Siege of Avalon: Anthology

Siege of Avalon: Anthology

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A guide to beating back the Ahoul, thoroughly and completely
Von Ascyltos
This guide covers everything from game mechanics, to walkthroughs and how to get the achievements, and finally locations for special equipment
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Gameplay Basics
****This guide is currently under construction, right now Ch1 and 2 are finished 3 is partially done, will do more as I can screen shot and inventory later chapters*****
Picking a Class and spending/saving TP

To start out, your class doesn't really matter for base gameplay mechanics, what it does matter for is which of the 3 "Optional" chapters you will be forced to play, and in those chapters if you'll have access to a class specific quest.

During character creation you'll have 10 TP to spend, I recommend not doing this right away with the exception of getting a scout character to have enough strength to hold a bow, but even then wait until you get your beginner's bow. In reality you should be saving these points for trainer's in each chapter as the upgrades they have available are always better than just raw spending points (exception being you can't wield a weapon), so you should generally make sure you've bought all of that training for a chapter before you do basic upgrades.

Some combat tips

This game doesn't have the best combat system ever so here are some tips to deal with the quirks.

When you are playing without party members you can do alot more kiting, alot of enemies have such long windups that you can dodge out by clicking far enough to trigger running for your character then dip back in and get a hit in, this works better in the early chapters before you have good gear if you are gonna do any melee fighting.
Early on being a mage is rather difficult (later it's one of the easiest styles of combat to do) due to restriction affecting your ability to sling spells and your rather low mana pool. You can try being low armour, but it might be better to be doing melee as a backup for when you run out of mana.
Finally if you picked the sneaky scout style of play and you'll wanna get used to going for the stealth crits and trying to one hit enemies. It is the safest play style while it works.

I should note that early on while you are unarmoured and unskilled you are a soft squishy target that is likely to die, as such it is recommended that you save after each encounter or kill, once you are certain there isn't any agro on you (you can save a moment before an arrow or sword hits creating a dead save file essentially). You may find yourself dying alot when you get to many mobs aggroed, or just getting unlucky bunch of misses and the enemy gets some good hits real fast, or you accidentally get multiple bowmen on you while you are trying to kite some melee fighter.

Some general tips on enjoying the game

The companies slogan when they released this game was "Played any good books lately" so I feel this game is best approached more like a book.

It is extremely dialogue heavy with an expectation you figure things out by talking to all the available characters as you come across them, and the atmosphere is enhanced by lots of soldiers journals that are left about their rooms and some books about the history of the various kingdoms of this world. If you don't enjoy reading and getting connected to the characters then it might not be the game for you, and I'm not going to say it's a groundbreaking masterpiece as far as writing goes (it was ahead of the curve with it's digital delivery system during it's initial release). But it is somewhat of an enjoyable page turner in my opinion.

The setting is fairly standard fantasy stuff, but it's treatment of the Sha'Ahoul orc like peoples is pretty interesting and more in depth than alot of other generic fantasy games, and the whole treatment of the game being the story of one siege on a single castle where everything takes place over a short time period in essentially this one location with the castle defenders trying to stop every trick the invading force pulls keeps it to a rather nice and concise narrative that doesn't end up going down regular fantasy plot tropes too unnecessarily.


***make note of how difficult it may be at the start, and how the bowmen can seem deadly early
***make note of idiot follower AI problems
***South gate lvl 2 fast travel bug
***finish looting and quests before progressing through a chapter
***black equipment having better bonuses
***make sure to have xray mode on
Chapter 1 Pt 1 - The Castle Under Siege
Outer Keep Lvl 2 Pt 1

After reading the starting journal entries this chapter starts out with 2 scripted conversation events in the Outer Keep Lvl 2.
The first is with your brother Corvus, you have the option here to tell him of your father's untimely demise or lie about it, I don't believe it has any story changing or mechanical difference to the game so just RP how you imagine your character would here.

The second conversation happens immediately upon exiting your brothers quarters, where a page will inform you that you should report to Captain Avarous in the Outer Bailey for training.

After those conversations you should have a letter for you basic equipment requisition (commission letter), which is just a mediocre starting weapon that you can go receive from Winchell the quartermaster. You can find some better weapons lying around the castle unless you picked scout in which case you will get a bow which you could not get until you start looting the enemies corpses. Alternatively you can save the requisition if not a Scout and sell it to one of the merchants for a nice sum which can be used to buy from the expensive merchant in this chapter (you should equip any charm buffs before you sell the requisition)

There is one sidequest you can complete at this point in the Outer Keep Lvl 2: Sealed With A Kiss
You can either start this by talking to Kent to discover that he's stolen a letter from Madden, or talk to Madden himself (I think). Either way you can get the letter along with a rose (this rose has one of the highest charm stat bonuses for equipment in the game) and then return the letter to Madden (I believe you get TP for doing this). If memory serves Kent might have some extra dialogue after completing this.

Quick rundown on the other NPC's I have marked on the map
  • Sir Roth - He will be in his locked quarters for a bit, you will be coming back here shortly
  • Mudam - You will be coming back to chat with Mudam in a little bit
  • Elarath and Sherard - Elarath will have a sidequest for this chapter later
  • Lord Harold - Once you get to chapter 3 he will have some tasks for you

Alot of the rooms have chests filled with basic equipment, though this floor doesn't contain too many useful things.

Outer Keep Lvl 1
The next area you'll explore is the first floor of the outer keep. On first visit the only thing you should be able to do (other than reading journals in chests and talking to the NPCs) is to do the What's In The Basement sidequest, there are some more equipment lying around in some of the chests, but nothing particularly noteworthy.

To start the What's In The Basement sidequest you can speak to Anora or Bonnie over in the kitchen area (The head chef Anora likes to stand in kitchen areas that are hard to see sometimes so you may need to look around). With either start you'll need to talk to Anora to get the actual request to go down to the basement near the kitchen. Once in there you will find 13 beetles that are eating the grain supply and need to be dispatched, you may have to poke around in corners to get all of them as they don't always agro the PC for some reason. Once that's done Anora will tell you to go have Davet fix the hole in the basement that the beetles came through. After getting Davet to agree return to Anora for some TP.

Before you head out you should make note of the secondary basement near the barracks and infirmary, there are a couple NPCs down there, but none are particularly important, what is important is there is some ok starting gear in some of the chests in the little barrack section in that basement where the NPCs are standing outside of.

Quick rundown on the other NPC's I have marked on the map
  • Brother Crosby - He can heal you back to full, useful as when you first start getting into combat your recharge rate is slow enough that it might be faster to run back to him real quick and heal rather than try and wait, or continually die in encounters due to low health
  • Friar Massus - Will have a sidequest for this chapter later
  • Brother Mo - Will have a sidequest for this chapter later

Outer Bailey Pt 1
To progress the main story you should go visit Captain Avarous in the training yard. If you want you can practice clicking on Mulduc or the Target Dummies but it's not necessary as whenever you talk to Captain Avarous again you'll trigger the next scripted event being available.

If you walk outside the training area after completing all necessary conversations with Avarous, Penrith will walk up to you with a scripted conversation, delivering you the bad news of how the force your brother rode out with earlier got destroyed in an ambush. At this point he will tell you to go speak with Calum in the South Gate Lvl 2, and that should be your next destiantion as there isn't anything else to do in the Bailey right now.

Quick rundown on the other NPC's I have marked on the map
  • Olon - You will be coming back to chat with Olon in a little bit
  • Lahren - You will be coming back to chat with Lahren in a little bit
  • Pellandrian - You will be coming back to chat with Pellandrian in a little bit
  • Freeman - Will have a sidequest for this chapter later
  • Wilfird - Sells leather good, the equipment is ok, but nothing you need, the leather cap might be the best item for head slot that doesn't lower stealth in this chapter
  • Merchant Gall - Sell's fancy good, I don't think there's anything really worth buying from him

South Gate Lvl 1
For now this is an area you can just pass through on your way to the second floor, though if you've asked the right questions of other castle inhabitants they'll point you to Lucan for a better starting sword.

This area also contains the merchant Holt. He sells rather expensive armour, it is better than alot of what's available in this chapter but by chapter 2 or 3 you will probably have completely replaced it and the amount of loot you have to drag back and forth to purchase it is a bit time consuming, sometimes you just want to be a knight in golden armour though. Also as noted above you can get a good amount of gold for your starting requisition letter and could actually buy equipment here before you head out if you play it right.

South Gate Lvl 2
The cabinets lining the wall are empty up here, and there isn't much in the few other chests in this area. You can proceed to Calum and he will have info that your brother might still be alive, you can then go confirm this with the seer Elazar nearby.

