The Warlock of Firetop Mountain

The Warlock of Firetop Mountain

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Character Specific Quest Guide
Készítő: holdmykidney
This is an in-depth guide to the character-specific quests and Achievements in The Warlock of Firetop Mountain. There are many spoilers ahead.

Since unlocking the later characters on the PC version requires a good number of souls, I've kept the guide brief by assuming a reasonable familiarity with the Mountain's major locations and decision gates, but do let me know if any of the directions are unclear.

My name is Christopher Jarvis aka holdmykidney and I am an audio drama producer, gamer, voice actor and podcast/stream host. I produce a range of video game inspired audio drama at The Radio Theatre Workshop[www.radiotheatreworkshop.com] including the Elite Dangerous official full-cast audio drama Escape Velocity[patreon.com].
   
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Lunika Ekaadi's Quest
Lunika Ekaadi's quest is to recover the Amulet of Ashra.

This quest is unmissable as the key navigation choices will be forced upon you. After speaking to the panicked acolyte you will head west towards the school, so be sure to ask the acolyte about the school to pick up the password for the Hungry Doors.

It's also worth ducking in to the troll's room (north) before going to the school, as the Bull Amulet can be traded with the Master of Air for a magic ring, which bypasses a skill test and a 3HP loss a bit later.

As you travel through the school, head into the Master of Air's chamber if you want to trade the Bull Amulet (North-East Corner Door). After this room, Lunika will notice the door with the fire symbol and head to it. After fighting the salamanders, the Master of Fire will give you the amulet freely - but it is a fake. As you leave you will be knocked unconscious and dumped in the river. If you have the magic ring, you can sink into the water and breathe safely and you will end up on the north shore of the underground river.

Lunika's quest culminates with the Warlock himself and if you defeat him, you will gain the amulet and unlock the Achievement "Ashra The Ever-Living." Having the Amulet also reveals a bonus Zagor Key on the floor of the treasure chamber.
Dekion Strom's Quest
Dekion Strom's Quest is to recover a stolen locket from a Goblin Jailer.

There are lots of goblins who will hint that they know the location of your target, but finding him requires a bit of navigation. After the bridge fight out of the goblin prison, head west at the passage and speak to the acolyte, asking about the School of Magic and gaining the password to get safely through the hungry door. You can either head through the school of magic or veer west to cirumvent it. Either way you will end up on a bank of the river with stepping stones across it. Use the stepping stone to cross. Thankfully, Dekion has Agility, which means you can cross the stones without needing a skill test.



In the cave on the other side of the river is a dead Dwarf. Exploring the hole will uncover a second chest full of goodies. As you leave the cave, you will encounter your target. Kill him to recover your locket and gain the achievement "Losers Weepers."
Alexandra of Blacksand's Quest
Alexandra of Blacksand's quest is to recover the Eye of the Cyclops.

Along the way, Alexandra has an extra specific achievement, "BLACKSAAND!" Alexandra is something of an adventuring celebrity within Firetop Mountain and many creatures you encounter will know her. One of these is the Cook, who is angry at Alexandra for leaving him stranded away from Firetop Mountain. All that you need to do is meet the cook while playing as Alexandra. The kitchens are east from the skull symbol on the ground after the first set of corridors, before you enter the goblin cells. Go through the east door to confront the cook.

After the goblin bridge out of the barracks (pulling the right lever), head east and over the collapsing bridge. Go through the Dwarven Halls as usual and head east, then to the wooden door at the end of the eastern passage.

Try to take the jewel and the Cyclops statue will come to life. Once you defeat it, you will take the jewel and unlock the Achievement "Eye Don't Believe It!"

The jewel is also used to escape the hypnotic paintings of Zagor. One route which works is to speak to the dwarf, then take the option to hold up the jewel.

Once you find yourself in Zagor's study, you have the chance to hold up the jewel. This insta-kills Zagor with no need for a boss battle and you will receive the achievement "Dust to Dust."
Arran Gottspeed's Quest
Arran Gottspeed's quest is to slay the Minotaur within Firetop Mountain.

This quest will automatically happen if you simply progress far enough in a run-through as Arran Gottspeed as long as you do not skip the maze using the Maze Jumper potion. Defeating the minotaur is a required part of completing the first section of the maze and will trigger the achievement "Minotriumphant."

