Hints

This list is NOT complete. It covers about 2/3 of the game. The document is slowly developing.

Here you can find VERY straightforward and SPOILERISH information on quests if you happen to get stuck for some reason. Don’t read it all at once, try to solve the quests first and only come back if it seems hopeless. Sometimes a quest may seem broken because it doesn’t advance for a long time, but eventually you’ll stumble upon the the next node, that’s certain.

Some quests cannot be finished in the demo!

If you still have questions, send an email to this address: teleportgameshq@gmail.com

…but keep in mind, there’s only one person behind this web page, the maker of the game. 🙂

It’s worth to have a look in the forum as well: https://www.torturedhearts.com/forum/

Thanks for purchasing the game and have fun!

Plotline
  • After waking up in the dung, you need to get rid of the filth.
  • Visit the tavern and get the soap from the kitchen’s tub.
  • Use the soap at the well outside. Now you can talk to people.
  • It is possible to advance a bit without talking, but eventually you need to fix this issue.
  • From the very beginning you have a debuff called Newcomer. This affects the selling prices so profoundly you actually can’t sell anything until it’s on you. After visiting 7 of the important Caer Maed areas, including your tavern room, it’ll be gone.
  • After paying the general store owner tons of money, you are directed to Shau who is supposed to have seen the guy who poisoned you. He or she (depending on your own gender) is situated in the Balky Lobster inn, behind a locked door. (Ayr Marsh)
  • You need to kill this person along with the bodyguards and pick up the stuff left behind. The badge in particular.
  • In the Lobster Inn, you run into a mysterious extraplanar entity. He will direct you to Tornbarrow enabling the related sea destination. He says, you need to visit Dirk Foxworth, the Merchant Lord of Tornbarrow.
  • In the very depth of the Vynblud stronghold, beyond the sleeping monster, there is a garbage pile in a room. You need to pick up a piece of spiffy robe from it.
  • Bring the robe piece to Nodeken who will identify it. Your item will change to the identified version.
  • In order to be able to travel in the world, you need to do the ship quest in Ayr Marsh. It will also update the plotline if Emily becomes ready to get you around.

TO BE CONTINUED…

PLOTLINE CONTINUED

Tier2

  • If you complete Shau’s quest in Caer Maed, he will give you a family pendant to take to Ayr Marsh, the inn’s upstairs.
  • Once you have the Dark Elf’s badge (see above), head to Tornbarrow, where you must show it to Anyndur at the Crying Skeleton Tavern.
  • He will tell you about Wyledezour, the city of the dark elves (where they had many adventures in TH2). The teleportation will be arranged by Encris, if you have got rid of your eye problem. (You need a Potion of Ossecite)
  • In the center of Tornbarrow, you’ll need to talk to the candle maker so that you have something to talk about at Foxworth’s Mansion.
  • In the graveyard, you’re being stalked by red-robed mages and black-clad halflings (as in previous episodes). It’s disturbing and thought-provoking. Someone could be behind it all.
  • Once you’ve done the city guard commander’s quest, you can get into the Foxworth Mansion. You will then receive a commission from the merchant lord, followed by information on where you should go next. The place is called Goatrock Island.
  • On the island, Princess Aserac will assign you to various tasks. The goal is to obtain their codebook, which seems to be very important. After long quests, the book’s shocking secret will finally be revealed. And also Jay Foxworth’s.
  • Jay’s leaving, but it’s not clear where.
  • If you talk to Jay’s girlfriend afterwards, she’ll reluctantly give you Jay’s tie pin, which you can use to activate the magic ball on a nearby table.
  • With this device you can teleport to the pocket dimension of Jay’s master, Xao. Here you will find out what the background is. It’s either fight or persuasion, but you can move on from here. You can also come back later to defeat Xao if you want. (He has a rod that can get you into a secret lab in Tornbarrow Proper.
  • Either by fighting or talking, you can get Jay’s journal, reading which will open up new teleportation routes (Hix, Aengr)
  • According to the Tornbarrow Witch, you can get to Hafrartum (Tracus Plane of Existence), where the key is to meet the Weaver. To do this, you would first need a key to the Steamworks.
  • Down below you will find a dark elf cultist guarding a mound of earth. This mound blocks the way to the Weaver.
  • The mound of earth will be cleared by another sect, they are located in the Hafrartum House of Prayer.
  • You will then have to adventure a little in the Mirk Tunnelsuntil you finally reach the abode of the Weaver, a huge cave cavern.
  • The giant spider tells you that the key to the story is a certain Childe, whom you must find. He is imprisoned on the plane of Hix.

TO BE CONTINUED

Caer Maed

A Sign of the Times

  • You are supposed to fix Adriana’s ruined sign outside the Open Casque tavern.
  • Pliers can be fetched in the Last Chance Gulch (Yard) either by buying/stealing it or persuade the owner to give it to you.
  • Nails can be obtained by dismantling the outhouse near Shau, using the Pliers. Charril, one of your companions, have nails too.
  • Boards can be purchased from the generic shop owner near the Casque.
  • Hammer can be stolen from the Sideline Supervisor in Caer Maed or fetched from the ruined wagon located in the Round Forest.

A World Level Distributor

  • This quest is bestowed by Encris Isenno, the wizard businessman in the CM yard.
  • Your task is to find a World Level Distributor for him.
  • Some shopkeepers in CM will react, but won’t help you nevertheless.
  • In order to get help, you need to travel to Tornbarrow and visit Elida Venn in the Meadows. She lives in her Gypsy Wagon.
  • There will be another run between her and Encris, but in the end both Encris and Elida will be very helpful.
  • Encris will become your teleport master if you want to travel through the multiverse.
  • Unfortunately, you have a serious poisoning which you have to get rid of before being able to use the teleporter.
  • This requires to finish another, rather complicated quest that takes you to the Underworld.

Books and Bards

  • The Caer Maed general shop owner, after giving him a ton of money, will send you to Rasul Erachi, the bard situated in the Yellow Mug.
  • You can sell him a couple of books you can find.
  • Also, he has some important ones, including the world famous Tortured Hearts by Anyndur Di’Malen.
  • If you find Anyndur in Tornbarrow, you can have the book autographed and sell it for various people. Or keep it for later use, mind you…
  • The possible buyers are: Golem Prototype, Angelique Foxworth, Princess Aserac, Hix Auctioneer, Evelene, Hafrartum Headmistress, Fortune Teller and who knows who else…

Cutthroat Competitors

  • In the yard of Caer Maed, there’s a vile, but harmless necromancer. He wants you to burn down the Astrologer’s tent outside.
  • This can be achieved via conversation with the Astrologer.
  • If you do this for the Necromancer, he will give you a fruit you can use on the hanged person near the Sideline Camp.