There isn't much else of note on this level, but if your charm and perception are high enough there are some interesting conversation options with gate guard with the red tabard.
Chapter 1 Pt 2 - Finishing the Castle and Exploring the Upper Ruined Village
Outer Keep Lvl 2 Pt 2
At this point you'll want to return to the Outer Keep Lvl 2 and visit Sir Roth. after talking to him you will then be transferred to Mudam's scouting forces where you will be given orders that allow you to go out and explore the ruined village. One note on Sir Roths room, the script here used to be bugged (idk if any of the patches for this steam rerelease address this) but Sir Roth will run up to you every time you enter the room and continually give you the transfer to Mudam quest in your quest log when he does, so I recommend doing any conversations you want to in this room when you enter the first time, and you should plunder the one chest in his room now if you want the items from it to avoid a bugged quest log (it has some decent magic items for this chapter).

Now you can head over to Mudam's room where you will have some conversations with him that take enough time for night to fall and be safe for you to go explore the village. He will point you to Olon in the inner bailey as someone you should speak to before you head out. (I do not know if talking to him is necessary before you head out, but he gives access to most of the other side quests in this chapter)

Before You Head Out
At this point you should talk to Olon and pick up all the side quests before you head out. First Olon will want you to solve the issues between the lovers Lahren and Pell(andrain), you'll have to get a little ways along this one before he tells you anything else. This is pretty easy as you just run back and forth between the two until Lahren finally agrees to go reconcile with Pell if you bring him a suitable gift (this is the Pell's Sorrow quest).

At this point you can talk to Olon again and he'll give you his personal quest (Case The Chest) as well as informing you that Friar Massus and Elarath might have some tasks for you to do while you're out in the village as well.

If you talk to Friar Massus he will want you to retrieve the Chalice of Life(Fetch The Chalice) from the abandoned church in the village, this quest is highly recommended as I'm pretty sure you have to get some of the journal entries from visiting the church to complete the chapter anyways. He will also note that Brother Mo has request (though you can probably just go directly to Brother Mo without talking to Massus). Brother Mos request is the Fetch The Herbs quest.

Elarath should be the next questgiver you talk to for his task(Fetch the Amulet). What he tells you for info on where the amulet is is incorrect (on purpose), If you remember earlier there is a seer Elazar in the south gate with the ability to locate and see things, it's a hard connection to make, but he knows where the amulet is, you can go talk to him now and complete the quest before heading out.

Final thing should be to talk to the blacksmith Freeman (Cold Hard Steel). Lucan mentions him if you ask about better equipment, and he does have a really good sword for you if you can fetch him some steel from the village.

Finally here is a list of the trainers, you should visit them and this is where your TP should be going first before you start leveling stats (unless you need to be able to hold your weapon)
  • Mudam - Outer Keep Lvl 2; he has training that suits scouting style tactics
  • Elarath - Outer Keep Lvl 2; he has training that suits casting spells as well as all the available spells in this chapter, I recommend getting heal at some point early during the chapter with every class as you will be able to fight longer while exploring the village
  • Lucan - South Gate Lvl 1; he has training that suits heavy armoured melee fighting

At this point you can head out and start completing some of these tasks.

Village 1
The main quest you can finish in this village is the Fetch the Herbs quest
There is a house directly down from the map entrance point with a garden on it's left side. this garden area is filled with creatures called Merscwogs, they wont give TP unless you kill all of them in this area (there are about 7). they don't have any loot, but it's hard to get to the bush that has the herbs without killing all of them so I recommend doing so.

Only one Ahoul has story pertinent loot, and the rest are mostly filled with mediocre Items, though I've listed anything interesting below

  • Ahoul 1 - Has a magic ring that is pretty good at this point
  • Ahoul 2 - Has a hard leather armour that is better than what you probably have
  • Ahoul 3 - Leather kilt may be good if you don't care about stealth
  • Ahoul 4 - Has a story important scroll
  • Ahoul 5 - Nothing of note
  • Ahoul 6 - Nothing of note

Village 2
To the right of village 1 is village 2. This part of the village has the Item you'll need for Lahren, as well as the entrance to the church which is important for story progression

Quick note, the graveyard near the church has a Voreworm infestation going on, becareful as it's really easy to get overwhelmed by the Voreworms, and you have to kill all of them (about 8) to get TP

Multiple Ahoul have important Items on this map, and you should potentially head back after finding Lahren's gift to get the shadow spell as a reward for completing that quest (you'll need this spell if you want to play ch 4)

After completing that quest you can also have Lahren translate the scrolls for you to figure out what the Ahoul are up to in the village (everything points to the church being important)

There is also a basement to visit with 1 spider you can kill for TP in the house with Ahoul 2 in it

  • Ahoul 1 - Has a great helm and some leather arm splints, useful if you want to start face tanking enemies
  • Ahoul 2 - Has a studded coif which is decent for most playstyles at this point, and is the first Ahoul with a bow you will come across
  • Ahoul 3 - Has a sapphire ring, may be useful as a gift ;)
  • Ahoul 4 - Has a Broadsword and a buckler, but you can find a buckler in the castle and I don't think the sword is that good.
  • Ahoul 5 - Has a gold ring and the Axe of Confidence, which is a pretty good axe that deals elemental damage (useful in ch. 5), and should have the second scroll (lost track where I picked it up for a second but it's on this map somewhere)
  • Ahoul 6 - Another Bowman, Nothing of note
  • Ahoul 7 - Leather Pauldron, Bandolier, and a Girdle, though the leather pauldron would probably be the only thing you take, and only if you're going for heavier armour
  • Ahoul 8 - Another Bowman, fancy hat if you wanna RP I guess
  • Ahoul 9 - Has a mage robe, good for RP, bad for really any actual use
Chapter 1 Pt 3 - Exploring the Lower Ruined Village
Village 3
Directly below village 1 is village 3. At the top of the map there are 2 basements you can enter with spiders in them. The one on the left contains the elven leather breaches which are decent but have a strength penalty so may not be adviseable if you can barely wield your weapon, the other one contains the steel bar for the Freeman's quest.

In the mostly intact house there is 1 ahoul with a key to the chest, this is the house Olon was asking about, use the key on the chest to get the black boots of the shadows which are one of the better boots in the game.

At the bottom of the map there is 1 more basement but you won't be able to visit that until you've progressed the story a bit.

If you bring the steel back to Freeman you'll have to convince Penrith to send some men out to recover the rest of the stash, in order to do that you need to kill all enemies on this map, there are about 8 wolves and 10 Ahoul, you'll know the wolves are all dead when your status box finally says you gain TP after killing them, and you'll know the area is clear when your character has text saying so pop out right over his model on screen. After you finish the quest and get the officer's sword (which is a pretty good sword for alot of the game) you can take it to Lucan to have it admired in conversation.

  • Ahoul 1 - Has a key ring to get in the chest in this house (the house Olon was curious about for his quest) and a breastplate that might be better than what you already have
  • Ahoul 2 - Has an Arming doublet, might be better than your current gear
  • Ahoul 3 - Nothing of note
  • Ahoul 4 - Nothing of note
  • Ahoul 5 - Has leather gloves and bracers if you haven't picked up any hand armour, and a leather pauldron if you didn't get one yet
  • Ahoul 6 - Nothing of note
  • Ahoul 7 - Nothing of note
  • Ahoul 8 - Has a ruby ring and a splint girdle
  • Ahoul 9 - Has a Kite shield, but you can probably find one in the castle earlier
  • Ahoul 10 - Nothing of note

Village 4
To the right of village 3 and below village 2 is village 4.
Village 4 doesn't contain anything except TP for killing Ahoul and some decent loot. There is one stairs to a basement but that doesn't contain anything. I recommend doing this last right before you go to the church as it is packed with Ahoul and you'll want to be somewhat proficient in combat to be able to take them down, don't be afraid to run as there are quite a few and it's easy to have multiple bowman kill you really quickly on this map.

  • Ahoul 1 - Has a key ring to get in the chest in this house (the house Olon was curious about for his quest) and a breastplate that might be better than what you already have
  • Ahoul 2 - Has an Arming doublet, might be better than your current gear
  • Ahoul 3 - Has Old Magic boots, but these tend to be pretty mediocre even right now
  • Ahoul 4 - Nothing of note
  • Ahoul 5 - Bowman, has smoldering ring which is ok
  • Ahoul 6 - Nothing of note
  • Ahoul 7 - Has chainmail which is pretty good for chest slots
  • Ahoul 8 - Has a steel kilt which is one of the best belt armours you can get
  • Ahoul 9 - Nothing of note
  • Ahoul 10 - Leather Armour and leather gauntlets that are a little worse than the ones with bracers protection wise but have no restriction
  • Ahoul 11 - Nothing of note
  • Ahoul 12 - Bowman, Has a tower shield, which is the best you'll find for a while, but may have too much restriction for your character while fully armoured
  • Ahoul 13 - Has a scale Hauberk which should be good armour for the next chapter or so
  • Ahoul 14 - Bowman, Nothing of note
  • Ahoul 15 - Nothing of note
  • Ahoul 16 - Bowman, Has a Diamond ring that is pretty good for charm and perception
  • Ahoul 17 - Bowman, Nothing of note
  • Ahoul 18 - Nothing of note
Chapter 1 Pt 4 - Finishing the Chapter
Church
The first level of the church has some ahoul wandering about it, but you only need to kill the 2 at the end of the entrance hall with all the pews and the altar, the others in the courtyard area are just for TP and some loot.