However, as part of Arran's plot text, he keeps track of the number of kills he makes throughout his quest. At the end of my successful run, Arran stated that he did not feel he had killed enough enemies. I need to experiment with this character more to see if a better ending can be unlocked.
Wanushu's Quest
Wanushu's Quest is to capture the Giant Spider.

This quest is missable, in terms of the Giant Spider and the achievement, although Wanushu is one of the only characters (tbc) who has a little bit of gameplay after defeating Zagor. Whether you miss the spider, or subdue it but decide to continue your adventure without leaving the mountain, the Dragon makes a great alternative prize and there are options to impress your master with a bigger catch. It's only a pity Wanushu doesn't also have an achievement for returning with the Dragon.

To find your quest, there are actually two ways into the spider-infested mines. If you are simply heading for the target, the simplest approach is to turn right after the goblin barracks, north past the bench and west into the mine. You will meet two goblins who you can either fight or bypass by agreeing to kill spiders for them. DO NOT take the western passage, this is an insta-death. Investigating the goblin in the web will trigger a battle with skeletons, but will provide a potion. Head North-East to the big web, where Wanushu will sense the presence of the Giant Spider. You can try on the boots, unlocking the achievement "No Place Like Home," although these boots are cursed (-1 skill for the fight with the Giant Spider) and I found after this I was forced to continue my quest, rather than having the option to leave. If you choose "continue exploring" there is no negative outcome. Either way the Giant Spider will appear. Defeat it to earn the achievement "Eensy-Weensy." From here you may continue your journey to Zagor or leave with your prize.


Krea Datura's Quest
Krea Datura's quest is to fill the Silver Chalice with blood and seal the demon in the mirror.

After the river crossing, do as you please on the beach, but make sure you head into the domain of the dead directly north from the beach. If you choose the tower to the west you will miss her specific challenge. After the fight on the bridge, you can go in any direction as long as you make sure to travel through the room with the pool. The safest route is straight up the ladder through the room with the zombies.

Fill the Chalice with blood from the pool to gain the Achievement "I'll Get It!".

Head up the steps (North). Avoid examining the coffins unless you have the Stake and Mallet to deal with the vampire. Leave through the opening and travel down into the tomb. Light the braziers as instructed by Gerlekus Zagor and you will get the Achievement "Father Knows Best". The mirror demon will appear and you must fight. Only one of the creatures is the real demon and once you slay it, the rest will disappear. Krea will seal the mirror with blood and yoru quest will be essentially complete.

However, assuming you do not simply leave the mountain, your master will be very pleased to receive Zagor's spell book and the chalice full of blood, so on your way out, do not pour the blood into the Stone Demon.
Hannabella Dehab's Quest
Hannabella Dehab's Quest is to find the Dwarven icon of Verlang.

This was a really tricky quest to uncover, because the direction of the target room - containing a table with two helms - is in the opposite direction to the information needed to unlock it. However once you unlock the secret to opening the table, you are given a free backtrack which enables you to find your way.

To begin with, head into the School of Magic, by heading west after the Orc Barracks and getting the door password from the Acolyte by asking about the school. Inside the school corridors, be sure to head east into the school proper. Go to the first Master's room and fight the stone hands. He will be angry, but he will tell you that the Master of Water knows about the Icon.

Head west down the corridor and then north. You can talk to the wizard in the library if you want to play his game, but do not accept the offer to backtrack back to the dwarven halls. After the room with the Stars/Hands (step on the stars) go west and open the door there. The Master of Water can be bribed to give you information about the icon. Make a note of what he tells you (I took a Steam screenshot) and after speaking with him, you will find yourself back at the bridge just before the dwarf halls.

At the cross-roads, go west. In the dining hall, taking either the crucifix or the chalice will trigger a fight with skeletons. Don't worry about the stairs with Hannabella, just leave north, then examine the passage east before heading on. In that room is the table with two helms.

Examine the table itself, then follow the instructions you had been given to open the table. On my quest it was Press Left Button. Slide Right Button. Tap Three Times. (Having played it again without visiting the Master of Water, the sequence was exactly the same. Possibly this challenge is not random).

This will gain you the Icon of Verlang and complete Hannabella's quest, triggering the Achievement "Allansia Icon."