Darkling Seeds

  • This is a quest that comes up later in the game, after doing a couple of things. You will eventually see it.
  • Encris Isenno, the wizard businessman in Caer Maed, wants you to fetch some so-called Darkling Seeds.
  • For this you’ll need to bash the now appearing black crates and kill the thing that jumps out of it.
  • He will drop a seed.
  • Be prepared, these guys are tough.
  • Each seed slightly decreases the cost of interdimensional travel.

Down the rabbit hole

  • This is a simple fetch and carry quest to get the Astrologern 10 rabbit legs.
  • In order to do this you’ll probably need some levels of the Alchemist sideline skill.

Favor for the Bruddahs

  • After visiting the Orc Outpost, 3 tribals will appear in Caer Maed.
  • They poke fun of you all the time, but if you endure this, they eventually give you a task.
  • Since they are not allowed to enter the Yellow Mug, you’ll have to settle this between them and the Yellow Mug owner, Iatu.
  • The fetish they give you as a reward will come in handy later in Hafrartum.

Feud of Settlements

  • Adriana, the owner of the Open Casque can give you a quest of settling the feud between Caer Maed and Ayr Marsh.
  • This requires some conversation with the mayor of the seaside settlement.

Fool's Errand?

  • The veteran merc in the Casque will eventually give you a task to “check” the bigear corpses in the camp.
  • Doesn’t sound like a proper task…
  • You just need to click all the 8 corpses, however, all of them has a particular skill check, if a bit difficult.
  • If you can get through a check you’ll find something valuable.
  • Turning in the quest, even the merc will be surprised that you had the guts to do this.

Gruesome Job

  • This is the Caer Maed necromancer’s job to fetch him as many corpses (and the like) for him as you can.
  • This is a long run and you may get a Title in the end.
  • If you bring the corpse from the nearby wagon (story dependant), he will make his zombie bride out of her.

His Majesty, The Goblin

  • In the Magnetic Cave is a seedy goblin.
  • He claims himself to be a king and promises you a great reward if you help him.
  • You’ll have to find him a job somewhere in the world.
  • You can ask around taverns and inns, but most of them will reject you.
  • Finally, the owner of the Crying Skeleton in Tornbarrow will accept the guy.
  • This is part of a quest series, so you can expect more if it ends.

Humiliation Galore

  • Adriana’s husband wants you to water all the plants around the tavern.
  • He gives you a can that must be filled outside, at the well.
  • There are 10 plants, all of them will offer something interesting, either a skill check or a good find or a short conversation with a nearby person.
  • After some actions, your can will run out of water. Time to refill it.
  • One of the plant pots can be broken if your dexterity is too low. Depending on this, the outcome of the task is different.

Kitchen Run

  • Another quest from Adriana to keep you busy.
  • You have to bring her 10 breams.
  • If you’re not adept with fishing, it’ll be a slow process.

Lady Incognito

  • On the 2nd floor of the Casque, there’s a locked door guarded by a fierce guard.
  • If you want to pass him, you need to use your wits.
  • After some smart conversation, with the help of Osmoro, the bard, you can gain access.

Lingering Melody

  • After some searching on the dead celestial in Caer Maed (behind the smithy shed), you can find an ocarina.
  • At the same time, the Astrologer disappears.
  • Time to investigate. Ask around the place, many people will react. Even the pig and the horse if you can talk to animals.
  • After a while, the Astrologer will turn up again and concludes the quest. Nasty things are going underfoot…

Lost Fishing Buddy

  • Youm, the burned out officer of Sylfeung Adventuring Inc. is hanging out in the Last Chance Gulch.
  • In order to enable this quest, you need to talk to his squire, Zerad, outside.
  • The top ranger is missing his fishing buddy, Orvisus Rainmane. He was lost somewhere around the Orc Outpost.
  • You can find him behind the barricaded zone in the form of a ferret. If you get him the proper magic brew, he will drink it and go back to Youm. The ingredients are: Gnawed Troll Bones (Outpost Storage), Gooey Balm (Ratmaster), Etheral Essence (Ghost Village ruins), Snake Roots (Outpost). First of all though, you need the recipe from the rat shaman inside the barracks.

Magnetic Dreams

  • In the underground fortress of Caer Maed there is Redra Shaden, a gnome healer studying stuff in one of the chambers.
  • If you don’t pull the nearby lever, she’ll give
  • you the opportunity to hire her.
  • You have to get some magnet for her.
  • Where? In the Magnetic Cave, near the Goblin King, there is a lost bag.
  • If you actually pull the lever, you’ll be able to get down to the Hyena Pit located at the center.

Other Peoples' Loot

  • Hrar Stonebrow, a dwarf treasure hunter, will arrive to the CM camp a little later.
  • He’s a grumpy fellow but if you know what to say, he can give you a quest to get his loot back from the Valley of Grieve.
  • The loot was stolen.
  • If you happen to find it in the Valley, it’ll be stolen again. More than once.
  • Your task is to find the bag after each act.
  • Hrar will be satisfied if you can get him back the bag.

Pixie, the Guard

  • One of the dumb guards in Caer Maed, Pixie Moonshine, wants 10 Aro-Ara plant for his herbalist practices.
  • The task is similar to other sideline quests. Picking up some levels of Herbalist will greatly help.
  • If you are on good terms with him, you can buy a very useful, if expensive item from him which will serve you right until the end of the game.

Relic Hunt

  • The archeologist at Caer Maed wants you to find an orcish relic of great value.
  • The one you are looking for can be found at the Orc Outpost.
  • If done, you’ll be able to choose between a few items or get some money for it.
  • This guy, regardless of this quest, is accepting every manner of fossils. Also, for money.

Removing a Curse

  • There’s Tyrell Salinas in the yard of CM. He’s an evil druid who’s been cursed with a tail.
  • He may ask you to get something that is able to remove this vile curse.
  • There’s multiple solution to this, one of them is to get a potion from the adventuring team down in the Very Typical Dungeon.
  • In the end, his hound will be yours.
  • The hound will need something tasty. One of the rotten hands or bones will do.