There is a lone candle stick against the wall behind the altar, you can pull that to get access to the basement by the nearby secret door.
  • Ahoul 1 - Ruby ring
  • Ahoul 2 - Common steel pauldrons, these should be a decent upgrade for most tanks
  • Ahoul 3 - Amulet, though this is just to make you upset with Elarath when he says it isn't his
  • Ahoul 4 - Nothing of note
  • Ahoul 5 - High splint boots, but I don't think they are particularly great
  • Ahoul 6 - Another tower shield
  • Ahoul 7 - Has a mace and chain flail if you love having that kind of item as your weapon, you should have better from elsewhere in the village though
  • Ahoul 8 - Emerald ring
Once in the Basement you'll have to kill 3 Ahoul before you get to the Sha'Ahoul lieutenant who act's as a kind of mini boss for this chapter and can be a pretty hard fight as he'll be the first magic user you encounter.
Upon killing him you will get 2 more scrolls to take to Lahren and the Chalice of life which has some decent buffs, but can be turned in to Massus for TP and will add dialogue to alot of the castles inhabitants praising you for bringing it back. He also has the Signet of Latigid ring which is a rare minus restriction ring.
After killing the lieutenant you'll want to explore the hole in the wall behind him, you'll get a journal entry about how the Ahoul appear to be digging towards the castle and you need to check the South Gate. At this point the 2 guards blocking the basement to the south gate will have disappeared and you'll be able to investigate

  • Ahoul 1 - Steel Half Greaves, decent leg armour for the moment
  • Ahoul 2 - Nothing of note
  • Ahoul 3 - Bowman, Nothing of note
  • Ahoul 1 - Nothing of note
  • Ahoul 2 - Nothing of note
  • Ahoul 3 - Nothing of note
  • Ahoul 4 - Nothing of note
  • Ahoul 5 - Nothing of note

South Gate Basement
Upon going down the stairs you'll find Neci and Kelemen the guards from upstairs, but they will be hostile to you as you have just uncovered a group of traitors working with the Ahoul to build a tunnel from the village to right inside Avalon's walls. At this point you'll want to kill everyone in this basement and then report back to Mudam as to what has occured

Neci and Kelemen might have some armour pieces you want if you're going for a heavier armour build

In a room along the way there is Naul who has the Giant's Pauldrons which are some of the best you can come by due to the strength buff

At the end of the basement in the actual tunnel connecting to the church are Heflin and Hector, they don't really have any equipment of worth taking by the time you reach this point in the game

Finishing the Chapter
After Telling Mudam of the traitors he will inform you that there has been a large humanoid seen near the library in the village (the stairs you could not previously go down in village 3. It is now time to prepare yourself for the final boss of the chapter, the Ogre that has been trapped by the Ahoul with your brother.

The ogre has some nice steel equipment, but depending on what you've purchased and looted you may only need a couple of the pieces if you're going for the heavily armoured playstyle. The club is really to slow to be useful, though you won't be able to get another ogre club till way later.

Upon talking to your brother (if you finished the herb quest and brought the extra you'll get a bit of dialogue here) and exiting the basement you'll be teleported back to the Outer Keep Lvl 1 where you'll get a scripted conversation with Sir Roth informing him on what happened, after this you can take your brother over to Brother Crosby for healing. You can also go give your final report to Mudam. At this point you can now move on to Chapter 2 by heading to the north most exit of the Outer Keep Lvl 1 (the double doors in the north direction, you'll trigger a teleport when you get close enough)

Notes
To finish chapter 1 the only actual actions needed to beat it are going into village 1 (so getting the ok to scout from mudam I think), clearing the south gate basement of traitors (there is a way to attack animation cancel that another contributor should be adding to this guide as me and him have been playing this game since it came out and he's been exploring the actual game files, this method allows you to attack without triggering hostility in the castle), and then talking to corvis and exiting the basement, you do not need to actually kill the Troll. Normally you would need to go past the Shaman in the church basement to get the journal entry that allows exploration of the south gate basement, but you could use above skip.
Chapter 2 Pt 1 - The Inner Keep Lvl 2
Starting/Inner Keep Lvl 2
After you go through the north doors in Outer Keep Lvl 1 the game takes you directly to Sir Roth's quarters in the Inner Keep Lvl 2. Here you get to watch a courier be scripted leaving with an important message from Sir Roth, and then Immediately Sir Roth is scripted to talk to you. He explains that you are to go down to the caves below the castle and look for a party he sent down there earlier to find an artifact called the earthstone. If you have high enough perception and charm you can also get some extra dialogue about the courier that just left at this point and you are now free to start exploring more of the castle with plenty of new inhabitants to converse with. Sir Roth will give you a list of people to talk to for info on the caves, and at this point you could go to Inner Keep lvl 1 and talk to Wacian to get access to the caves.
Sir Roth also mentions you may bring people in your party now, in the text it says 2 due to the original game having that as a limit, but you can have up to 4 in this new steam edition.

I[/previewimg]f you are going more for the mage or fighter playstyle the party members can be helpful, but they have pretty dumb AI and are more of a hindrance if you are trying the scout playstyle. I recommend running with 4 if you are going to run as a party because that gives you enough weight to beat encounters without dying too much. I will say though that having 4 followers really helps if you want to loot corpses as then you can actually carry a decent amount back to the castle to sell, and this is the one chapter where merchants become available that have the few items you might want to actually purchase. While you are still on the second floor of the inner keep there is a bit of exploring you can do. First you can find Sir Caerleon not far from Sir Roth's room, and he can give you some powerful fighter training techniques. A couple rooms south of Sire Caerleon there is a room with a scribe in it, and the bookshelves are filled with lore of the Kingdom of Aratoy (just if you want to get more into the lore of the kingdoms) On the western set of rooms that the Elrythians inhabit is a locked room with Sir Owqin in it, you can get the key to all the locked rooms and chests in the Inner Keep in a Moment, but I wanted to note this one has nothing going on in it and I have no clue why the devs locked this specific room. In the Northwestern corner room is Phelic and his apprentice, just talk to Phelic and he will inform you that you can party up with his apprentice, talk to the apprentice if you want to add him to your party. He will be the only mage you can add for a while, it can be hard to balance his equipment as you want little enough restriction he can cast spells without wasting to much mana, but enough armour he doesn't get killed to easy causing you to reload saves to keep him alive, the healing and buffs end up being pretty useful if you are going to run a party though. There is also a chest with a black robe in Phelic's study, but it isn't that great of equipment. I reccomend you keep Phelic's Apprentice alive until chapter 5 if possible so you can see his story play out. Also right outside Phelic's study is a large red tapestry that is hiding a secret room. There are 3 chests, 2 are unlocked, and one requires a key you can get from Sir Roth. In the unlocked chests there are some basic armour bits and the magic weapon Mace of Frozen Barbs, you may want to keep this Mace for chapter 5. In the locked chest you will find the Elven Fine Long bow which is one of the better bows in the game. The next closest thing you could do is the Letter From A Traitor quest. To start this you can talk to Sir Ither, He will point you to Sir Osla to go collect a letter with damning evidence of more traitors in Avalon. When you try to confront Sir Osla the first time you will be rebuffed. If you go back to talk to Sir Ither he will tell you to be more forceful, with talking or killing. You have the option here to either force a fight with Sir Osla (this is the one time you can attack someone in the castle without aggroing the whole place) or you can talk with him. If you kill him for the letter you can return it to Sir Ither who will be surprised you could kill someone so strong, and he will then falsify the letter and tell King Reynce some lies. You can then talk to King Reynce where he congratulates you and completes the quest. You can optionally go about the route of turning in Sir Ither to King Reynce by instead talking to Sir Osla again, he will have you read the letter where you discover Sir Ither is the traitor. At this point you can confront Sir Ither directly or go to King Reynce. If you confron him he becomes hostile and you can kill him, either way you'll have to talk to the King to finish the quest, you just get different remarks on how a trial will be held or the King forgiving you for having to kill Ither. You don't appear to get TP for killing Osla or Ither, but you can loot their gear. West from the Oriam quarters is Sir Dinadon standing at a bar near a stairwell. You can talk to him, and he will tell you that to have him join your party you will need to get approval from Lucius who is back where all the Elrythian's quarters. After talking to Lucius you can go back to Sir Dinadon and have him join. He is really close to max restriction already and has some pretty good armour on. I've found him to be one of the better melee party members. To the southwest you will find the Catheans quarters are locked, if you return to Sir Roth after trying to open the door he will give you the master key to the inner keep allowing you to get in anything that was locked. You can talk to the monk in these quarters to start the Who Poisoned the King quest. Here he will point you towards Fester the alchemist for help on figuring out the poisoning. Fester is located near Sir Roth's room, he will tell you some ingredients were stolen and while not poisonous on their own he remembers reading about in combination with another rare ingredient he doesn't have that it could be. He informs you that you should go speak to Marcus who is in the library on the first floor and to a merchant named Rayous in the inner bailey who might have access to the rare ingredient. Before you go to the first floor there are 2 chests over in the kitchen area, neither has anything too important though and you probably have better gear at this point. Chest 1 - Sword of Ezra (ok sword), Tabard of Avalon (just cool colors) Chest 2 - Common Steel Pauldrons Also note that the Study on the east side opposite Phelic's used to be Felious' study, Sir Roth will have mentioned him and he has moved to the basement of the inner keep at this time, but this area gets used in a later chapteIf you are going more for the mage or fighter playstyle the party members can be helpful, but they have pretty dumb AI and are more of a hindrance if you are trying the scout playstyle. I recommend running with 4 if you are going to run as a party because that gives you enough weight to beat encounters without dying too much. I will say though that having 4 followers really helps if you want to loot corpses as then you can actually carry a decent amount back to the castle to sell, and this is the one chapter where merchants become available that have the few items you might want to actually purchase.

