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Luskan |
1 – CITY GATES
Normally these gates are the exit from Luskan. However, since the town is under the command of the High Captains, once inside you cannot exit Luskan. Also the whole town is infested with fighters from the High Captain's Armies fighting each others so expect heavy resistance.
2 – GREGOR ARMISTE
As soon as you set foot to Luskan you will get involved into a fight. Gregor, a fighter that apparently does not belong to any of the High Captain army, is fighting with some other people who apparently are members of the High Captains armies. Some of then are even shapeshifters and can turn to wererats. Help Gregor defeat the villains and then talk to him to learn about the town of Luskan and what is going on. As you will find out, the High Captains are fighting each other in order to gain the complete control of the town. Through the High Captains war only two are left now, High captain Baram and High Captain Kurth. Both have their base in the town.
3 – ENTRANCE THE CUTLASS INN
Enter The Cutlass from here. The Inn now serves as refuge for the civilians of Luskan that were caught in the middle of the High Captain wars. You can also find some interesting people inside and acquire a few new quests. (See
The Cutlass area walkthrough for more details).
4 – JADALE ESTATE
Inside you will find Linda Jadale. If you talked with the gnome Erb at the Wink and Tickle you will know what to do here. There are a few ways to get the ring from Lady Jadale (persuade, lie, threaten) so choose accordantly to your character profile. Once you have the ring from her return it back to Erb for your reward.
5 – WINK AND TICKLE
This is the entrance to the Wink and Tickle brothel. Enter it to learn more about the town and the High Captain war and probably a way to help the situation at the town. (See
Wink and Tickle area walkthrough for more details).
6 – SEWER ENTRANCE
These two locations will get you down to the sewers of Luskan.
7 – MERCANTILE SHOP
A merchant inside this building has a nice variety of both normal and magical items to sell. Also Arto Webber, a Red Wizard exiled from the Host Tower sells several magic items and spells for the magic users. Be sure not to try and steal from these two merchants because the house has a Guardian golem.
8 – RUNEMASTER SMITH
The smith in this house will satisfy your need for common or magical weapons and armor.
9 – TEMPLE OF TYR
As always the divine pool, a priest of Tyr that offers free healing and the recall portal are located inside the temple. This is also the place where you will be transferred after using the Stone of Recall.
Aarin Gend is also located inside the temple so as soon as you reach the town, so do not forget to pay a visit to the temple and learn more of your mission here.
First Aarin will inform you that Lady Aribeth has disappeared after they've reached Luskan and he knows not as of where to find her. He will also inform you about your mission which is to find some papers with a magic seal on them. These papers are probably in the possession of the High Captains and once you find such return here to Aarin to give them to him. Aarin needs these papers in order to forge a copy you need to access the Host Tower and learn more about the Arcane Brotherhood.
When you have the High Captain's Seal from either one of the remaining High Captains give it to Aarin and he will forge some diplomatic pass you can use to gain entrance to the Host Tower. You will also be rewarded with a total of 1000 experience points. You can then enter the Host Tower and continue your search for the Cult.
After revealing the Plans of the Maugrim's Cult and Lady Aribeth's betrayal at the Host Tower return once again here and inform Aarin about your finding at the Tower. This completes Chapter 2 so sit back and enjoy the ending movie for this chapter. After that you will start Chapter 3 at Beorunna's Well and continue your quest from there.
10 – COLMARR'S FANTABULOUS CONTRAPTION AND MAGICAL ERRATA
A gnome by the name Colmarr has a shop with a great list of magic items including some weapons and armor. As most of the gnomes he is also an inventor. He will inform you that he created a machine called Fantabulous Contraplulater but something went wrong when he tried to finish it after he was attacked by the denizens of the sewers and now the machine is broken. The contraplulater, as Colmarr calls it, is located down to the sewers of Luskan. If you ask him about it he will also tell you that you can try and fix it if you like. (See the Luskan
Sewers area walkthrough for more details).
Once you fix the machine come back and talk with him again. After informing him that the machine is now fixed he will grand you a discount to his shop along with 250 experiences points.
11 – THE SLUMS AND GALRONE'S ESTATE
This area is called the Slums and inside the houses around here you will find s few minor treasures. One of the houses is the house of Galrone. If you talked with Yvette at the Wink and Tickle you will have to option to try and persuade Galrone to give you Yvette's baby back. You will need to pay a sum of gold or threaten him to get it. Once you have the baby return it to Yvette. There is also a trapped chest in the room that contains a magic bag.
12 – BARAM'S QUARTERS
The area is the entrance to Baram's Quarters and it is heavily guarded. After defeating the guards you can then enter Baram's Sewer and speak with the High Captain. This is the direct access to Baram's Base. There is also a backdoor access to his base from the Luskan sewers but you will have to get Baram's Base key from Rhaine/Oreth at the Wink and Tickle.
13 – KURTH'S QUARTERS
This south-western part of the map is Kurth's district. There is an opening here from which you can access the Docks. The docks are actually the base of the High Captain Kurth. As will Baram's base there is an alternative route to his base from the locked gate at area #14 but again you will need Kurth's Base key from Rhaine/Oreth located at the Wink and Tickle.
14 – BACKDOOR ENTRANCE TO KURTH'S BASE
If you have Kurth's Base key from Rhaine/Oreth at the Wink and Tickle you can unlock the gate here. The door takes you down to the Harbor sewer and eventually to the Docks area but at a different point. You can use this exit if you are planning to confront Kurth but you do not to want to make a direct assault on his base.
15 – LONDA'S MURDER
As soon as you bring the news to Londa about her children she will thank you and immediately leave the Cutlass. If you follow her you will witness Londa been ambushed just outside the Cutlass by three Black Knife Footpads whom they will take her life. (I tried to save her a couple of times but she was killed almost instantly).
16 – GATES INTO THE HOST TOWER OF THE ARCANE
As you will find out when reaching the gate you cannot enter it without the proper papers. Speak with Aarin at the Temple of Tyr and he will let you know what you have to do to gain access. When you have the diplomatic pass you can come back here and show it to the guard. He will then let you pass to the Host Tower. You will also be rewarded with 250 experience points.