Did we miss anything in this section? Is there something we didn't discover?
Let us know!
Overview
1 - Wengra
Wengra is involved in the quest
Ready the Cannons.
2 - Lodgar
Lodgar is involved (albeit peripherally) in the task
Wild Mylla.
3 - Common Room
Inside the common room you'll meet Korgal, who will sell you a variety of items, including
Camping Supplies and the
White Crest's Helm. Also in the room you can pick up an Old Guard's Key from a locked chest. It will get you into the armory (#4).
4 - Armory
To open the doors to the armory, you'll either need to pick their level 10 locks or you'll need to grab the Old Guard's Key from a chest in the kitchen (#4). Inside the armory, you'll find some "fine" and "exceptional" gear, plus a
Durgan Iron Ingot and some
Camping Supplies in a locked chest.
5 - Locked Chest
Inside this chest you'll find
Camping Supplies.
6 - Table
On this table you'll find a
Durgan Iron Ingot.
7 - Archive
Inside this archive you'll find the document
On the Treatment and Preservation of Cannons (in a bookcase) and a Cannon Range Key (on a corpse). You might need the key to unlock the door in the Maintenance Room (#13).
8 - Table
On this table you'll find an
Artillery Lift Notice.
9 - Nest
Hidden in this nest you can find a
Mantle of the Excavator.
10 - Roundshot Smithery
You'll find two
Durgan Iron Ingots on one of the downed Forge Guardians here.
11 - Potionmaster's Quarters
Inside this room you'll find a
Pargrun Rust-Dissolver (in a shelf),
Andren's Notes (in a bookcase), and some potions (in a pair of chests).
12 - Trapped Chest
Inside this chest you'll find the unique stiletto
Vent Pick.
13 - Maintenance Room
In this room you'll find a
Dwarven Lever (inside a trapped chest) and a
Lever Request (inside a scroll case). You might need the lever to fix the Artillery Lift (Exit F).
To open up the locked door in the back of this room, you'll either need to pick its level 12 lock, or you'll need to loot the Cannon Range Key from the corpse in the archive (#7).
14 - Patination Chamber
This chamber will start out filled with an acidic gas. You'll have two ways to deal with it. You can just lure the disease puddings to the doorway and kill them there with your ranged characters, and then run to the pile of cogs in the back to pick up the
Patinated Cog (which you'll need for the quest
Ready the Cannons), or you can break into the chamber using the hole in the wall found in the Cannon Range (Exit G), which will vent out the gas and allow you to explore the chamber normally.
15 - Tower Top
When you arrive at the top of the tower, you'll get attacked by a group of skuldrak, including an elder skuldrak. The elder will drop the soulbound
Dragon's Maw Shield when it dies. You might also notice a strange contraption at the top of the tower. Turning it on will heat up the cannons, allowing them to be used. You'll need to do this for the quest
Ready the Cannons.
Exits
- Entrance to Durgan's Battery.
- Stairs between the Great Hall and the ramparts.
- Lift between the Great Hall and the Foundry.
- Exit to the East Tower.
- Entrance to the West Tower, Lower.
- Artillery Lift. This lift will start out broken. To fix it, you'll need a
Dwarven Lever (#13) or a
Torch or a
Prybar, you'll need a
Patinated Cog (#14), and you'll need a
Pargrun Rust-Dissolver (#11). Then the first time you power up the lift, you'll startle some skuldrak, and you'll have to defend yourself against them. You'll have three options for this:
- You can stand in the center of the lift and face them. This will earn your party two injuries, and then you'll have to fight eleven skuldrak.
- You can send your party to the edges of the lift. This will cause the character with the lowest Athletics skill to slide off the edge and require rescuing. You can do this with Dexterity 22, Wild Sprint, Flagellant's Path, or a
Rope and Grappling Hook. If you fail in your rescue attempt, then the dangling character will fall to their death and disappear from the game. Regardless, your main character will take an injury, and then ten skuldrak will attack you.
- You can fix the jammed lift and scare the skuldrak away. To do this, you'll need a character with at least Mechanics 10. The higher the character's Mechanics skill (up to 15), the faster the repairs will go and the fewer injuries your party will receive. But your party will always take at least one injury. With this method you won't have to fight the skuldrak.
- After your encounter with the skuldrak, you'll be able to use the lift as a regular exit.
- Break in the wall. If you send a character through the break here, then you'll create -- thanks to either Might 14 or a
Hammer and Chisel -- a new entrance into the Patination Chamber (#14), which will cause the acidic gas in that chamber to vent out. The character who makes the trip will probably end up with an injury.