While you are still on the second floor of the inner keep there is a bit of exploring you can do.

First you can find Sir Caerleon not far from Sir Roth's room, and he can give you some powerful fighter training techniques.

A couple rooms south of Sire Caerleon there is a room with a scribe in it, and the bookshelves are filled with lore of the Kingdom of Aratoy (just if you want to get more into the lore of the kingdoms)

On the western set of rooms that the Elrythians inhabit is a locked room with Sir Owqin in it, you can get the key to all the locked rooms and chests in the Inner Keep in a Moment, but I wanted to note this one has nothing going on in it and I have no clue why the devs locked this specific room.

In the Northwestern corner room is Phelic and his apprentice, just talk to Phelic and he will inform you that you can party up with his apprentice, talk to the apprentice if you want to add him to your party. He will be the only mage you can add for a while, it can be hard to balance his equipment as you want little enough restriction he can cast spells without wasting to much mana, but enough armour he doesn't get killed to easy causing you to reload saves to keep him alive, the healing and buffs end up being pretty useful if you are going to run a party though. There is also a chest with a black robe in Phelic's study, but it isn't that great of equipment.

I reccomend you keep Phelic's Apprentice alive until chapter 5 if possible so you can see his story play out.

Also right outside Phelic's study is a large red tapestry that is hiding a secret room. There are 3 chests, 2 are unlocked, and one requires a key you can get from Sir Roth. In the unlocked chests there are some basic armour bits and the magic weapon Mace of Frozen Barbs, you may want to keep this Mace for chapter 5. In the locked chest you will find the Elven Fine Long bow which is one of the better bows in the game.

The next closest thing you could do is the Letter From A Traitor quest. To start this you can talk to Sir Ither, He will point you to Sir Osla to go collect a letter with damning evidence of more traitors in Avalon. When you try to confront Sir Osla the first time you will be rebuffed. If you go back to talk to Sir Ither he will tell you to be more forceful, with talking or killing. You have the option here to either force a fight with Sir Osla (this is the one time you can attack someone in the castle without aggroing the whole place) or you can talk with him. If you kill him for the letter you can return it to Sir Ither who will be surprised you could kill someone so strong, and he will then falsify the letter and tell King Reynce some lies. You can then talk to King Reynce where he congratulates you and completes the quest. You can optionally go about the route of turning in Sir Ither to King Reynce by instead talking to Sir Osla again, he will have you read the letter where you discover Sir Ither is the traitor. At this point you can confront Sir Ither directly or go to King Reynce. If you confron him he becomes hostile and you can kill him, either way you'll have to talk to the King to finish the quest, you just get different remarks on how a trial will be held or the King forgiving you for having to kill Ither. You don't appear to get TP for killing Osla or Ither, but you can loot their gear.

West from the Oriam quarters is Sir Dinadon standing at a bar near a stairwell. You can talk to him, and he will tell you that to have him join your party you will need to get approval from Lucius who is back where all the Elrythian's quarters. After talking to Lucius you can go back to Sir Dinadon and have him join. He is really close to max restriction already and has some pretty good armour on. I've found him to be one of the better melee party members.

To the southwest you will find the Catheans quarters are locked, if you return to Sir Roth after trying to open the door he will give you the master key to the inner keep allowing you to get in anything that was locked. You can talk to the monk in these quarters to start the Who Poisoned the King quest. Here he will point you towards Fester the alchemist for help on figuring out the poisoning. Fester is located near Sir Roth's room, he will tell you some ingredients were stolen and while not poisonous on their own he remembers reading about in combination with another rare ingredient he doesn't have that it could be. He informs you that you should go speak to Marcus who is in the library on the first floor and to a merchant named Rayous in the inner bailey who might have access to the rare ingredient.

Before you go to the first floor there are 2 chests over in the kitchen area, neither has anything too important though and you probably have better gear at this point.
Chest 1 - Sword of Ezra (ok sword), Tabard of Avalon (just cool colors)
Chest 2 - Common Steel Pauldrons

Also note that the Study on the east side opposite Phelic's used to be Felious' study, Sir Roth will have mentioned him and he has moved to the basement of the inner keep at this time, but this area gets used in a later chapter.
Chapter 2 Pt 2 - The Inner Keep Lvl 1, Inner Bailey, and the Inner Keep Basement
Inner Keep Lvl 1
If you wish to continue the Who Poisoned the King quest you can talk to Marcus in the library, he will tell you a Page named Simek came looking for the book on poisons earlier. There also is a lot of books with background lore on characters, battles and kingdoms if you check the library shelves.

Over on the eastern end of the inner keep you'll find a room with someone named Maris in it, if you do the right conversation path (15 Perception Required) with them you can have them reveal they wanted to transfer to the south gate and from there you deduce he was intending to work with the traitors tunneling beneath it. At this point you'll exit the conversation and you can kill him and get some TP, he doesn't have much in the way of loot.

The southmost room on the hall opposite Maris has Esmond's quarters. Following the right conversation path he'll tell you about how he is too lucky and accidentally won an important ring from Tracy. he want's you to go return it for him. Tracy's room is directly south of Maris. After talking to Tracy you will receive some training points and complete the Return Tracy's Ring quest.

Note there is a chest in Tracy's room that does have steel bracers which are quite good.

Back on the other side of these rooms you will find Wyatt in the main barracks area, you can talk to him and have him join your party. After getting Wyatt you'll be able to convince Vasek to join you by talking to him a couple of times. Personally I find scouts like Wyatt tend to run around to much during battles and end up dying, but in chapter 5 I've found them useful if you get some magic bow equipment.

There are some chests in the barracks and rooms near Wyatt and Vasek, but it's mostly lore journals and bad equipment.

Immediately east of Vasek is Cynric, he is the trainer for scout abilities in this chapter.

In a room slightly north of Vasek and Cynric you can find Neese. If you follow the right conversation path with him you can turn him from a whiny baby boy into a man, this gives some TP

The last story/quest thing you can do in the inner keep is to get access to the caves by talking to Wacian, He'll want you to go inform one of his guards near the exit to the forest that his replacement is ill and he'll be stuck guarding there for a bit longer. There is a chest in Wacian's room, but it is filled with mostly trash items

There are a few more things to make note of in this part of the keep

Chest 1 - Has a Chainmail Haubrek that might be useful for you.

Nicophorus' Room - You can talk to Nicophorus, the captain of your ship that sailed you into Avalon. This room will become important in later chapters. South of his quarters you will find alot of barracks, the chests in here are filled with journals for more lore on the siege.

Tempest's Smithy - Has a chest with trash gear in it, Tempest will attempt to get you to find more fine steel, and your character appears to have had enough of that quest

The Main hall is where alot of NPCs will populate as you progress through the game

There is a hidden room in the dining hall inbetween 2 of the banners on the west end. The loot in there is mostly just expensive stuff you can sell for a profit. The one exception is the named morningstar Vengeance, though I don't know if it's really that good of a weapon.

Inner Bailey
Upon going out to the inner bailey the first quest you can move along is the Who Poisoned the King quest. You can find Merchant Rayous separated and to the south of the other merchants lining the wall. Upon asking him about the rare ingredient he will also say it was the same page that Marcus mentions.

At this point you can continue the quest by going inside the inner keep again and you'll now find Page Simek wandering the hall area. After a quick chat he'll reveal he is a traitor as well and become aggressive to you. Upon defeating him loot the poison vial off his corpse and take it up to Brother Larry in the Cathean's quarters. He and everyone in there will now be grateful for saving their king.

Over on the north east side of the bailey are some more barracks, and in there is a man named Tristan. If you go through his long conversation he will tell you to keep an eye out for what happened to his knight friend that went to the caverns below (part of the party Sir Roth has you looking for). In the last room immediately north of where Tristan is standing generally you'll find the Heart Guardian, one of the better pieces of armour in the game.