Rural Nuances

  • On the Northern Road, there lives a peasant.
  • He’s anxious about his son who locked himself with a lizardman in their house.
  • You are supposed to do something with the lizardman issue.
  • You can either kill him or persuade the creature to leave.
  • Neither of them is easy, it is very possible that you’ll need a companion or you may want to develop your abilities.

Shapeshifting Tavernkeeper

  • Iatu, the owner of the Yellow Mug, is a strange fellow.
  • When you start a deeper conversation with him, he will turn into a werewolf.
  • You can find him in the Ghost Village.
  • Find a portion of Werewolf Slobber in the village and apply it to him.
  • He will return to the Mug and be ready at your service.

Shoplifters Beware!

  • The weapon shop owner in the Last Chance Gulch can commission you to get him 10 Opaque Cleptocites against thieves.
  • Although this is silly, an adventurer doesn’t become dumbfounded by things like this, right?

Stablemaster Lost

  • The boy running around the camp tells you that his cousin has gone missing.
  • The guy is held hostage in a nearby cave by the Northern Road.
  • Mop up the resistance in the cave and free him.
  • Don’t forget to loot the piled up treasures of the highwaymen.
  • From that on, after talking with the former prisoner, you can freely travel between CM and Ayr Marsh. On horseback.

The Countess' Concerns

  • The noble woman in the Casque wants you to find a proof of what might have happened in the Ghost Village in connection with Caer Maed.
  • There’s a female corpse in the Ghost Village you should check out.
  • The woman will be satisfied with the find and will give you a very nice, useful reward.
  • After that she departs.
  • Later, his father will appear on Hix, but only if this quest was done.

The Planeling's Girl

  • Charril is camping in Caer Maed.
  • He has the spectacular air ship.
  • After a long conversation he asks you to find his sister somewhere around Ayr Marsh.
  • You can find a small statuette in the inn of Ayr Marsh.
  • It’s the girl. Somebody turned her into this sorry state.
  • You can either work for the item or steal it.
  • Working will cost you experience points as opposing the basic principles of the Adventurer.
  • After you return the statuette, mostly because Charril’s air ship was stolen, he will join your team.
  • He has a handful of nails for one of Adriana’s quest and also, he’s quite adept at fighting and barding.
  • Later, much later, you can get his horns removed and find the stolen air ship.

The Vynblud Facility

  • This is a long quest arching through most of the game.
  • You can find a Vynblud personnel in the
  • Magnetic Cave.
  • He’s supervising an old golem facility there.
  • You can kill him for his key or talk him into giving it to you.
  • The key provides access to the Facility located at the center of the cave.
  • There is a hostile golem.
  • In order to make him friendly, you need to operate a contraption nearby.
  • The golem wants to express himself so he needs a couple of weird stuff.
  • First, he wants a new paint job.
  • The good one is the pink one. Yes.
  • Then he wants a fancy hat. You can buy one from Nodeken, the kobold taylor in Caer Maed.
  • After that he needs a lipstick. You can obtain one from the
  • Underworld, either from the shop or the Schoolmistress, if you kill her.
  • Then he needs a pair of high-heeled shoes. Yes. Move on. He’s not gonna use them, because he can’t.
  • There are 3 pair of shoes you can try: Concubine in the Yellow Mug, Kevi (Pikedale Castle), Princess Aserac. These latter are the ones you need.
  • If you use Kevi’s shoes, a shoe demon will appear out of nowhere asking for a footwear to enhance.
  • If you give the golem everything, the quest concludes.
  • As I said, this is a very long one.
  • If done, he may help you demolish the massive door nearby.

Too Much of a Good Thing

  • Tonesso, the Champ of the Treasure Hunter Camp, loves to surround himself with bootlickers.
  • One more never hurts.
  • If you say the right thing, he will ask you to get a top notch admirer.
  • The one you need is the SAI customer in the Round Forest, after he ends up in Tornbarrow. He’ll be found in the Harbor.
  • Problem is, the guy is so disgustingly loyal, that even Tonesso gets to hate him.
  • Your next task is to get rid of him.
  • Use your eloquence to do so.
  • Tonesso’s reward is generous. You can even get his title…
  • Regardless of the quest, if you say something else at the crucial point, you can fight Tonesso in the arena for his title and stuff. Good luck for that, because he’s a toughie.
  • If you happen to finish the quest of the Ayr Marsh wizard (nose piercing), the item you can find in his chest will make the fight much easier.

Treasure for the Half-Orc

  • Shau, the bulky half-orc in the yard of CM, wants you to find some shiny he could boast with.
  • There is a mask on the ground in the Very Typical Dungeon. This is what you need, but the monster guarding it is not one of the weakest ones.
  • Also, you can have it examined by the archeologist before giving it up.
  • After finishing the quest, Shau, being a plot character, will help you advance the PLOTLINE.

Trite and True Treasure

  • If you do Eugene’s quest in the Open Casque, you can find a treasure map in one of the pots.
  • After using it, a digable spot activates in the Valley of Grieve, behind the Monastery.
  • As soon as you find it, the quest concludes.
  • Enjoy the loot.

Turnip Run

  • If you can talk with him (skill needed), the pig at the starting point will give you a task to fetch 3 turnips.
  • The locations are: Open Casque floor level (bowl), place behind the Sideline Camp, shop of the Healer Woman.

Weapon Business

  • Marshall in the Last Chance Gulch can give you a quest to find a very special weapon.
  • This is a very long quest, you can only find that particular weapon in the later stages of the game. (Blade of the Universe)
  • You can squeeze a lot of money out of him, even more with some bargain skill and he will also give you a very useful item that helps you with carrying capacity.
Ayr Marsh

A Tiny Thief

  • The nose piercing (yes) of the Ayr Marsh wizard has gone missing.
  • Somebody stole it, he suscpects it was a critter.
  • First you should investigate the Ghost Village and the storage lair in particular.
  • You can find a room key there which opens a door in the inn of Ayr Marsh.
  • In the room you can find the item in question.
  • Bring it back and you can decide whether you keep it or not.

Can Loot Jerks be Saved?

  • In the Balky Lobster inn (Ayr Marsh), you can meet a die-hard adventurer who loves loot, but can’t get any.
  • You can solve his problem in various ways, depending on what you choose.
  • The book can be fetched in Caer Maed from Erachi.
  • If you get him killed, you can sell his corpse to the necromancer.

