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Merchant's Guild Archives
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Area Note
You'll start in a room surrounded by four locked doors. You'll find the keys for the doors in the desk on the main floor of the Merchant's Guild.
1 - Cosmo
When you enter the room, Cosmo the cat will flee the archives and return to Diana.
2 - Making Business, Part 1
When you've clicked on all three parts of the book (you don't need them to be in your inventory), you'll learn a point of "trader's tongue."
3 - Making Business, Part 2
See #2.
4 - Making Business, Part 3
See #2.
Exits:
A. Ladder back up to the main floor.
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