There are a few other locations of note in the inner bailey

Gentza's Pub - This will become more important in later chapters
Pagoda - Right now the aristocrats hanging out here don't do much, but some of them matter later
Big Tent - Empty until a later chapter

For the merchants, most of them have gear that you'll probably be able to find better or same of if you haven't already. There are 2 exceptions to this; Merchant Sephus has enchanted quivers that add elemental damage, these are good for scouts and equiping scout NPCs if you take any during chapter 5, and Merchant Bartley who has a robe that is good for magic users.

Inner Keep Basement
When you're ready to go explore the caves you'll pass through the inner keep basement. The only 2 NPCs of importance are Felious and his assistant Bones. If you talk to Felious in his chambers he will tell you he want's to know what happened to his friend Lydia, who was the scout in the party you're supposed to go find in the caves. This starts the Lydia's Fate quest. In addition he will give you access to his assistant Bones who is hidden in a secret room behind the archway with curtains in the back of his room. Bones has the spells and mage training for this chapter.

There are 2 chests to investigate in this area as well before you head to the caves, the first one has some armour, but the notable piece is some greaves that might be an upgrade for you. The second chest holds some boring items and the wizards bracers, these are pretty good for mage bonuses.
Chapter 2 Pt 3 - Caves 1 and 2
Caves 1
When you enter the caves there'll be a fork and one guard at the fork. You can talk to him and he will mention hearing odd noises (there are plenty of monsters in these caves). The south part of the split is what I've marked as encounter 1 with 3 cave lurkers that leads to a dead end.

At this point I should note unless you went with heavy armour the cave lurkers and golems can probably take you out fast, so use some protection spells or allies to help out. Stealth may be a bit hard right now. You do want to kill them all for the TP, but they never have any loot.

If you go on the North path there's the encounter 2 area that leads to a dead end again filled with 1 lurker and 2 golems.
There's another split to the area I've marked as encounter 3 right after that, it has 4 lurkers, with 2 close together at the end of it.
The next marked area is encounter 4 a little bit after that, there is a guard to talk to before you go adventure up this area as well. It has 2 golems and 1 lurker on the way up it. If you go to the very back at the top left there is an encounter with a nest of spiders, you'll have to kill all of them for the TP.
To the right there is the remnants of a battle with some Ahoul. if you wander around it you'll trigger a journal entry. The Ahoul have trash gear on them but the Knight might have a piece or 2 for you or a follower. Do take the signer ring off of the knight's corpse, you can bring it back to Tristan in the Inner Bailey to complete the Tristan's Friend quest.
There's a small recess below the battle where 1 lurker is hiding.
To the right there are 2 exits to the next part of the caves with 2 golems and 1 lurker guarding them. Both of these exits lead to immediate encounters with medium sized parties of Ahoul so you better be going with a party if you are doing these exits instead of the alternate route to next caves, but I recommend completeing a couple more things in cave 1 before you continue.

If you go back down to the main path and continue all the way to the left ignoring the next 2 splits you'll find Weldon who you're supposed to inform there is no relief for his guard duty for the time being. In passing you ask about the courier only to discover that he has not come through here yet. You'll find him setting up camp 2 splits back, after confronting him he'll become aggressive as he's also a traitor. Kill him and take the letter to King Vortigerm back to Sir Roth in the Inner Keep lvl 2 to complete the Courier? What Courier? quest. (His gear is pretty trash). While your back in the keep don't forget to inform Wacian you told Weldon that there wont be relief to complete the Changing Of The Guard quest.

The final tunnel I've marked 2 encounter areas, going up the big roundabout there are 4 golems on the right and 3 lurkers on the left. past them is the alternate exit to caves 2 guarded by 1 golem and 2 lurkers, if you check the back left recess you'll find 1 lone golem as well.


Caves 2
If you enter caves 2 from the far route you'll find what I've marked as encounter 1. All the Ahoul you'll find in these caves are better equipped than the scouts you were previously facing in the village, you will still find them far less perceptive for making stealth attacks against compared to the lurkers and golems of the previous caves. You will also find they are all in actual parties, for the most part the warriors equipment should be worse than you and your allies, but you can check.

Encounter 1 is a party of 4 Ahoul, just warriors so it shouldn't be that hard to take them out.
In the stalagmite formation just to the right of where this party was standing is a hidden chest (chest 1), though it only has a crappy bandolier for loot.

Encounter 2 is another party of 4 Ahoul, again this one should be easy to take out anyway you try as well.

Encounter 3 is right before the exit to the Temple area. you might find this one tricky to do if you're doing stealth but should be the same for other combat types as long as you don't attract the other nearby party of 2 Ahoul that make up encounter 4

You may want to go ahead and do the temple at this point as there is some powerful loot there in the very small amount of encounters in the area.

Encounter 5 is another nearby 2 man Ahoul party in an alcove next to encounter 4.

Below those 2 encounters is a little path that has 3 separate 2 man encounters (numbers 6-8) set up in quick succession. The final encounter has a caster so be careful when facing him. Also you should always check casters for loot, they have magic items and rings that are definitely worth taking to sell to the merchants if you want the few good pieces of equipment.

If you were to instead go from the regular entrances you would end up at one of the 3 man Ahoul encounters immediately upon entering the map (encouters 10 and 11)

In the path to the right that leads to the alternate exit route you'll find encounter 9 which is just another 4 man Ahoul encounter

To the up and right of those entrance encounters you will however find your first battle (Battle 1) happening of 5 lurkers and 6 Ahoul including 1 caster. Turns out Ahoul and lurkers don't really like each other. You can let them kill each other if you want, I don't think the lurkers in the battle give TP and I think you get the Ahoul TP as lon as they die but I'm not sure on that.

Up and to the left is a 3 man Ahoul party (encounter 12) in the central junction of the caves.

To the right of battle 1 is encounter 13 which is a little 3 man Ahoul party that includes a caster. The caster has the ring of health which can be decent for tanking. Below this area however is another hidden chest (chest 2). It's a little tricky to get to, you have to go around the right side of the pool to get below the stalagmites (I've drawn a little path near it). It has the hands of truth which are really good for casters or scouts at this point.

If you continue up from encounter 13 you'll find encounter 14 which is a 2 man Ahoul party that includes a caster. Exiting on the path to the left is another 2 man Ahoul party (encounter 15), and the path to the right leads to a dead end and encounter 16 which is a 4 man Ahoul party.

If you go further up the caves you will find Battle 2 going on. 6 lurkers and 4 Ahoul with 1 being a caster are doing battle, handle it the same way you did battle 1 and you should be fine. The caster has the first open black cloak you'll come across, it has a minor stealth buff.

Up and to the right is the exit to the Cataombs, but if you head to the left from battle 2 you'll find an opening to a cellar from the village filled with 7 Ahoul (final encounter). You can potentially aggro only a few at a time, and I recommend you try to take this encounter in chunks if you can as it's really easy to die when you have 5 warriors, a caster, and a bowman on your party. Caster oddly has no magic items on him.

Chapter 2 Pt 4 - The Temple and the Crypt
Temple
You can optionally visit the temple beneath Avalon. You will find here a lot of friendly cave lurkers, the first one near the entrance can start the Free The Lurkers quest, but this cannot be completed until chapter 5. Most of the lurkers you chat with won't have much to say, but a few still retain enough cognitive powers to give some lore on why they are in their current state.

In the central temple you'll find a few things. The entrance at the bottom has 2 skeleton mages which are a decent challenge to defeat head on.

The upper part of the temple has a lich wandering about it, he isn't hostile right now, but his helper Bauldazar's Ghost is. On Bauldazar are the Black pants of the shadows, an open black cloak,
and Bauldazar's Razor. All fine equipment at this point.

You'll also find 2 chests nearby, one that has decayed to dust and the other has wounding bit, sacrificial dagger, and shield of fortitude. The shield is really good.

Crypt lvl 1
To continue with the main quest continue to the upper most exit in caves 2. (You can alternatively make a later encounter easier by exiting to village 4 through the cellar and killing the prespawned half of the encounter now.)

In the entrance area of the Crypt you will find Lydia's ghost, she won't help you any further until you free her from this plane by destroying her possessed corpse at the bottom of the crypt (the Free Lydia quest). (talking to her here might trigger the Lydia's fate quest completing, or you may need to go back to Felious, I didn't see when the achievement popped up on my initial run.)

You'll walk into Room 1, this just has 1 Skeleton. Skeletons in the crypts will all be on the floor like a corpse and are meant to blend in with the surroundings. You can find them by mousing over skeletons you suspect to be alive until you get used to how they look.

To the right is room 2, containing 3 skeletons and the false wall that leads to the hidden room. One of the skeletons has a Ring of protection.

The hidden room has 2 chests filled with 3 rings that are good for selling, the fedora of the deceiver (good for sneaky types, and for the charm and perception buffs in the castle), and some other trash equipment.

To the right of room 2 is a corridor with 3 skeletons in it that leads to the room with the exit to Crypt lvl 2.