Down to Earth Problems

  • This is an important pre-quest of the plotline.
  • When you arrive to Ayr Marsh, there’s a striking issue. The lighthouse is levitating on the shore.
  • If you ask around, people have strange ideas about how it should be solved.
  • One of the less stupid ones is to haul a catapult to the tower and launch yourself up to save those inside.
  • The catapult is in Caer Maed and there are a few ways to get it to Ayr
  • Marsh. If you have enough members, you can do it on your own, if not, you’ll need to hire some help. The merc in the yard will do.
  • You almost do the stupidest thing in your life, but suddenly, in the last moment, you’ll change your mind and you’ll have to blame the person who’s really responsible: the wizard.
  • Now he gives you a task to break Snylldra crystals all over the land.
  • If you’re done, he will bring down the lighthouse and you can meet Emily, the ship captain, inside.
  • She has a ship you could use, but it’s in a serious disrepair.
  • You’ll have to get good materials to be able to fix it.

I, Ratcatcher!

  • This is the classic task of the seasoned adventurer: cellear cleaning. From rats.
  • The carpenter of Ayr Marsh is so afraid to ask you but you do it nevertheless.
  • Those rats however are very though. You’ll probably need a good team to beat the crap out them.
  • If done, the carpenter will be much more helpful.
  • This is a prequest of the plotline.

In Need of a Ship

  • This is the follow up of the lighthouse problem.
  • You need materials for Emily’s ship.
  • Here comes the carpenter. If you do his cellar cleaning quest, he will help you with the planks.
  • After this, Emily gets ready at the ship to take you anywhere you want.
  • This is where the demo actually ends.

Literacy for the Masses

  • Colin, the libro-barbarian is a strange guy. Instead of whacking stuff, he wants to promote literacy in Ayr Marsh, but the mayor is not keen on the idea.
  • You can get a quest from Colin to hang flyers on objects all over the settlement, but some of them may prove problematic. The mayor’s sign in particular.
  • If you manage to do this, he’ll ask you to get him a woman.
    That task is harder because the person in question will appear much later in the game. On the plane of Hix.

Mole Rampage

  • There’s a decent house opposite the inn.
  • A sea captain is living there.
  • He tells you he’s been having problems with moles.
  • Due to their activity, a huge rock appeared in the house.
  • You are supposed to bash it into oblivion.
  • This “quest” requires a mining pick that is used by sideliners.

Ore Stew... What the hell...

  • This is the quest of the Lobster’s owner.
  • You’re supposed to fetch 10 lithine ores for his revolutionary ore stew.
  • As usual, this kind of quest is easier if you have some levels in mining.

Suspicious Portal

  • This is a short quest in the huge cavern under Ayr Marsh.
  • It starts when you actually stumble upon a blue portal in one of the niches of the maze.
  • Time to report it to the right person, the Tan-Kuan leader.
  • Although not immediately connected to this quest, but you can find a special aquatic crystal on the ground somewhere in the cave. It is needed to use the teleporters throughout the place. With the help of it, you can drastically speed up traversing in the cave.

The Barren Woman's Misery

  • The peasant couple in Ayr Marsh can’t have any children. They think the woman is barren.
  • After some conversation they agree on adopting one, you should just arrange this as best as you can.
  • In the undead-ridden Ghost Village, you can find a baby.
  • Give the baby to the couple and they’ll be happy ever after. Sort of.
  • Later, when you find a person on the Tornbarrow Meadows, he tells you that something bad happened in Ayr Marsh.
  • The baby became an undead and kidnapped his new parents. They are in the Ghost Village now.
  • You are supposed to defeat the big ugly thing and the couple returns to their house.
  • The conclusion will be surprising…

The Eternal Ratcatcher

  • This quest is bestowed by the Tan-Kuan leader down in the cavern of Ayr Marsh.
  • Your task is to defeat the Ratmaster who’s been pestering the neighborhood for a long time.
  • This is a fairly difficult one, because the Ratmaster is not alone. She has a pet, too.
    You’ll probably need Tier2 equipment and a great deal of expertise.
  • If you bring the Ratmaster’s head back to the Tan-Kuan contingent, they’ll cook it.
  • Yes, it’s disgusting, but it’ll come in handy soon…

Tomorrow never dies

  • This is connected with the Eternal Ratcacher quest. You can’t advance this, until it’s done.
  • In the Ayr Marsh cavern, you can find a very suspicious Tan-Kuan book examiner. Whatever that means.
  • If you bring the Ratmaster Souffle (made from the Ratmaster’s head) to this particular Tan-Kuan, he reveals himself as a half-orc, drops a bag and runs away.
  • The bag contains a key that can be used in the Tornbarrow SAI office, down in the basement.

Orcish Outpost - Jailed People

  • In a small building in the outpost you will find three prisoners. They are self-proclaimed adventurers who are not so high and mighty.
  • To get in, you’ll need a key from one of the outpost’s crates.
  • Then, once you’ve slain all the orcs on the outside, you can free them, but they won’t leave until they’re sure what happened to their dwarf companion.
  • If you bring them the stag helmet you can also find in the outpost area, they will see that their comrade is gone and disperse.
  • One of them, the old guy, may turn up later in multiple ways.
  • Most importantly, he’s going to take up residence with Hildred, the baker at Tornbarrow. What happens to him after that depends on your actions. Either he goes to Hanakala and marries Pearl, or he becomes an adventurer. Or he dies.

Goatrock Island - Finally, A Real Job

  • Wuldan commissions you to find a ship to further their movement. He says they’ve already set the world on fire and found no one. Better try one of the planes of existence. The place you’re looking for is Hafrartum which is the capital city of Tracus.
  • To get there, you’ll have to deal with the Witch of Tornbarrow. Then you can teleport at Encris.
  • In Hafrartum, you’ll need to talk to the prisoner who’s languishing in the dungeon, Peribo (Notorious TH2 team member). She’ll enlighten you on what you should do.
  • Then head to the inn, where you’ll need to get the “key” to the Chop-Shop’s Assembly Facility, a badge, from the upstairs merchant.
  • The badge will allow you to use the teleporter in the corner of the Scorched Battlefield.
  • Once you’ve made your way to the headquarters in the cave behind it, you’ll discover that he’s holding your man prisoner. One way or another, get the key from the boss to get into the cell.
  • The guy tells you he’s been stripped of his skills and his tools. The tools are in the town mage shop, the know-how is in the wizard’s tower.
  • You either talk the mage there into giving you the stuff or you take it. To do so, he will teleport you inside a bottle.
  • Inside the bottle is a ship, and you’ll have to negotiate it. You need to get gunpowder and a block of gold. With the help of these two you can propel yourself out of the bottle and then you have to fight the mage.
  • Once you have both items, you can go to the shipwright. Wuldan will be very pleased that you have solved this seemingly insurmountable problem.

