place.

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Here's the portal device the BMC must have been constructing!

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Workshop

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Nothing of interest though

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The dwarves are dead

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And the final room has not 2, not 3, but 4 bludgeoners protecting the final portal

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I lose a couple of people in this fight and reload

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My mistake, MOST not all of the dwarves are dead

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Who are you?

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Bates' engine

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What happened?

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I will return to you once I'm done with Kerghan!

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We don't really have to fight the bludgeoners, do we?

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No, we don't. I dash past them and step onto the circle. The final portal takes me deep inside the fortress, to the private chambers of Kerghan the Terrible



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Now, before we proceed, I want to warn you, reader, that the end to this adventure is rife with reloads, jumps in dialogue, restarts, reshuffles of party members etc. I've fought Kerghan perhaps 7 times over, so if this appears garbles, it's because it is.

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I've heard his side of the story. Tell me yours.

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Some might see that as evil

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But the dark elves thought they were calling arronax

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Then what? What is it you want?



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Torian chimes in

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Interesting..

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Kerghan:

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A few questions before we continue

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How did you find yourself here?

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Tell me what happened with Arronax?

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What happened with the Dark Elves?

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And what has that clan been doing?

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What do you intend to do?

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(I tell him I see some merit in his words about life and death)

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Your offer is tempting..

Arronax intercedes:
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*whisper* I can convince him he's wrong

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You're over-generalizing. Open your eyes.

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Hold, Kerghan. That is based on YOUR experience

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That is the nature of those particular souls

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It's fate that some suffer and others find peace

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But maybe they hold on too tightly..

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I choose life. I will destroy you.

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It's me who ends up getting destroyed here.

Before I reload, a few quick words on this particular encounter. Your party members will always be split into 3 camps: the loyals ( Virgil, Sogg, Waromon and your dog ), the pro-Kerghanites ( Torian Kel ) and the anti-Kerghanites ( Franklin Payne, Arronax and Z'an ). The loyals will fight by your side no matter your choice in this encounter, whilst one of the latter 2 groups will always turn on you, depending on your choice.

From what I can recall, there are a total of 5 choices I can make here:

i) Agree to join Kerghan and do the quest for him ( which has you killing Krakatur, Gorgoth, Bane and Arronax )
ii) Agree to carry out Kerghan's plans upon your return to Arcanum, but tell Kerghan that you'll destory all life by yourself and that you don't need him ( which leads to you fighting him now )
iii) Take the side of life and fight Kerghan
iv) Convince Kerghan that his plans are misguided and help him to sever his bond to existence
v) The ending that I really wanted: tell Kerghan that you'll help him, then talk to him again and tell him you've changed your mind and that you will return to Arcanum by yourself as a God

With a big party, any choice you make leads to a complete clusterfuck free-for-all where half of your party fights the other half. It doesn't help that Kerghan seems to be able to call upon the blue ghouls ie. Lord's Slaves ( remember Malochi Rench? ). In my game these guys seem to be completely bugged, because they attack me ALWAYS. If I side with Kerghan, if I stand against Kerghan, they don't care. So navigating this final part turns out to be a lot tricker than I remembered it to be.

I reload the game and retrace the conversation to the point where Arronax objects to my comporting with Kerghan's views on life and death:

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Look at you - agony, pain. He's offering peace.

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But we all die in the end anyways

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You won't even entertain the idea that he might be right?

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Let's put an end to this lunatic's existence then.

We continue the conversation with Kerghan and I tell him he's a complete madman

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I'd be inclined to say no..

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Can you support YOUR opinion?

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I'd have to say you're correct. I have a few words to say..

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I have only my experience to draw from.

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Isn't it presumptuous of you?

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Yes, but they're based on YOUR opinion

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Maybe your opinions bias your observations?

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Yes, but..

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I choose ... death. I will stand with you, Kerghan.

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We fight against Arronax, Zan and Payne

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I've changed my mind

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Arcanum will have no pantheon. I will it's sole God!

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A darker God. Fear, and fear only, will make them obey..

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Let's do this

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We bring his health down to 0. He goes into his human form and begins to regenerate his powers. I grab the Vendigroth device and kablam! I've won..

The cutscene rolls, we see the device kill Kerghan with a thousand cuts. The portal device built by the dwarves ignites and we escape the Void back to Arcanum.

But.. I'm not showing you the ending, because it's just WRONG. I get an ending that is the exact opposite of what I chose, an ending that makes no sense in light of what's just transpired between Kerghan and myself. A very bad bug, indeed.