Room 3 just below rooms 1 and 2 has 3 skeletons (1 mage?), to the right leads to the room with the exit to Crypt lvl 2.

Continuing down leads to some rooms that dead end eventually.

Room 4 has a skeleton mage

Next room 5 has a party of 3 skeletons near the entrance with 1 mage and 2 more skeletons around the back with 1 being a mage - they have the mages companion item.

Room 6 has a 3 skeleton party with 1 mage that has ring of electricity.

the room with the exit to Crypt lvl 2 has 3 skeletons in it.

Crypt Lvl 2
This is the one place where you are probably really cheating by using a larger screen resolution. If I remember correctly when playing Siege of Avalon on the Anthologies initial release it was a much tighter screen resolution to keep some information hidden from the player, it made the caves feel more maze like and navigating crypt lvl 2 was actually a maze where you'd get lost and make wrong turns until you actually had the whole are mapped out. That may just be a faulty memory from over a decade ago at this point though.

From the start there is a hallway that goes down and to the right that is a dead end with 1 skeleton in it.

Continuing on the correct path to the left you'll eventually reach a part with and opening to you left leading to a spiral area (before entering this are there are 2 skeletons on the right). In the spiral are 3 total skeletons, the closest one is actually hidden from view by the wall (only skeleton like that). The final skeleton in the spiral has the combat boots, but I'm not sure what build would really use these unless you're a scout that missed black boots of the shadows earlier.

Continuing on the correct path to the right there is 1 skeleton before you get to the next area. Below him there is a little alcove below him with skeleton that has a fine ancient sword. Not sure if it's really worth using though.

Continuing to the left is 1 more skeleton on the path, and you will then get to a winding are with 4 skeletons sequentially.

Next you will then come to a junction with 2 skeletons. The dead end path to the left has 2 skeletons, one is mage with mother of pearl ring which may be one of the better ring slot charm and perception buffs you'll come across for a while.

Continuing to the right there is 1 skeleton around the bend. When you continue going left you will then come to another bend, going into it there is 1 skeleton (might be a mage), on the other side is a skeleton mage with a ring for selling, and you can continue to the right where there is a third skeleton (mage?) *note you can wake up some skeletons further down the path here due to the broken uncrossable wall the leads up and to the left.

Continuing right is another skeleton behind the bend.

Continuing up there is a dead end on your left with 1 skeleton (mage?).

as you continue up and then left you'll come back to the room on the other side of the crumbling wall with 2 skeletons in it.

Past that and you're almost at the end of the maze, you'll find 1 skeleton with 2 paths down and to the right, the leftmost one is a dead end with 2 skeletons, the other path leads to crypt lvl 3 and has 2 skeletons at the very end.

Crypt Lvl 3
You're now at the bottom of the crypt. In the central room you'll find Lydia's reanimated corpse. She can be a decent fight. Once you defeat her though you should exit quickly (she has an enchanted club but it's not that great of an item and you can probably pick it up when you come back to this room in a bit) as the lich in the temple doesn't like when it's guardian (Lydia's corpse) is destroyed.

At this point you'll need to walk your way back through the crypt maze to the entrance and talk to Lydia's ghost. This should complete the Free Lydia quest.

You should also have dialogue with Felious about Lydia's passing at this point as well.

To continue you'll need to venture back out to the Village, the quickest way is through the cellar exit but that throws right in the middle of the Ahoul encounter where they have the captured Seer.

Revisiting the Village
If you're doing the optional way and visiting the village early you'll find only half of the Ahoul encounter which consists of 1 caster who is separated by the house walls you initially come out of (he has the book of elements item), and 5 Ahoul right near the stairs you exit from. One is alittle further down behind some rocks so you potentially only have to deal with the 4 immediately, the one that is closest to the stairs has the troll girdle which has a decent health buff and may be a good equip for one of you party members.

if you've completed the Free Lydia quest there will be 5 more Ahoul, 1 is a caster, holding the seer Waynar. They don't have much worthwhile loot.

After defeating all the Ahoul you'll talk to Waynar to continue with main quest, he will explain that the lich has the earthstone, and after the conversation he walks north towards village 2, you shouldn't as that is filled with voreworms that will take you out quickly, and to get the TP for killing them you'll have to deal with 16 and live and you only get 1 point for all your trouble.

Village 3 doesn't have anything in it at this point making it a safe walk and if you continue back to the castle through village 1 you'll find some dire wolves that give TP.
Chapter 2 Pt 5 - Finishing the Chapter
After your talk with Waynar you'll want to go visit Sir Roth.

You'll go over everything that you've found out so far and he'll send you off to deal with the Lich.

Sir Roth will point you to Felious, who after some conversation will join your party (you need him in party to finish this) and you'll be off to defeat the Lich.

You'll have to walk all the way to Crypt lvl 3 again which is a bit of a pain, but once you get there you'll be in the final battle with the lich. I recommend saving outside crypt 3 as the lich has instant death spells who will kill whatever they touch. To defeat it you'll need to keep it distracted long enough for Felious to complete his incantation. There are a couple ways of going about this, but if you go with just you and Felious you can run ahead of him and kite the lich out and to the left hallway outside the central phylactery chamber and dodge the death spells while you don't have to worry about Felious dying. (probably the easiest way to do this fight)

At this point you can loot all the corpses in the room (lich has a good robe if you don't mind the charm negatives and you need to take the earthstone off his corpse to complete the chapter, Felious doesn't have much, and Lydia's corpse should still be on the ground if you haven't checked it yet), and then make your long trek back to the castle and give the earthstone to Sir Roth.

That completes chapter 2.
Chapter 3 Pt 1 - Chapter 3 Option
Inner Keep - Starting the Chapter
Go to the inner keep, if you walk around the upper most part of the great hall you will find a new page where Simek spawned previously and he will trigger a scripted conversation if you get close enough informing you that Sir Roth wishes to speak with you.

You can talk to Sir Roth and at this point (he is located in Nicophorus' quarters now, along with Avalon's high council), and he'll give you the option to participate in this chapter (unless you picked knight at the beginning in which case you'll be forced to play this chapter).

It is heavily recommended you play every chapter for multiple reasons. You'll be missing out on TP if you don't, there is generally some loot that will help with the next chapter in them, and you'll be missing out on the story and gameplay you payed for as well. The only reason I'd skip any are if you wanted to get some specific achievement you missed.

Castle Revisited
If you accept Sir Roth's request (starting the Letter to the King quest) at this point you can now run about the castle and start some of the chapter's quest. In the makeshift council chamber that was Nicophorus' room you'll find Sir Mabon, he has taken over Ovoron's post since his treachery and needs to get the post back from disarray. He'll send you to collect reports (starting the Paper Pushing quest) from some of the officer's around the castle and one in the hidden outpost that you'll soon visit.

If you head slightly north from the council chambers you will trigger a scripted conversation with Sir Fagen. Telling Fagen the details of what you're doing will trigger a bunch of traitor guards populating the path to the forest exit in the caves, keeping it a secret prevents this from happening. You can talk to Fagen in the main hall area after defeating this group for an interesting conversation.

At this point you should probably head to the inner bailey. You'll find Captain Calvaric who Sir Roth mentioned is at Gentza's pub. He will give you the key to the gate in the caves, as well as informing you that Sir Kyner and Sir Engres are willing to join your party. It's fun to see the members of your brothers search party wish to join you now, though Baldouf is missing, and you may have seen Sir Kyner again last chapter when you were helping the Catheans, but I find Vasek and Dinadon to be better party members for melee roles, unless you want to try running a four man melee team, this tends to be underwhelming though.

At this point you should visit Lord Harold in the outer keep lvl 2. You can collect the report for Sir Mabon from him, in addition talking to him again you can start the Salvage Run quest.

You should probably stop by Penrith in the outer bailey and pick up his report as you make your way to the south gate.

In the south gate lvl 2 pick up Calum's report and then go speak to Elazar about the location of the signet ring, he will tell you it's in the village near the house Olon had you investigate in chapter 1.

You could attempt to complete the signet ring quest now, but I recommend doing it later as it is one of the largest battles in the chapter so you're better off being more trained, in addition I've found returning the ring to Sir Harold doesn't trigger the achievement but returning it to another NPC that's only available later in the chapter does.

Additionally if you chose the fighter for your class then you can talk to Ambassador Lucius in the Inner Keep lvl2 (the man you talked to to get Dinadon in the party) to get the Kinghthood quest started.

You can now proceed through the caves 1 to Weldon, where you now have the key to open the door to the forest.
Chapter 3 Pt 2 - Getting to the Hidden Outpost
Forest 1
So the game has north marked on the map, but when the characters (and this guide starting at this point) refer to directions it generally is north at the top of the map instead of the top left as marked.

In addition while in the forest you (or potentially this entire chapter, and only this chapter) you can press the T key to teleport to the hidden outpost even if you haven't been to forest 5 yet (haven't tested before getting the key from Calvaric).
As you exit the caves into the forest you'll find 1 wolf immediately east of the exit for some TP.