Goatrock Island - Husband Unaccounted

  • The mission is part of a bigger train of events. The princess’ husband was taken by the devil that had been ravaging earlier, and they left through a planar rift that opened up on the island. You can go to hell again. After them.
  • The husband is in the pickle again, about to be cooked. If you talk to the more clever devil, you can get him out.
  • In this situation, your appeal, or intellect, or strength can help.
  • Either way, the husband is freed and you can go to the Princess.

Goatrock Island - The Health Nut

  • The fisherman on the island was once an adventurer and now he wants fruit for himself.
  • When you’re done with everything on Hanakala Island, you can buy him an oversized sapsour from the local chick’s shop.

Goatrock Island - The Princess' Shape

  • The mission is also part of a bigger picture. The lady asks you to find a trainer for her, because it is essential for domination.
  • ng at the Tornbarrow Athletic Club.
  • When the princess wants to celebrate her success with some champagne, she orders you to fetch some from the kitchen, but in the meantime the gates of hell open and the princess is snatched away.
  • If you want to find out what happened, talk to her husband. Then he will join you.
  • The husband’s not a very strong fellow. He needs to be watched. Actually, he’s to open the Soul Gates.
  • After some exploring and fighting, you’ll find the princess, who’s been thrown into stasis by devils.
  • Interestingly, it takes the husband’s stunning speech for the devil to change his mind and let her go.
  • It’s time to slip back to the Hideout with the princess.

Goatrock Island - The Scheming Princess

  • Princess of Aserac wants you to find someone to teach her intrigue.
  • Your person is none other than Princess Cassandra meandering in the middle of Tornbarrow.

Goatrock Island - Traitor or not Traitor?

  • On Cassandra’s advice, Princess Aserac wants to find a traitor in their ranks. The suspect is the lonely lama wandering the island.
  • After an investigation, the figure disappears, leading to the assumption that he is the traitor. He’s also built a large beacon on the beach, apparently to signal the enemy.
  • On the island, you will then find a child monk who, for good money, will tell you that the lama has gone to Tornbarrow to see the Sage.
  • More proof!
  • The Sage of Tornbarrow tells you what he knows about the lama. He bought hallucinogens from him, which is the final proof.
  • You then confront Liam, the Lama in The Crying Skeleton, but it turns out that they only have a joint project with the director of the local theatre.
  • Once you’ve cleared that up, you tell the princess that the lama doesn’t really seem like a traitor.

Goatrock Island - Wuldan's Endless Pain

  • After you’ve proved your worth, Wuldan wants you to seek out experienced warriors for them.
  • The following people accept your offer: Barbarian girl in the Black Wyrm Forest, surfers on the Island of Hanakala, Nodeken and his mercenary companion in Caer Maed. For the latter, you first need to teach the mercenary a few important things.

Hanakala - Hero Walk

  • The surfers’ leader commissions you to take care of the local monster at the local shrine and fetch his heart. He will give you a key to enter the underground complex.
  • The creature is a little larger than average, but that shouldn’t be a problem, right?
  • After you kill the wyrm, you can go inside it to cut out its heart. Needless to say, there are other things in there too, like the thing the girl outside is looking for.

Hanakala - Magical String? Come on!

  • The local girl asks you to fetch one of these things. At first you have no idea where to look, but then you realize it’s probably on the island.
  • Your hunch was right, you find a brainwashed tourist on the side of the island near your ship who can be talked into giving you one of these.

Hanakala - Sapsour Run

  • It’s one of the Hanakala girl’s teasing quests. You have to swim across to a small island, where you first have to fight a giant crab.
  • Once you’re done with him, you can start picking the harvest from the sapsour bush.
  • You’ll soon notice, however, that the crop ferments in your pack no matter how fast you run.
  • You’ll have to try again a few times, and each fermented fruit will give you more and more time for the next run.
  • This means that after a while you’ll be able to reach her. The reward is worth the effort.

Hanakala - Trinkets for the Natives

  • The tourist bait chick wants 200 identical seashells from you.
  • The mission requires you to comb the beach until you find the big shell that holds them all.
  • Every time you restart the game, the big shell will be in a different place.

Hanakala - Yet Another Lost Relative

  • The girl from Hanakala wants you to find her long-lost relative.
  • You need to go to the sanctum where the surfers send you.
  • You’ll find the person in the belly of the giant monster, in a slightly weird state.
  • You might find something else there, a dead body. He can be resurrected by the healer in Caer Maed.

Pikedale - Wildbrand's Legacy

  • Getting into Castle Pikedale is not easy. If Leonard’s with you, the mission starts at the door.
  • Then you have to talk to the hobo wandering around town and get down into the sewers behind the abandoned city hall.
  • After a bit of hardship, you’ll make your way up to the castle’s storeroom so you can continue your investigation.
  • The castle has two important residents, one a former girlfriend of Leonard, the other a new friend of hers. Both are serious magicians, and a difficult battle awaits those who want to get rid of them.
  • With or without force, they can be dispatched. If you use pretty words, they’ll show up later at the gates of Hell, and there’ll be no mercy there.
  • Wildbrand decides the castle needs a new overseer. You can find a TH2 character (Siley Goodmane, healer) locally, but she refuses to do so. She moves to the Crying Skeleton Tavern in Tornbarrow instead.
  • You can then talk to a couple of people about the subject, but they will all turn you down (Lady Foxworth, Anastasia, secretary at the Athletic Club, the baker, Mom, owner of the Crying Skeleton, but the latter offers extra opportunity. And that’s through her parrot.
  • If you strike up a conversation with the bird (enchanted man), you’ll learn that the laundry manager, Lauren, has been in a relationship with him.
  • After you talk to her, she’ll take the illustrious job, but only if you get her a full magic lab.
  • You’ll find this complex equipment in Xao’s secret den after you obtain his wand from him and put it to use on the previously useless Tornbarrow energy beam.
  • Once you’re done, Lauren keeps her word and moves into the Wildbrand castle.