I reload the game, kill half my party once again and demand to be made a JUST God:

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What would you have me do?

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Just tell me what needs doing..

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What are the portal stones?

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Are there still people here?

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Ok, I'm ready

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I'll do so and return [lie]
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I'm gonna kill you instead

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I will be the sole God who returns

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A just God

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Same shit. The ending that makes no sense. I try it with the quiet God and 'I dunno' choices, nada. Doesn't work.

I reloaded the game and decided to fight Kerghan directly, and after 2 attempts I finally sussed out an ending. When I realized that the 'good' ending is the only one that's not bugged, I decided to reload the game and convince Kerghan to stand down, without fighting him at all

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Assumption based on YOUR experience

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That is the nature of those particular souls

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They hold on too tightly

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The PAIN is of their own making

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I've spoken to souls who were not in pain

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The distortion is caused by the eyes with which we choose to see

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No, I have a solution. I will free you once and for all.

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The Vendigroth Device, it will sever all ties

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Yes, I will free you from the pain

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Kerghan is destoyed; the Portal opens and we go back to Arcanum, all of us, without our Godhood.

The cutscene ends and the slides roll out. The following text is the voice of the narrator:

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Jongle Dunne formulates a way to turn lead into gold, after you supply him with ingredients, and becomes the richest man in Arcanum.

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Because you defeated Lukan and freed the ghost of Bessie Toone, the mine is reopened and a new silver vein is discovered. Shrouded Hills becomes a boom town.

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After the deaths of Bates and Cedric Appleby, there is no longer a steady source of steam engines. Shortly the sewers of Tarant break down and electrical power systems fail. In a matter of months, Tarant is thrown into chaos

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Maximilian returns to Cumbria, and is hailed as the rightful king. Cumbria becomes a powerful nation, adept in both magic and technology, and the Dragon Knights are revived under Lianna Pel Dar.

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Because you convinced the mayor of Black Root to rejoin Cumbria, there is a small struggle for ownership of the town. Maximilian is victorious, and under his rule, Black Root becomes one of the most important port cities in Arcanum.

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Under the renewed leadership of Loghaire Thunder Stone, the Wheel Clan rejoins the world. He lives for eight hundred years, and becomes a hero to the dwarves

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The Bedokaan ally with the elves, and rid the forest and Dark Fens of those who would harm the land. The Bedokaan become civilized, and share the wonders of the new age.

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After Arronax returns to Arcanum, he buries his father. Then he raises Vendigroth from the wastes, and it becomes a place of awe and wonder.

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Yet, after all of this, Arcanum is still what it always was: a place of possibility, a place of change. One thing is certain and that is that nothing is ever certain in this place. Who's to say what the future holds for the land we call Arcanum?

*************************************



Ar.. are you for real? Not only did they deprive me of my Godhood ( any Godhood! let alone the one I wanted ), but THEY DON'T EVEN SHOW ME CALADON FUCKING TARANT WITH FLYING GUNSHIPS. What was the point of mucking about all that time in Caladon, if the game doesn't acknowledge it? Is there a hard limit to how many slides I can see?

I feel a bit deflated. So much tinkering with the quests to get what you wanted, and then -poof- nothing. A great game, but the glitches definitely dragged the experience down a notch this time around. But hey, you don't want to read my whining for 10 paragraphs so let's move on.

***

Having refreshed my memory, I'd place Arcanum a bit above Fallout 2 and a little bit below PST in my personal favourites ( this list is basically a 'wheel' that rotates with the years, never fixing in place ). I think Kerghan is a good villain, but he falls well short of Tony Jay's brilliantly voiced villain in Torment, the Transcendent One. The setting of Arcanum, however, is fantastic, and puts many contemporaries to shame. I would say that the setting is the best in any game I've played to date, and it is the only one in which I never tire of uncovering new lore.

Pareto principle postulates that 80% of effects comes from 20% of causes. I think a variation on that principle is quite applicable to gaming as a whole: 20% of games cover 80% of the variation in mechanics, story and setting. Playing a handful of games will give you the lay of the land, so to speak. Playing Arcanum will give you a complete perspective on the isometric rpg genre that is not matched by any other game. There are games that had better writing, better mechanics, perhaps a better story, but there is no one single game that can match Arcanum's scope and quality in ALL of those departments. Crafting, magic, tech, 16 skills and 8 stats, c&c, extensive dialogue trees. I can go on and on. That alone makes Arcanum a veritable classic.