Afterward, if you wish, you can try on the Iron Helmet for +1 skill.
Landov Lowan's Quest
Landov Lowan's quest is to recover a book on demonology.

The book is not a difficult quest, but it does require some accurate navigation to find. It's in the room with the Fish fountain north-west of the room with the screaming sounds.

Due to the route to the book, there are two items you may need to pick up in the Orc Barracks:
* The stone from the Dwarf's boot in the Orc torture room (1st Door on the Left). This rune will allow you to deactivate the giant Dwarf statues without a dice test.
* You may or may not pickup the Blue Candle from the cell containing the slime beast (2nd door on the right). Lighting this enables you to overcome the screaming in the room before the Fountain, allowing you to choose the north-west door (succumbing to the screaming forces you to the north-east door, missing the quest item). However as Landov you can just pray in the screaming room, which acts the same as lighting the candle. (Thanks to Virtual_K____SP2 for this detail).



Go east after the Orc Barracks, over the bridge to the Dwarf Halls. Head west at the crossroads with the cave-in, through the room with the Dwarven statues. In the room with the two doors, overcome the screaming noise and choose the north-west door.

Examine the bookshelves and you will descover the book you are seeking and unlock the achievement "A Bit of Fright Reading," completing Landov's quest. Although unlike many of the adventurers, you are not given the option to leave the mountain early - Landov wishes to confront Zagor!
Gilfane's Quest
Gilfane's Quest is to speak with the Master of Air in the School of Elemental Magic

This is a fun little quest, combat heavy, which provides a few surprises for those familiar with the mountain.

Firstly, be warned that entering the kitchen (with the pot) as Gilfane will result in an automatic -1 skill, owing to his revulsion at Orc food. If you must suffer this, be sure to get Gilfane's skill back up, because you're going to need that initial skill value for fighting.

Enter the school of magic as usual, going west after the Orc Barracks and speaking with the acolyte to get the door password. Go east at the first intersection to enter the school and when you arrive, it appears that everyone will be out. Enter the first room (Master of Earth) and claim the book. Head through the school and just before you leave you will be confronted by the master of air, triggering the achievement "Shooting the Breeze." If you have the book from the Master of Earth's room, Vincenta will give you a FREE Maze Jumper potion.

Vincenta agrees that the elemental masters will help you defeat Zagor. Progress through the rest of the game as normal. However when you arrive in the chequered hall with the Skeleton Statues, the masters will all be assembled and wish to stop you. Curse their sudden but inevitable betrayal!

First, the Master of Fire will teleport you to his study to fight the Salamanders. Secondly, the Master of Earth will teleport you to his study to fight the Stone Hands. After this the Masters will all fight you. This isn't so bad because the Masters are evasive and Gilfane excels at fighting adjacent and distant enemies. Remember that the knock-back ability can cause a bonus damage point if the target is knocked back into an object.

As if that weren't enough, having beaten the Masters you still have to fight the Skeleton guards and Zagor (no option to use the Bull Amulet or pick up the Cyclops' Eye).

Twenty Three's Quest
Twenty Three's quest is to face a battle against ghosts of his past within the Domain of the Dead. This is a very specific battle which must be located.

(This section needs checking - written from memory)

After the beach, head into the Domain of the Dead by choosing the large structure to the North. Do not choose the tower to the west, or you will miss Twenty Three's quest.

Cross the bridge, killing the ghosts, then head west and up to face the wall with the warping shapes. You will be confronted by the restless souls from one of Twenty Three's past battles. Win the battle to complete Twenty Three's quest and gain the "Jeepers Creepers" achievement.
Alfina Skyrider's Quest
Alfina Skyrider's Quest is ostensibly to find Malacandrus...

However Malacandrus is a macguffin and trying to find him will only lead you to frustration. Even the school of magic is a red herring.

Instead, head west past the school of magic and either fight or evade the troll. Do not use the cheese on the rats! You must fight them to get the option to go east. Here you will meet a student of alchemy who has caused an accident. Accept the key and ask more questions.

Instead of asking about Malacandrus, ask if she knows anything about a cure for the Pegasi, then press her for why she knows so much about your tribe. This will unlock Alfina's complete storyline and the acvievement "Fess Up."