Tornbarrow - Agent for SAI

  • If you manage to get into the SAI office in Tornbarrow, you can Mom’s diner.
  • Once you’ve convinced him, you can go back for the reward.

Tornbarrow - Aiding the Rookie

  • You are clearly not alone in wanting to get ahead through SAI. You run into a beginner who can’t collect the fox pups he’s been tasked with.
  • He’s missing one specimen, which can be obtained from the farm kid wandering in the fields.
  • When you’re done, you can go back to the office.

Tornbarrow - Barred Doors

  • This mission is part of the main plot. Without completing it, you will not be able to advance the story.
  • If you try knocking on the major doors in the central district of Tornbarrow, you will find that they are all boarded up from the inside.
  • The candyman of the place will brief you on what you should do.
  • You can then go to the sewers (key under the mat) and seek out the monster that has the whole town in terror.
  • Once you slay it, all doors will open for you.

Tornbarrow - Beauty Contest

  • It is a very long and increasingly difficult mission. Towards the end, it’s advisable to go into battle with tier 3 gear and good potions, otherwise you won’t have much chance of winning.
  • In the central district of Tornbarrow, two strange figures are pacing on a stage. A troubadour and his assistant.
  • After a bit of chaotic conversation, you learn that Sylvester Maynard, the troubadour, is organizing a beauty contest, for which you must find 4 suitably beautiful girls from around the world.
  • The refusers are Nica, on the boat in Hafrartum, and Siley Goodmane.
  • The girls who consent: a Tornbarrow citizen (walking in the streets of the city proper), a peasant girl on Tornbarrow Meadows, Tonesso’s girlfriend and the Sea Watcher at Ayr Marsh.
  • By the time you have them all, Syl is gone and you need to get a key from her henchman.
  • The key will open a armoire in the Crying Skeleton Tavern.
  • While searching, you’ll be surprised by a stranger who threateningly “asks” you to drop the case for your own good.
  • If you then ask the tavern owner about the matter, she will inform you that you have stumbled upon the notorious XXXXX crime syndicate, and if you want to know more, you can go to the slums leading out of the harbor.
  • The only door you’ll find is locked, but you’ll immediately be confronted by the earlier figure, who tells you that Syl is dealing in sex slaves. A battle ensues.
  • If the stranger is hurt enough, she surrenders and tells you how to find their boss. There’s a decent house in Tornbarrow Proper, and he’s waiting for you there.
  • If you report the crime to the city guard commander, he shrugs in his shoulders.
  • After the battle is over, you’ll find a key that opens a rusty sewer door in the slums.
  • Down below you’ll find the hideout of the XXXXX gang, and the girls they’re holding hostage.
  • It soon becomes apparent that Syl’s henchman is the ringleader here, and he and his friends will attack you.
  • When you’re done with them, you can have the contents of a chest and you can free the captives, including Sylvester.

Tornbarrow - Cellar Hygiene

  • You’re having a bit of a disagreement with the Foxworth chef about whether his cellar is clean enough. You guys bet on it.
  • He said if you find even one rat, he’ll pay you.
  • You go down to the cellar, but you don’t find any rats, so you lose the wager.
  • Nevertheless, the cellar is a good place to be because you can find a dragon tongue, which is needed for another quest.

Tornbarrow - Clearing the SAI Ship

  • In the SAI office, you will be given a mission to clean up an SAI ship moored in the harbor. From rats, of course.
  • If you’ve purged the epic rats in Ayr Marsh, specifically the carpenter’s cellar (mission 2), these rats will practically surrender. If they don’t, then you have to fight.
  • The SAI officer will be very grateful for a job well done.

Tornbarrow - Disinfecting the Ships

  • This mission is a sub-mission of the main plot. Without it, Dirk Foxworth doesn’t really want to talk to you.
  • Accordingly, the leader of Tornbarrow will task you with doing something about the fungus infecting their ship.
  • The fungicide will be supplied by the cook at the hideout on Goat Rock Island.
  • Once you’re done with the decontamination, you’ll find the ship’s log and be on your way to Foxworth.

Tornbarrow - Enter the Foxworths

  • To advance the main plot, you need to get into the Foxworth Estate somehow.
  • If you talk to the commander of the city guard, he’ll tell you that it wouldn’t hurt to improve your reputation a bit before you think about doing something like that.
  • The first thing you should do is slay the black dragon that’s threatening the town. The beast roams the Black Wyrm Forest.
  • If you talk to him, you will learn that this task is often assigned to unwary adventurers. There are two solutions. One is to actually kill the dragon (good luck), the other is to get him to give you a dragon head. This way you can prove that you have “done” the task.
  • Whichever you choose, the commander will give you another task: find Angelique Foxworth’s kitten.
  • Be sure to have a word with the commander before you go any further, because it wasn’t clear enough before…
  • The clue says you should look near Foxworth’s cellar. There’s a lookout on the balcony, you’ll have to talk to him and either pay him off or convince him. This will get you the cellar key.
  • If you try to report the sentry for the bribe, the commander will be especially happy that you’re helping him with the extra pay.
  • Then head to the cellar, where you’ll find a lever on one of the kegs. Pull it, and you’ll find a hatch, and you can go down to the hideout under the Foxworth Mansion. Which is, of course, a Rogue Guild.
  • After a little digging you’ll find the Rogue King with a cat on his lap. Here you have several opportunities to get the cat, either by relying on your own skill or that of your dog.
  • Whichever way you get the animal, you can take it to the city guard commander.
  • You’d think that would be enough to maximize your reputation, but no. The commander will give you a key to the cemetery barrows, from which you’ll have to flush out the malcontents that don’t belong there, and you’ll also have to get the Foxworths’ wedding sword.
  • The tomb contains the living remains (in skeleton form) of three adventurers, and you must solve their problems. If you can’t, you can kill them. Each character has a piece of the renowned sword.
  • Once you have all three pieces in your possession, you can run back to the commander, who reassures you that you can’t progress until you’ve somehow assembled the sword.
  • The blacksmith walking around the center will help you solve the above issue, but that’s not easy either. First he needs a magical ember. This can be obtained from the fire elemental working at the Athletic Club, but then there is a fee to pay. A lot of money.
  • After that, there really are no more obstacles, and you can run to the city guard commander with the sword. And with it comes the necessary reputation.