***

What happened after Arcanum? The ending implied an impending sequel. And true enough, a sequel was in the works in the early 00s. A design document leaked by Drog appeared on this very site in 2015.

https://drive.google.com/file/d/0B0naWlTE4ubBZmNZQ2FIVEg0Z0E/view

https://rpgcodex.net/forums/index.p...ch-document-for-unmade-arcanum-sequel.104723/

This was one of the four preliminary design documents, according to Tim Cain. He revealed a 2nd version during his recent stream of Fallout 1 with Leonard Boyarsky: in which you travel to the 'centre of Arcanum' in search of the late, great Franklin Payne. It would have had dinosaurs in it. And would have been a 'great game' according to Cain. I don't doubt him. But I do sometimes wonder if the transition to 3d would have been as smooth as they hoped. Arx Fatalis, a medium-budget 3d rpg released in 2002, which is well regarded on this site, had about as much scale and variety in enemies and settings as Arcanum's Dredge and the Black Mountain Mine between them..

For all we know, Arcanum 2 might have been a far smaller game on a far bigger budget. Think of the laughable stealth mechanic in 1: can you imagine that same mechanic rivaling Thief in the sequel? I can't.

But all that is irrelevant. Troika closed its doors back in February of '05, almost 14 years ago to the day. The IP is now held in the clutches of Activision and will most likely stay there for a long, long time. I hope that Cainarsky can pull the rabbit out of the bag once more with their upcoming Outer Worlds, and sincerely wish them all the best in all future projects, but this is the end for Arcanum.

Now that I think of it, perhaps the wrong ending was not a glitch? Perhaps it was the game's way of nudging me towards the truth, towards the one True ending. The music stops, the screen goes black and we are treated to a single slide

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Having joined with Kerhgan, you help him destroy all life on Arcanum. Once it is accomplished, Kerghan turns on you, a struggle you barely win. You are now waiting on the ruins of Arcanum, waiting for your end.
 
Last edited:
Joined
Nov 29, 2016
Messages
1,832
:/ Why did you skip out on UAP, anyway?

In retrospect, Arcanum's story appears to me to be quite diluted. Instead of being focused on a single central issue plus a few auxiliary themes its all over the place with magic vs technology, commentary on racism and industrial revolution and religion, monarchy vs oligarchy, while it ends on an entirely different conflict that somehow manages to involve a ton of vaguely connected ideas on its own from fate vs free will to absurdism to the structure of logical arguments. As a result I think Arcanum's ideas, while many, are deceptively shallow, as without dedicating itself to an exploration of a particular theme it can only say so much. Of course, as you point out, tackling such a broad range of topics adequately can be seen as an achievement in its own right.
 

Egosphere

Arcane
Joined
Jan 25, 2018
Messages
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Location
Hibernia
:/ Why did you skip out on UAP, anyway?

Ah, well, that was due to haste of trying to get the 2nd playthrough going. Before this LP, I never managed to get High res patch to work. When the multiverse stopped working, I needed a replacement quickly. So I installed the high res patch and started to tinker with it until it finally clicked. Problem was that you had to install the UAP before the high res patch, and I didn't want to waste more time on uninstalling and reinstalling everything.

I agree about the 'ideas' of Arcanum. This is especially jarring in the final boss fight. You get completely blindsided by Kerghan's revelation about the souls and the great sea of the dead and whatnot. You spend the game gearing up to fight an elf ultra nationalist and in the end you're not even sure what you're fighting for, or why you're fighting at all. This is almost a direct opposite of Planescape Torment, where the focus is on immortality, your previous lives etc. from the very first minute. The ending of pst carries a bigger punch.

I think they were ready to greatly simplify the story in the sequel. Looking at that design document, what's striking is that it would be nigh on impossible to condense the story of the first game into a couple of paragraphs.
 
Joined
May 11, 2007
Messages
1,853,707
Location
Belém do Pará, Império do Brasil
Great LP! Shame about the bugs, I really wanted to see the ascension to Godhoor and hand-wringing Gnomish plotters of Tarant getting some what for.

I'd place Arcanum a bit above Fallout 2

As a game, FO2 is superior.
But Arcanum is more... creative, so to say. I think FO2 deserved a bit more work not to be a same engine mission pack sequel, but it was still a fantastic game.

:/ Why did you skip out on UAP, anyway?