As for whether Malacandrus is even in The Warlock of Firetop Mountain - I haven't found him yet.
Ellion's G'Aarak's Quest
Ellion G'Aarak's quest is to find and confront her father, Grishak G'Aarak.

An interesting quest which opens up some new gameplay styles, owing to the fact that Ellion is a half-orc, so she gets lots of new dialogue choices in Orc encounters!

Stop into the room with the drunk orcs if you want to join in with their drinking and get the Dragonfire spell without killing them.

You can have a conversation with the armourer, east of the Orc Training hall to find out information about Grishak's whereabouts, although this still leads to a fight them for the gold stash.

Head into the kitchens (east from the skull symbol, before the end of the Orc barracks) to join in with the feasting orcs and unlock the achievement "My Favourite!" You can also converse with the Orc cook instead of fighting and you will essentially be told that Grishak is in the room next to the Dragon. If you want to search the pot as a possible Zagor key location, you will have to fight the cook. I let him go for being helpful.

Before leaving the barracks, you can also search the weapons room with the cresent shield to equip it and gain a +1 skill over your initial value - certainly helps balance Ellion's low starting skill of 8. And if you want to rescue the prisoner for the +1 luck, have no fear. I assumed that he would react the same way to other adventurers dressed as an orc but he does not. Similarly, you have to fight the bridge guard, you can't sweet-talk them.

The rest of the Mountain plays out as normal and if you wish and can afford it, you can use a Maze Jumper without fear of missing Ellion's plot. Note that the skeletons in the boathouse will auto-attack, taking you for one of Zagor's guard - you have no speech option with them.

One you get past the maze, you have the option of entering Grishak's room! Finally there is a way of opening this door which does not result in decapitation! I spoke to Grishak and said I wanted to know who he is to unlock the Achievment "That's Impossible!" Attacking Grishak also provides the Achievement (thanks to Virtual_K____SP2 for checking).

After confronting Grishak, you can either leave the mountain or continue on to fight Zagor - for this character neither choice makes a huge difference to the ending story, apart from disappointing the villagers.


Lynette Hurtado's Quest
Lynette Hurtado's quest is to find the Dwarven warhammer, "Durevendil's Grudge."

This quest is very different from the others, not down to Lynette's quest - which is easy enough - but because after reaching the first bench, Lynette falls unconscious and is abducted by the jester in the library, who tasks her with finding 50 silver bells to give to the fool Mathos, who can be found in the maze.

I've made a list of the locations I found bells on a successful run with 61 bells, although I picked up an extra 4 from somewhere I didn't read, but if you follow my route you'll have plenty.

Before the abduction, you can go right at the first crossing and fight the goblins for 1 bell and the slime beast for another bell. Bear in mind though that the ringing bell will wake the sleeping guard and you do not necessarily need these bells to succeed.

Orc Barracks
  • (1) Orc patrol east of entrance: 1/50
  • (1) Slime beast in pit: 2/50
  • (1) Waking up after abduction (unmissable): 3/50
  • (5) Fight 5 orcs in mess hall (unmissable): 8/50
  • (1) Larder north of mess hall: 9/50
  • (4+3) T Junction with skill (unmissable): 16/50
  • (3) Fight goblins in 1st door on left and search dwarf tunic: 19/50
  • (1) Free the prisoner by shouting at the old man in the 1st door on right: 20/50

Note that Lynette can equip the crescent shield in the weapons room (2nd door on left) for +1 skill above her initial value. You might consider it worth fighting the slime beast (2nd door on right) for the blue candle as you will need to negotiate the screaming voices room to get to the quest goal, however it is not required as Lynette has her own means of overcoming this obstacle.

There are a couple of bells which can be obtained by going west after the Orc Barracks and looping through the mine, but finding the bells involves searching the Goblin corpse and fighting the skeletons, which incurs a -1 skill penalty.

Dwarven ruins
Go east after the Orc Barracks
  • (2) After the bench, travel all the way north to fight the bloodwing: 22/50
  • (5) Dwarven hall: 27/50
  • (2) Dwarf statues (west at cave-in T-junction): 29/50

At this point you will encounter the room with the screaming. You can light the Blue Candle, if you have it, but Lynette can say a prayer to overcome the noise, gaining +1 luck. Take the right-hand door (north-east) to enter the room with Durevendil's Statue.