Tornbarrow - Goblin King Reloaded

  • The surprising story of the Goblin King continues. Poor thing finds himself on the streets after being kicked out of the tavern.
  • If you ask the peasant boy loitering in the fields if he can help you with another job, you’ll get a negative answer.
  • On the other hand, if you go to Pikedale, the shepherd working near the castle will take you up on your offer.
  • The goblin is not happy about the job, but it’s better than nothing, so he leaves for Pikedale.

Tornbarrow - Graffiti Job

  • A simple but not short mission courtesy of the SAI office.
  • After scraping 5, 10, 25, 50 and 100 graffiti, you will get more and more rewards from the bureaucrat.

Tornbarrow - Helping a Fellow Adventuress

  • In the Blacy Wyrm Forest, there is an adventurous girl called Anastasia whose doll has been stolen by a dragon in the depths of the forest. You must get it back.
  • As it soon turns out, the dragon didn’t actually steal the doll, it just accidentally got caught in his body.
  • If you have a skilled enough teammate, you can run up on his back and get it.
  • Anastasia is offering two important items as rewards, so it may not be an easy decision.

Tornbarrow - Hen's Teeth? Gimme a real quest!

  • The witch of Tornbarrow won’t talk to you until you get her some Hen’s Teeth.
  • There are 3 ways to complete the task. One of the bags is in the dragon-inhabited inner forest on an elf corpse. The second is in the shop of the master bard, and the third can be stolen from Anastasia’s adventuress companion. Either will do.
  • #Tornbarrow – Zsák bolha? Nekem igazi kĂĽldetĂ©s kell!
  • A TornbarrowbĂ©li boszorkány addig nem akar veled szĂłba állni, amĂ­g nem szerzel neki egy (vagy több) zsák bolhát.
  • A feladat 3 mĂłdon is teljesĂ­thetĹ‘. Az egyik zsák a sárkányok lakta belsĹ‘ erdĹ‘ben van, egy elf hullán. A másik a mesterbárd boltjában lapul, a harmadik pedig Anastasia drabális kalandortársátĂłl lophatĂł el. Bármelyik megteszi.

Tornbarrow - Hunting Advanced Tech

  • The SAI scribe tasks you with collecting ancient technologies that can be found all over the city.
  • There’s a lot of them, and finding them all won’t be easy, but you’ll be rewarded with a great reward after you’ve collected most of them.
  • The items are hidden in ominous barrels, baskets and rubbish heaps, and their location is different for each new game.

Tornbarrow - Ingredients & Recipes

  • Hildred, the baker, gives you the task of gathering ingredients for her magical cakes from all over the world. Recipes that are even rarer may come into play as well.
  • They can be found everywhere, in chests, cupboards, or even on important characters you’ve just killed.
  • With each ingredient you turn in, a new and increasingly useful cake is added to Hildred’s shop.

Tornbarrow - Rampaging Templar

  • According to the Weekaul priest, there is a problem in their church. A mad Templar knight has got himself into the catacombs and they need to do something about it.
  • Downstairs you can get a lady’s handkerchief from him to approach a lady walking around town. Turns out she’s a relative of the knight. 
  • If you convince her, she’ll go down to the catacombs with you and help you.
  • With the woman’s assistance, the knight will get to the Golden Years Manor, and the priest will be grateful for the task you have accomplished.

Tornbarrow - Ranger to Beetle

  • A TH2 team member, Dechard Lianles, is wandering around Tornbarrow Cemetery and he’s in a bad condition.
  • In the prequel of the game (NWN 1 module) Dechard was turned into a beetle, and it took a huge amount of work to turn him back. However, now his life is in ruins and he would prefer to be a beetle again.
  • As the mission gets underway, he is approached in the pagoda by a white unicorn, a messenger of the Green Lady, and helps him get to the Tranquility Glade.
  • The Tranquility Glade is an idyllic place for animals or people who have become animals.
  • Another TH2 character, the druid Gryne Halderis, is waiting for you in the clearing. He can be seen in lion form at the moment, managing the local animals.
  • According to him, Dechard’s problem can be solved, but you’ll have to work on it. Your task will be to collect animals from all over the world for the incantation that will turn the ranger into a beetle.
  • The animals are: the Hanakala goat, the Hafrartum chicken, Georg the parrot when you’re done with his long quest, the Caer Maed tired horse, the Hixian viper, and the Wyledezour bat.
  • When they are all ready, the supplication to the goddess will begin, and the whole business will be crowned with success.

Tornbarrow - SAI Expands

  • SAI wants to extend its authority everywhere. Including Hanakala.
  • Your task is to convince Pearl, the Hanakala girl, that this can be fruitful for them.
  • Then you can go for your reward.

Tornbarrow - SAI Office

  • The local SAI office door is closed. If you talk to the harbor master, you’ll find out they’re having financial problems.
  • If you want to get in, you’ll have to take on their debt and pay the port rent.
  • After that (although they think you’re stupid), they let you into the office.

Tornbarrow - Saving a Dragon's Tongue

  • If you have a little chat with the older member of the Tornbarrow dragon pair, you’ll learn that the other has had his tongue cut out by an evil adventurer. Your task would be to retrieve the noble body part.
  • Through a bet with the chef of the Foxworth Mansion, you can gain access to their cellar, where you will find the tongue ready for cooking in a storage container. The chef is not to blame, of course, he acted in good faith when he bought the tongue from the evil adventurer.
  • Of course, the pickled tongue doesn’t work (you can talk to the dragon chef about it), so something has to be done about it.
  • The Caer Maed healer can help with information. You find out that the head of the Hafrartum School knows his stuff. When you talk to the woman, she instructs you to get some Hafrartum goo from the steamworks and prepare a hefty sum of money as well.
  • A dodgy-looking goblin vendor appears at the steamworks and offers you the goods you’re looking for, but for some reason he finally doesn’t want the deal. You think you can solve the problem yourself and start collecting. You have to kill ooze in the steamworks, and of course a big one that will throw the goo you want.
  • With the nasty stuff and the money, you can go to the school mistress, who will hand you the potion you seek. If you make the smaller dragon drink it, its tongue will start on a path of regeneration, but it won’t be cured immediately. Some time must pass before a messenger wyrmling will eventually appear. From him you will learn that the tongue has healed, so you can go back for your reward.