Following the path north you'll catch a glimpse of Mikki the unicorn who'll become important in a bit.

Further right on the path there is a party of 6 Ahoul, this may be difficult as you could have under equipped party members like Kyner and Engres, but shouldn't be to hard of a fight, and you do need to kill all the Ahoul at some point during the chapter so you might as well start now. The Ahoul are carrying nothing of note.

The north east wooded area has 1 more wolf.

After clearing this map you should head to Forest 2 to the East.

Forest 2
Upon entering Forest 2 you'll see the main path heads east, but there is another path that leads north from the main road, you'll find 1 wolf along this road.

The clearing to the east of this path is a party of 2 Ahoul, 1 caster and 1 bowman, you should kill them now as you'll need to at some point to complete the chapter. They don't have any items of note.

Across the bridges leading to the east is one wolf in western wooded area.

If you cross the second bridge you'll find Taavi, the first elf you will meet guarding the path to the hidden outpost.
Forest 5 Initial Visit
If you entered from the south you'll find a wolf a little ways up on the east, and a little further north up that path you'll find another wolf.

You should head directly to Captain Holden as none of the elves in the outpost want much to do with you at the moment (though Maki has some interesting conversation points for you, and Eikki will after talking to Holden). Give Holden the letter to King Vortigerm and don't forget to collect your report for Sir Mabon from him. At this point Holden will inform you that the forest needs to be cleared of Ahoul before Byron may take the letter to the King's reinforcements.

Note that you may be able to have Kalevi join your party early as there used to be a bug associated with this, I reccomend rescuing Mikki from Ahoul though as that is the way you are supposed to do it.
Chapter 3 Pt 3 - The Eastern Forest
Forest 3
This map has alot of the Ahoul you'll have to kill in order to progress the story as well the magic tower that you'll need to visit for one of Oskari's trainings later.

Western part of the map has 1 wolf. If you go to the southwest part of the map you'll find a party of 5 Ahoul. They don't have any good loot.

In the southeast corner you'll find the Ahoul have set up a camp with 10 Ahoul in it. The Ahoul stamding at the east most tent has greaves of fever guard, which look decent for ch 5 potentially (must compare to the ch 4 heat greaves, has a nice str bonus)

On the east side of river there is 1 wolf near lower bridge.

Forest 6
Continuing north from forest 3 you'll end up in forest 6 which is fairly sparse on enemies, there are interesting remnants of a burnt village here though (for looking at, no epic loot lying around or anything).

In the southwest portion you'll find 1 wolf, and another wolf wanders the northern portion of the map.

On the eastern portion of the map, you'll find a graveyard, this one has 4 voreworms that you'll need to kill all of to get TP, making it probably the least amount of voreworms in the game you'll need to clear from an area. after clearing the voreworms you'll be able to safely enter the Tomb.

Tomb

This is a very small area, a little ways in you'll find a heavily armoured shadow warrior, kill him to get the shadow amulet from the chest he is guarding (for the becoming a Knight quest only). He has some pretty decent equipment depending on what you already have, the great white helm in particular has really good defensive stats.

Forest 9
This forest has 2 wolves, 1 in the central southernmost portion, and one that wanders below som grassy fields.

The grassy fields contain 7 merscwogs that all need to be killed to get the TP. I recommend taking an party member to help you as the merscwogs don't always all aggro you or they may get stuck, but a ranged ally will find and kill them for you.

There is a tree inlet/grove on the easter side of the map, going in here triggers the Mikki and Ahoul encounter where you'll find 4 Ahoul trying to kill the unicorn, if you save the unicorn then you should be able to have Kalevi join your party, and it will give alot of the elves more dialogue options.

Alternatively if you let Mikki die, an Ahoul Shaman will appear and remove her horn. You can then kill the 4 Ahoul plus the shaman and bring the horn back to Tempest in the inner keep to get a sword made, I haven't tested the whole process yet as we just found this option in the game files, and it hasn't been noted in any of the other online guides produced over the past decade plus the game has been out oddly.
Chapter 3 Pt 4 - The Western Forest
Forest 4
This is another map where I suspect the extended screen reveals things the devs didn't intend in the original release, you can see a lot of empty green off the west side of the map where the secret tunnel is hidden.

Entering from the south east you'll find 1 spider and 1 wolf slightly east off of the road

A little further north you'll find a spider east of the path in the woods again. And continuing further north up the path you'll find 1 more spider with a wolf in the wooded area to the west.

Off in a wooded area to the west on the southern side of the map you'll find a little hut with a spider nearby. The hut leads to a tunnel that runs under the water to the island with the mysterious tower.

Going through the tunnel you'll trigger a scripted conversation with Dale claiming to have escaped imprisonment by Lizardmen, this starts a semi quest to rescue the remaining prisoners.

Once on the island you'll find 1 spider and access to the tower.
Magic Island
Now you've entered the tower on the magic Island, there are all sorts of magical effects that make hallways and doors appear and disappear.

From the entrance you'll find a staircase to your right, go up it to continue.

To travel through the maze you'll want to go down the leftmost path. At the fork go to your characters right, then keep to the tunnel to your characters right further down the path.

You'll come to the final fork, to your left is a room with an artifact column like the practice ones in Elarath's room, this one spews fireball spells at you rapidly. If you kill it you'll find a chest containing the Helm of Reason which is pretty good equipment for casters at this point.

Back at the fork there is a hidden path on the right fork. This leads to the shadow warrior. Defeat him and loot the chest for one of the Shadow Amulets (Knight Quest Item).

Forest 7
Forest 7 is where you will first encounter lizardmen in the game. You'll find the lizard men hit pretty hard but are fairly easy to take out as long as you can survive their blows. Lizardmen like most of the animals and golems in the game don't have any loot with 1 exception I've marked on this map.

Coming in from the south you'll find 2 lizardmen and 1 wolf in the southwest corner.

In clearing a little to the north of those has 3 lizardmen wandering about.

You'll find another lizardman wandering around on this side of the river slightly to the east of this group.

On the east side of river near second bridge is the lizardman with actual loot. He has the shadow cuffs which might be the best stealth arm slot equipment in the game.

You'll find a group of 8 lizardmen wandering the northern part of the map on the east side of the river, and 1 more rogue one east of them.

The final lizardmen are the 2 red lizards guarding the den entrance. I don't know if the color has any impact on how the lizards fight as they seem to all hit about the same, but the red lizards appear to be guards, the green scouts, and the blue are warriors or something.

Lizard Cave
You can go explore the caves which the lizardmen live in, it is quite a bit a caves with a lot of enemies (and thus a bunch of TP) in addition to housing some loot and another shadow amulet.

Starting from the entrance the caves heading east path are a dead end with nothing in them.

North from the entrance is a gate guarded by 2 lizards.

Then immediately past the gate is the first lizard camp which has 2 more lizards in it.

North of that you'll find a junction with two pools of water, the path leading west is a dead end with nothing in it, but heading north you'll find lizard houses and a party of 5 lizards.

Continuing north you'll find another camp of 4 blue lizards at a junction. To the east leads to the conclusion of the mini rescue quest started by Dale in the tunnel to the Magic Island. The path has a camp of 4 blue Lizards followed by 2 Red Lizard guards to the south of them guarding the 2 captives.

If you continue north from that junction you'll find 2 lizards tanning hides at another junction, to the east of them are 4 more lizards in a camp with an extra lizard outside the camp to the east a bit, you'll also find chest 1 in the south of the camp with ruby red pauldrons like Vasek wears.

North of that junction is 2 lizards guarding an empty cage, both of those path's reunite and head west to another camp of 4 lizards.

Continuing west past that you'll find an odd door that looks like it's part of the castle, it leads to 2 lizardmen (the last ones) guarding an empty cage.

You'll then find 2 inlets as you continue west, each containing 1 golem.

At the west end is giant spider nest with 8 spiders. Continuing south you'll find a dead end cave on the east side that has 3 golems in it.

Further south is 1 golem before another spiders nest with 5 spiders and the gauntlets of grounding.
And further south past that is a nest of 4 more spiders

Heading east you'll find a pile of lizardman corpses warning you of another shadow warrior guarding another shadow amulet (Last Knight Quest Item), this one has some decent armour, it's just a dead end in the final caves leading east of that. That completes the lizard Caves. I recommend using T to teleport out as it's a long walk otherwise.
Chapter 3 Pt 5 - Finishing the Chapter
Forest 8
This forest is the most densley packed with Ahoul, and if you've been following the guid it should be the last forest with Ahoul in it.

On the west side You'll find 2 Archers in the southern part of the forest, and 2 Archers and 1 wolf in the northern part, with 1 final Archer wandering centrally just west of the path.

In the southwest portion of the map you can also find 1 wolf.

Heading north you will come across another Ahoul camp, with guards at the exits to it, this camp is heavily populated and you should be careful when engaging. There are 2 guards as you approach from the south and it's easy to aggro them , and potentially the rest of the camp if you aren't careful. 2 guards face a northern exit, and the main camp has 7 Ahoul with 1 being a caster. They don't have any loot, and the caster doesn't even have any rings.