Try to take the warhammer. you will feel an immediate bonus. Then say a prayer and you will release the warhammer names "Durevendil's Grudge." Not only that, but you will gain an additional phrase which acts as a one-shot kill of Zagor. You will also unlock the achievement "Holding a Grudge." I have no idea how she carries that Hammer either.



The River
  • (3) Banquet hall, fight the surprise skeletons: 32/50 (optional crucifix or silver chalice)
  • (4) As you approach the shack west of the beach: 36/50
Domain of the Dead
  • (3) Go up the ladder and fight the zombies. Search the body: 39/50 (choose the bells, plus optional crucifix)
  • (5) Go north up the stairs and examine the coffins: 44/50
  • (4) Go up the stairs, in the demon statue bowl: 48/50
  • (5) Go straight ahead (east) and fight the hellhound: 53/50
  • (4) Examine the corpses and fight the ghouls: 57/50

As you can see there is a bit of lee-way for missing a few. Searching the coffins might be dangerous if you don't have the pre-requisites to deal with the vampire (Crucifix/Stake and Mallet).

Lynette doesn't gain enough gold for a maze-jumper potion, but we want to go into the maze anyway. Complete the first maze as usual. In the second maze, make sure you encounter Mathos before returning the scroll to the mazemaster. Mathos is not pleased that you have brought bells - it was a practical joke! However you will gain a bonus +20 souls for completing the task.

Getting to Zagor is now a bit of a slog, as Lynette cannot pick up either the Dragonfire Spell or the Bull Amulet, so you must fight the Dragon and the Skeleton Hallway. However you now have your "grudge" prayer will which defeat Zagor without a fight.
Lin Wen-Wu's Quest
Lin Wen-Wu's quest is to kill Grishak the orc and reclaim his stolen family sword, Jian.

A fairly straightforward quest, but a with a few twists and unexpected changes to the mountain.

You can wake and interrogate the sleeping Orc Guard. He will tell you that Grishak is inspecting the prisons. The Orc barracks is largely unchanged, so pick up whichever items along the way you wish. Don't worry too much about gold, for reasons which will become clear.

When you get to the prison, all of the door are barred and Grishak is waiting at the bridge!



Defeat him and he will survive and run away through the gate. Use the right level to pursue and follow Grishak's blood trail east. He will confront you again, chugging down Strength potions to stay alive. Defeat him and he will set the Stone Golems against you (n.b. this is a tricky battle. Do not let the statues maneuver you into a corner and bear in mind they move and attack horizontally only).

At the T-Junction with the cave-in, the blood trail will lead you west. Avoid the statues' gaze to avoid a fight and head west into the room with the screaming. Even though you haven't picked up the blue candle, Lin Wen-Wu has one in his backpack, so feel free to use it and take your pick of the two exits.

At the eventual river edge, Grishak will face you again. This time his body will fall into the water, still alive, but you will gain Grishak's hoard of 163 gold coins!

Head to the end of the game however you please. I bought every potion in the shop, used the western tower to avoid the domain of the dead and bolstered that route using a luck potion. I used a Maze Jumper to skip to the end.

Before the Dragon cave, we have the option to get through that mysterious door! Lin Wen-Wu is the only character so far (DLC still to be released) who can enter this room. (The other being Ellion) Confront Grishak for the last time and you will unlock the Achievement "For Honor!"

You may then leave or confront Zagor as you wish, but Lin Wen-Wu's family are most impressed if he returns having defeated Zagor.
Malleus Malleus' Quest
Malleus Malleus' Quest is to be rid of Lycanthropy (Werewolf curse).

Malleus' quest can be fairly straightforward, but there are a few things to watch out for. Firstly, do not touch anything made of silver. The Silver Bow and the altar with the silver pile of treasure to search through will only do you harm. (todo - see what happens to Malleus when you place his weapon on the altar).

When you fight the Orcs at the exit to the barracks, you will transform into a werewolf. This changes Malleus' attacks for this battle. The Werewolf has a unique set of attacks:
Front Attack
A single strike directly in front.
Right Attack
A single strike to the right.
Pounce
Leap onto up to two enemies at once, pressing them back.
Frenzy
In a feral rage, Malleus abandons all defences to slash hard with both claws at adjacent enemies (taking -1 Stamina damage).