In retrospect, Arcanum's story appears to me to be quite diluted. Instead of being focused on a single central issue plus a few auxiliary themes its all over the place with magic vs technology, commentary on racism and industrial revolution and religion, monarchy vs oligarchy, while it ends on an entirely different conflict that somehow manages to involve a ton of vaguely connected ideas on its own from fate vs free will to absurdism to the structure of logical arguments. As a result I think Arcanum's ideas, while many, are deceptively shallow, as without dedicating itself to an exploration of a particular theme it can only say so much. Of course, as you point out, tackling such a broad range of topics adequately can be seen as an achievement in its own right.

I would't say diluted. I think they wanted to show the world of Arcanum in all its epic scope, and we got it in spades. A lot of ideas and themes.
- Conflict of Magic vs Technology
- Racism
- Industrial Revolution
- Religion
- Life and Death
- Politics
- Fantasy Races and how they would be seen from a more modern, "darwinistic" scientific perspective.
- Many ethic connudruns

Arcanum is a game with A LOT to say, and it says it quite well.

I feel that if Arcanum was made today, we would have had probably a far smaller game. I for one would have had it centered around Shroudded Hills, Dernholm and Tarant. Then expanded each of these locations. Especially Tarant, which I think is the best part of the game and one of the best cities in RPGs. I feel one of the problems of Arcanum is how such a big game it is, its about as big as Fallout 2, if not bigger - except FO2 was made on the back of an already existing game, with an already-existing engine and most of the original's team. Its more epic, but perhaps it would have benefited from a Fallout 1-style scale, and then had a Fallout 2-scale "Bigger and Better" same engine sequel.

(btw, the map of Arcanum Landmass is horrible. No, I don't mean that the map looks bad, but its a chunky-ass continent. Geography sez that chunky-ass continents end up with big ole patches of desert in the middle unless you have an inland sea and no rain shadows around)
 
Joined
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Messages
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Location
Belém do Pará, Império do Brasil
I think Arcanum is the classic case of "RPG Mission Creep", where the Devs are clearly struggling between adding more new shiny things, patching up the game, and trying to pander to the publisher at the same time. A good example is Real-Time Combat and Multiplayer. Mixed RT/TB games were totally a thing during the period, a concession of more "hardcore" devs to the casual element - see: Fallout Tactics, X-COM Apocalypse, Arcanum, Van Buren. Ironically, I think that was for the best, because it was quite proven that mixing RT and TB does not work - pick a system and stick to it.

I think Arcanum's "Spiritual Sibling", aside from the original Fallouts, is X-COM Apocalypse, a game which underwent very similar pressures and problems.

I also think Arcanum's graphics are not good. The art direction is good, of course :obviously: but I think it looks worse than the original Fallouts in many aspects. I know Troika was borderline an indie studio at the time and I don't fault them, but go look at the sprite animations of Fallout and compare to Arcanum's, even if Arcanum is obviously technically superior.

The magic system is one of the best I've seen, even if the AI has no way of defending itself against the cheesy spells you can thrown at it. One thing I think they slipped on, was not giving you the possibility of discovering unknown ancient spells that you can't get from level-ups. The game just showers you with magical loot instead. Tech is far better in this regard in that it rewards exploration a lot.

Its also still better than most of the drek released after it.
 

Egosphere

Arcane
Joined
Jan 25, 2018
Messages
1,909
Location
Hibernia
Great LP! Shame about the bugs, I really wanted to see the ascension to Godhoor and hand-wringing Gnomish plotters of Tarant getting some what for.
My 3 goals for this LP were to kickstart a big war between Dernholm and Tarant, between Caladon and Tarant and to ascend to evil God status. All 3 didn't materialize :(
On the topic of Godhood, what does that end entail exactly? I never actually did it in my 3 playthroughs. Do you still get all of the slides for the other towns? Or is it just the one slide, like the Kerghan ending? I scoured youtube and a few lp sites and didn't see anyone post a godhood ending, so I'm still in the dark on that one.

I feel that if Arcanum was made today, we would have had probably a far smaller game. I for one would have had it centered around Shroudded Hills, Dernholm and Tarant. Then expanded each of these locations. Especially Tarant, which I think is the best part of the game and one of the best cities in RPGs. I feel one of the problems of Arcanum is how such a big game it is, its about as big as Fallout 2, if not bigger - except FO2 was made on the back of an already existing game, with an already-existing engine and most of the original's team. Its more epic, but perhaps it would have benefited from a Fallout 1-style scale, and then had a Fallout 2-scale "Bigger and Better" same engine sequel.