After defeating this last Ahoul camp you should be able to finish the rest of the chapters quests

Finishing the Quests
After killing all the Ahoul in the forest Oskari will offer training geared towards being a fighter. All classes should take the minus restriction training, it allows you to wear whatever gear you want, and cast spells without using much mana. The other training is pretty good as well. Be prepared though as it's hard to use scouting to beat these training tasks, magic or melee work fine though.

Note these trainings apply a negative buff that is only swapped to the positive after completing the task, so I recommend finishing them as soon as started as doing anything else will be much harder than it otherwise would have been.

His first training option requires you to step into the small dirt ring next to him where a series of ghosts will appear that you need to defeat.

The second option requires you to go to the magic tower in Forest 3 and defeat 3 magic blades, this one isn't that hard, though the blades swing fast if you engage them.

The third training option requires you to go to the stone circle in the northeastern part of Forest 5 and defeat a ghost troll, I've found Kalevi has the ability to 1 shot it fairly reliably after you engage it so it should be easy.

Upon completing all 3 of those you should unlock the Oskari's Training Tasks achievement.

At this point you should talk to Holden to continue the main quest, he'll send you over to Byron with the letter again to send him off to deliver it (this should complete the Letter to the King quest). You can at this point get the report for Sir Mabon. You should have all 4 reports now, so return to Sir Mabon to complete the Paper Pushing quest.

While you are in the castle you should probably head back to village to complete Salvage Run.

Upon reexploring you'll find 5 more dire wolves have populated village 1, they are easy TP at this point. Heading south to Village 3 you'll find the encounter with the Ahoul who have the armour and signet ring. There is a massive party of 13 Ahoul at the house Olon had you investigate in chapter 1. It is hard not to aggro them all at once unless you go for a stealthy approach, you can utilize how near it is to a map edge to kill a couple retreat to another village to recuperate and head back in to kill some more. You'll find the Ahoul that starts nearest the house has King Tortain's belonings that you are looking for, and the southwestern most Ahoul has the leviathan's scale shield which is neat for it's plus stealth bonus but I'm unsure if it's that useful for play.

Village 4 has nothing at this point, and village 2 is just filled with too many voreworms. I recommend avoiding village 2.

You can now return to Lord Harold, or you could head back to the forest where you'll need to talk to Holden about some riders appearing, who you can return the signet ring too. Irecommend going to the riders in forest 8 at the Ahoul camp and returning the signet ring to Baron Hartley as Lord Harold didn't trigger the achievement for Salvage Run but the Baron did.

Alternatively for less walking you can attempt the hard fight initially upon getting the quest from Lord Harold and keeping the Ring on you until Baron Hartley arrives later so you don't have to walk back and forth between the forest and castle as much.

Back to the Castle and Initiating the Final Battle
After talking with Baron Hartley you can talk to Captain Holden who'll tell you to go report your new information to Sir Roth. Head back to the castle where you'll inform Sir Roth that Vortigerm's reinforcements are no more than 4 days out. At this point you'll need to talk to Page Entrowe who'll inform you that Holden has sent for you to return to the forest as a large party of Ahoul has appeared.

Go back to the out post to confirm with Holden, then save and prepare yourself as you head to forest 8. Just north of the flower fields and south of the lone bowman you killed slightly east of the road you'll find a large battle going on between 16 Ahoul and Baron Hartley and his 3 man entourage. It is extrememly difficult to keep the entourage members alive as the crit shots coming from the bowman and the damage from the Ahoul casters can very easily take them out, but only Hartley has to survive and he is coded to be invincible during this fight.

I recommend focusing on the 4 bowmen and 3 shaman first as Hartley has a tendency to attract the 9 melee Ahoul to himself (or just go for whatever Hartley isn't distracting at the moment). Your party will need to do most of the damage work as Hartley doesn't appear to do much himself and his followers will be dead in seconds. The 9 melee Ahoul include 3 harder variants, 2 lieutenants and 1 champion but these are hard to tell apart mid battle and they tend to fall about as easy as the others though I think they hit harder. None of the Ahoul or fallen entourage members have anything of note, it's all basic equipment here.

By this point you should have gotten the Go Back To The Forest achievement, you can talk to Baron Hartley to finish off the chapter. At this point go back to the castle and prepare for the next chapter.

Knight Quest - need to do a knight run to see which npc's still, collect the 3 shadow amulets mentioned in the above sections.
Chapter 4 Pt 1 - Chapter 4 Option
Back to Mudam
Village 1
Village 2
Village 3
Village 4
Village 5
Village 6
Village 7
Village 8
Village 9
Village 10
Village 11
Village 12
Village 13
Village 14
Village 15
Village 16

Scout The Enemy Camp
A Little Favor For Olon
Steal The Satchel
Rescue Edgard
Scoutmaster's Training Tasks
Destroy The Ram
Kill Ovoron

Ranger Quest
Chapter 5 Pt 1 - Chapter 5 Option
The Wizards Tower
The Astral Plane
Frosthelm
Infernous
Notsuoh
Finishing The Astral Plane

Mage Quest

Complete Act V - Bugged?
Chapter 6 Pt 1 - Chapter 6
Achievements
Achievements and which section of this guide they are covered in.

  • Report to Avarous - Chapter 1 Pt 1 - The Castle Under Siege: Outer Bailey Pt 1

  • Sealed With A Kiss - Chapter 1 Pt 1 - The Castle Under Siege: Outer Keep Lvl 2 Pt 1

  • Fetch The Herbs

  • What's In The Basement?

  • Brothers In Arms

  • Cold Hard Steel

  • Pell's Sorrow

  • Case The Chest

  • Fetch The Amulet

  • Fetch The Chalice

  • Retrieve The Earthstone

  • Letter From A Traitor

  • Who Poisoned The King?

  • Return Tracy's Ring

  • Changing Of The Guard

  • Tristan's Friend

  • Lydia's Fate

  • Courier? What Courier?

  • Free The Lurkers

  • Free Lydia

  • Letter To The King

  • Paper Pushing

  • Oskari's Training Tasks

  • Salvage Run

  • Go Back To The Forest

  • Scout The Enemy Camp

  • A Little Favor For Olon

  • Steal The Satchel

  • Rescue Edgard

  • Scoutmaster's Training Tasks

  • Destroy The Ram

  • Kill Ovoron

  • Knight Quest

  • Ranger Quest

  • ACT I

  • ACT II

  • ACT III

  • ACT IV

  • ACT V
12 Kommentare
LeGheed 10. Feb. um 7:27 
unfortunate that the only guide available on steam ends with chapter 3
Darksider 17. Juli 2024 um 6:58 
for example here is a finished guide for chapter 4
https://www.ataniel.org/avalon2.htm
Darksider 17. Juli 2024 um 6:48 
Do you plan on finishing the guide still?
I would have some input if you want.
Maggy 30. März 2023 um 12:34 
@Altair114, you have to be the specific class in order to complete the specific knight or scout quest. Only these two provide a separate achievement in Steam, so it's probably best to do one playthrough as one of them and then do a second playthrough for the other one (Knights quest is in Chapter 3 (from Lucius), Scout quest in Chapter 4 (from Old Ben in Village 3). You will not get the specific quests when you are not playing as the specific character (e.g. when I was starting as a fighter, I couldn't do the scout quest).
Maggy 30. März 2023 um 12:31 
@DroptheDead the dead scout is in Village 9 in one of the buildings (building has a door). Press X to see through walls while walking in with your character and you should easily spot him there.
DroptheDead 9. März 2022 um 8:44 
Anyone knows where to find the dead scout for chapter 4 - trainer quest?
Altair114 11. Okt. 2021 um 6:27 
hello, one question, in order to start ranger/knight/wizard quests, do i have to be the specific class of each or can i complete them all, no matter what class i am? Also who are the guys that gives you these quests?
Ascyltos  [Autor] 27. Sep. 2021 um 18:38 
you should probably buy alot of the things offered by trainers, for instance if the training that helps with restriction (minus restriction) is normally in the fighter training if I remember correctly, but that is extremely useful for mage and scout as well as it makes it so you can wear more equipment and lowers the mana cost of spells. you'll have to make judgement calls on some of the training (if you aren't going to use magic at all then getting better mana recharge rate is useless) but some of the plus to stats are really good for later using heavier weapons and such, and the HP training is useful no matter what generally.
LucasCDySGllen 23. Sep. 2021 um 19:49 
hello, one question, when you mean saving the TPs to spend them on the chapter trainers, do you mean all the trainers or just those in your class? I mean, should I buy all the wizard, warrior and explorer trainings per chapter regardless of whether I have chosen, for example, the warrior class?
Nordom 30. Aug. 2021 um 9:30 
Just a minor note: in Village 2, the house with Ahoul 3 and 4 also has a basement in it which contains 4 or 5 spiders you can kill for training points as well. Every little bit helps.