After the fight, your animal form will force you to race through the mountain and you will skip a few options, becoming human again on the other side of the collapsed bridge before the dwarven halls.

Malleus' foe is the old man with the dog in the hut to the west, after you have crossed the river. There are two options here. Your enemy will try to convince you that you can be cured of your condition with Zagor's magic book. Or, you can choose to kill him anyway. You must choose to kill him to cure Malleus and gain the achievement. His claims about Zagor's book are a lie. For this fight you will be transformed into a werewolf again. But once you win, you will revert to human form instantly and you will have the achievement "Team Malleus."



If you decide not to fight him, you can progress as normal and fight Zagor as the Werewolf! After claiming the Souls from the jar, you will return back to the waterfront where you can read about Malleus terrible fate...
Ophelia Lapwing's Quest (Goblin DLC)
Ophelia Lapwing's Quest is to find information about the disease ravaging her home country.

Ophelia's quest (and achievement) hinges on a couple of key navigation decisions, which are easy to miss. Ophelia's story will periodically cause her to turn into a fire demon, giving her immunity to fire and changing her attacks, all of which do fire damage against opponents. Also, these attacks all require cooldown, so you need to juggle them carefully.

Fireball
A heavy attack to one side.
Flame Lance
Attack two spaces directly ahead.
Flame Aura
Attack in a circle all around.

During the Goblin Village, it really doesn't matter which navigation choices you make. Don't bother with the Brown Powder sidequest, as Ophelia will go full Ghost Rider anyway and charge the Goblins to trigger the sub-boss fight, joined by the Baby Dragon.

When you leave the Goblin Village, GO NORTH. This is the entrance to the School of Elemental Magic. Don't miss it. You don't have the password, so you'll have to tank the damage from the Hungry Doors. Go right (east) at the T-Shirt and Robin of Orme (The Master of Earth) is behind the first door you encounter. Fight the Stone Hands and ask about the sickness to trigger the achievement "Groundbreaking News." After this, Ophelia realises she needs to complete the mountain and face Zagor. The rest of the game should be fairly familiar, except for the moments when Ophelia transforms and travels on automatic.

28 megjegyzés
Leon 2021. jan. 11., 10:59 
Hannabella Dehab's Quest is a bad prank on those alread used to the layout of the mountain

I was scratching my head traing to find her contact, cause i knew the path leading to the Icon and i knew wath paths you could backtrack and those you condn't , i really didn't tought they would just change the paht rules for a side quest
I love pushups 2018. aug. 1., 22:57 
Arran Gottspeed's quest has a better ending than that shown in this guide if you kill the minotaur, defeat Zagor, and get over 100 kills.
Gen. Zoff 2018. júl. 13., 3:10 
Vignor Firestorm: kill Zagor. Its easy, Vignor is big and strong. (I killed Zagor in his giant form, to get the cheese-achi.)
Gen. Zoff 2018. júl. 13., 3:07 
Haldar Eriksson (Goblin Scourge DLC): get back your sword from the goblins. Quest ended when I killed Scarclaw. After that you can go and kill Zagor as a secondary objective...
shadowshiv 2018. jún. 15., 16:01 
Glad I was able to jog your memory!:caster_happy:
holdmykidney  [készítő] 2018. jún. 15., 7:12 
Well reminded! I've been so busy with Escape Velocity and Lave Revolution it's slipped my mind!
shadowshiv 2018. jún. 15., 3:37 
Any update on when you're going to add to your wonderful guide? I just bought the Goblin Scourge DLC today, and I'd like to know how best to complete the quests for the new characters.:hercules_is_happy:
holdmykidney  [készítő] 2018. febr. 14., 6:36 
Nice tip Melusca! When I get a chance to update this guide I'll be sure to include it.
Melusca 2018. febr. 14., 4:57 
You don't need to go to the School of Magic with Hannabella. If you go to the Paintings Room past the Dwarven Halls, you can ask the crazy Dwarf here about the combination to the secret stash. It will then allow you to backtrack to the Dwarven Halls and grab the Idol. It's also a good idea to grab the Eye of the Cyclops while doing this, since it means either an instant win against Zagor or 20 gold towards a Maze Jumper.
holdmykidney  [készítő] 2017. dec. 19., 3:50 
Interesting jbrasida! Thanks for that info, I'll check it out!