In the middle south basement of Wrecker's Cave, you'll find a contraption with a dwarf scientist there. But it may be ok to do it the other way, so it's up to you.******************** Doing it this way made Ifan's dialogue make a lot more sense than it would have the other way around I think. I went to Wrecker's Cave first, then the Cloister Woods. ***************Now, I'm not sure if the next two NPCs need to be done in a certain order. Which is important as it relates to events after this. There's some dialogue about his time in the Divine Order, *Leaving Driftwood through the west exit, where the guards give you a hard time, will get Ifan an exclamation mark above his head. You'll get a journal entry in which Ifan gives you the password to Effie's Emporium in Driftwood. *Talking to Ifan after entering the town of Drifwood proper, gets you some dialogue about his days and subsequent arrest in the undertavern. Makes me wish I had those Magical Unlock scrolls from last game. I'm not at all sure how to get in there, but trying to do anything to the door makes Baran come and scold you. You may also notice a set of stairs with a locked door in the corner near this room. The third item is a key for the chests I think. The amulet is also unique, has Gag Order Skill, a rune slot, Lucky Charm, Lore, Huntsman, 2 Finesse and 10 percent poison res. This includes "orders" that can be read to update the "Rare Prey" quest. Also note that you can pickpocket Baran for his first three items in his inventory. But be careful of the traps in front of the chests. Not sure what it's supposed to do, but it's unique. The leftmost chest will have Baran's ring in it. Makes me a little uncomfortable I didn't decide to ask about the conversation. The jist is, Rooster is expecting Ifan with some Godwoken in tow to fill Rooster's contract to kill Godwoken. You can decide whether or not to ask about the second part of the conversation. Talking to the Baran with Ifan in your party will reveal that Ifan knows him. If you have spirit vision on, you'll notice a ghost there saying he's had his identity, and life apparently, stolen by the guy parading around as Baran. *Now there's a guy on the second floor of the tavern. This one's just some dialogue it seems like. Ifan recognizes the commander when you go to talk to him. *On the bridgehead north of the Lost Eggs, you'll find a Paladin camp. It makes another entry in your journal for Ifan's quest. *When you approach the chickens of Driftwood who have lost their eggs in Act 2, a boy will approach your group with a message for Ifan. Not sure how much future story and dialogue is affected by this. It makes a small note in Ifan's quest that Alexander's coma didn't last long, he's now dead. *You can manually attack him and his attendant if you want I guess. Take Ifan with you to "interrogate" the unconscious Alexander and stop him (or not) from punching him. He doesn't seem to have heard the news that Gareth told you above deck. *You can talk to Ifan about fulfilling the contract once you find him on the ship. Ifan's quest updates after you defeat him. *The "Call to Arms" battle will have you facing Alexader. Probably same people Sebille wants to talk to so proceed with that in mind. He'll mention the wolves are near Driftwood on the Reaper Coast. He reveals that he thinks the Lone Wolves may be targeting the Godwoken. *Talking to Exter (before saving Gareth) or Gareth (back at camp after saving him), with Ifan in your party, can make a exclamation point pop up over Ifan's head. *The note you get from him does not appear on his body if you kill him.
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