Tornbarrow - Storyteller Wanted

  • The players at the Athletic Club are looking for a Game Master for their self-developed tabletop game.
  • Your man is the Master Bard of Tornbarrow.
  • There will be a little problem, but it won’t affect your reward.

Tornbarrow - Strange Creature

  • In the Blacktwyrm Forest in Tornbarrow you can find a strange looking green figure. It’s hard to tell anything about him at first, but you can take a dog tag from him.
  • If you present the item at the SAI office, the guy will be identified and can go to the Golden Years Manor.

Tornbarrow - The Baker's Blues

  • Hildred, the baker, seems helpful, but something is troubling her.
  • The problem is nothing less than the loss of her puppy.
  • The clue comes from a guy loitering near the laundry tower. Hildred was looking for magic cookie ingredients in the sewers, so chances are that’s where the dog escaped.
  • The tip turns out to be correct, although the dog is hard to find because it’s small. You have to keep your eyes peeled.
  • Hildred will then be much friendlier and more helpful.

Tornbarrow - The Mighty One's Henchmen

  • This is a longer than average mission. It should be to find companions for Anyndur Di’Malen from the TH2 mod who are scattered all over the world. It won’t be easy. Anyndur was a member of this illustrious group.
  • Thardius Feannor: his remains need to be fished out of the belly of the monster in Hanakala’s sanctum and resurrected in Caer Maed,  by the healer.
  • Siley Goodmane: the healer is imprisoned in the castle at Pikedale. After successfully freeing her, she moves to the Crying Skeleton Tavern in Tornbarrow.
  • Dechard Lianles: he languishes in the cemetery of Tornbarrow.
  • Nica: Hafrartum gambling ship
  • Peribo Izrim: Hafrartum cantonment
  • Yaster Kennar: Treasure Island
  • Frem Nicebough: He is dead and decomposing on the “Great Plain of Doom” opening from Hafrartum. He will be helpful anyway.
  • The Fortune Teller: she is located in the inner reaches of Hell.
  • Gryne Halderis: Tranquility Glade
  • Anyndur will then be pleased with your work.

Tornbarrow - The Tongue Stealer

  • After you talk to the Foxworth chef about the dragon’s tongue, he’ll tell you what kind of character he bought the body part from. His guess is that he traveled to some distant plane of existence.
  • You’ll find him in Hix, in the tavern addressed to the Dab Hand, but he’ll disappear during the confrontation.
  • According to the innkeeper, he’s a frequent visitor to the southern reaches.
  • If you do a little exploring, you’ll find the guy with a couple of helpers by his side.
  • Once you’ve won, you can take his head with you and run to the dragons. 
  • The quest cannot be completed until the language problem is solved.

Tornbarrow - The Unknown Plague

  • Mr. Foxworth gives you an important assignment to investigate an unknown disease on their quarantined merchant ship.
  • After some investigation, you discover there’s some kind of fungus infecting the ship. You take a sample of it and set out to find an expert.
  • The peasant woman from Ayr Marsh says it’s something of “alien” origin.
  • The witch of the Black Wyrm Forest identifies the fungus and you’re off to Foxworth.
  • The merchant lord will then trust you.

Tornbarrow - When Teams Disband

  • This little quest begins when the band of adventurers holed up in the Caer Maed stronghold disband, after a brief discussion and complications.
  • Nisha, their leader (who is a TH2 character by the way), ends up in the Golden Years Manor in Tornbarrow, you can find her there, but she won’t be in very good shape.

Tornbarrow - Who's this Zerad guy?

  • Zerad is none other than the squire of the moping ranger in Caer Maed. A dove comes to you with the news that Zerad has been made chief of the SAI office in Tornbarrow.
  • No one understands how this could happen, not even the local fat clerk.
  • Communication with Zerad is futile.
  • If you rummage around in the SAI basement bookcase, you will find that they have contacts in Hafrartum. It is obvious that further research should be done in the library.
  • In the library, if you look in one of the bookcases, the local pixie will tell you where you should really look. Among the discarded books outside. If you do that, you’ll find a diary. The text says to get a key from Zerad. Like steal it.
  • If you use the key in the basement, you can also get Zerad’s jewel.
  • Actually, you need two gems to get the quest underway, the other one, Heteronium, is at Shivercharm loitering in the library.
  • If you make it to Hell with great difficulty, and from there to the Temple of Love (Yrun’s lair), you’ll find a device in the secret chamber there. This machine monitors the invulnerability of Zerad (and others).
  • You can then go off to kill the dirty little troublemaker. It won’t be hard.
  • The reward will not fall short of the scribe.
  • On hearing the news, Youm also appears in the harbor.

Wyledezour - Never Deal With a Dark Elf

  • The local dark elf shopkeeper gives you a strange mission. You must bring him a piece of Nothing.
  • It’s a daunting task. You don’t know what he wants.
  • The mission is, after all, just to step on a few triggers in Tornbarrow, which will reinforce your perception that you’ve been fooled, and you’ll have to punish the shopkeeper severely.
  • You go back in nice and neat and get it over with.
  • The quest can be avoided by going down to the dungeon under the graveyard in Tornbarrow, taking down the prehistoric monster there, and taking the ossecite from his chest.

Wyledezour - The Skinny Dwarven Girl

  • This is perhaps the saddest mission in the game. We are in Wyledezour, the city of the dark elves. The barracks have been invaded by the tunnel dwarves.
  • To avoid being harmed by the dwarves, you must “turn” into a dwarf. In the school of magic, you can transform yourself into either a dark elf or a tunnel dwarf, or more specifically, you can create an illusion using the grimoire. Then you will not be harmed by the representatives of that particular faction.
  • One of the female representatives of the otherwise cruel, bloodthirsty tunnel dwarves doesn’t really want to eat, so she has lost weight dramatically. She wants to be like the beautiful dark elves, but that’s a tough one.
  • After a long, awkward conversation, you convince her to get some food-like thing that won’t make her gain weight.
  • To do this, you first have to go next door and collect the fluorescent mushrooms.
  • With the mushrooms you can go to Momás in Tornbarrow, who will cook the food for you, but first you’ll need to get some Lemon Moss. The plant grows on a tombstone in the Blackwyrm Forest where the adventurers are camping. You must bargain with the healer to get it.
  • When you have everything you need, you can go back to the dwarven woman.
  • Then comes the shock of learning that her uncle, the chief here, is the culprit. Then you can decide the outcome of the mission. There are several types, some of them race-dependent.

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