I'd take Blackroot over Shrouded Hills, but that sounds about right. A big town with a couple of smaller ones is par for course, really. Arcanum over-extends itself with Tarant, Caladon, Ashbury, Shrouded Hills, Dernholm, Blackroot, Tulla + the dwarven clans + elves + non-trivial settlements like the penal colony and Roseborough.

I also think Arcanum's graphics are not good. The art direction is good, of course :obviously: but I think it looks worse than the original Fallouts in many aspects. I know Troika was borderline an indie studio at the time and I don't fault them, but go look at the sprite animations of Fallout and compare to Arcanum's, even if Arcanum is obviously technically superior.

I thought that the first time I played it, but I think Arcanum's animations don't do the sprites themselves any justice. The sprites are fine in Arcanum, and there are far more gory death animations than first meets the eye: decapitations, cutting in half, exploding ribcages etc. which work not just on humans, but also on the bestiary. The problem seems to stem from the speed of the animation itself. Fallout's animations would be slower, so you could take in all of the details, whilst many of Arcanum's animations are too fast. You decapitate a guy and you might just catch a glimpse his head fly off his shoulders, but the game doesn't doesn't spend much time on the details. Perhaps duplicating some of the key frames to draw out the length would have worked. Perhaps the sheer quantities of beasts you encounter in Arcanum led to the animations being sped up to give combat encounters a respectable time frame. The absence of any sound effects beyond a standard groan or yelp from your moribund enemies doesn't help matters.

I was impressed by the fortresses, though. I forgot how many unique ones there were. Ashbury, Dernholm, Caladon, Wheel Clan, Bate's Manor, Void, Vendigroth. I guess they somewhat make up for the boxy, cookie cutter buildings that house the Tarant University and Zoological societies.. Fallout 2's other great advantage lies in multiple storeys. New Reno casinos look great.
 
Joined
May 4, 2017
Messages
631
Some notes:

1) If you want to ascend to godhood, you can still do it. But.... it's not straightforward.
I think you can do it even without Velorien's blessing (I truly think this is an oversight); you have first to ally with Kerghan. Then, reject his plans and when he asks why you have changed your idea, tell him you are going to become a God.
Here you can find all the endings too: https://arcanum.fandom.com/wiki/Endings

Personal note: I never understood how you are supposed to make the "champion of death" ending happen.
This one:
You take the title of Death's Champion on your return to Arcanum. The only survivors you leave are scattered groups hiding in the wastelands. Arcanum never recovers.

2) The war between Tarant and other places would not happen, simply because you made Tarant a mess. I think that if you didn't kill Bates, war would happen.
 
Last edited:

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,966
Location
Russia
I always thought Arcanum's story was about death, human lives and ideas beeing fleeting and mortality and pain. It is the main theme that runs from the first quest you find in the game and if you combine Loghaire (who is neutral observer on the matter), Virgil (who is positive) and Kerghan (negative) speeches it seems like it repeats itself in sort of secret holy trinity.

Or maybe it's all other the place, but after Virgil's resurrection it always clicked for me. He is probably the most important character in the game, even more so than the villain and always echoes everything that happens including talking back to Kerghan in the end.
 

Egosphere

Arcane
Joined
Jan 25, 2018
Messages
1,909
Location
Hibernia
Some notes:

1) If you want to ascend to godhood, you can still do it. But.... it's not straightforward.
I think you can do it even without Velorien's blessing (I truly think this is an oversight); you have first to ally with Kerghan. Then, reject his plans and when he asks why you have changed your idea, tell him you are going to become a God.
Here you can find all the endings too: https://arcanum.fandom.com/wiki/Endings

Personal note: I never understood how you are supposed to make the "champion of death" ending happen.
This one:
You take the title of Death's Champion on your return to Arcanum. The only survivors you leave are scattered groups hiding in the wastelands. Arcanum never recovers.

2) The war between Tarant and other places would not happen, simply because you made Tarant a mess. I think that if you didn't kill Bates, war would happen.

I did exactly what you described in part 1, but the ending was bugged. I'd tell Kerghan I'm going to be a God, kill him, then wind up returning to Arcanum with Kerghan to clean it of life in the ending slide. The champion of death ending can never be achieved, I think. It's an oversight from Troika. It should have been triggered if you die in the last fight against Kerghan.

The Tarant blowing up before Caladon war gets off the ground did cross my mind, but it doesn't make sense that there is a scuffle between Dernholm and Tarant over Blackroot.
 

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