Walkthrough-Online.com: We do not "Copy & Paste", we "Create"!
www.goto.com Search the Web.
Type it and go!
  
Welcome to Walkthrough Online.com

Click here to visit Gone Gold (A great gaming site).

!!!   Website undergoing upgrades   !!!

The Message Boards are back online!!!!

Walkthrough Selection Menu Get help on our Message Boards Check in on the latest news about Walkthrough Online.com Game Reviews Game Cheats JavaScript Games Back to Walkthrough Online.com Email us for Game Help!.
 

Brynnlaw Island

(Chapter 4)

 
 
 
  Legend
 

   

  
(#)    Notes
 

  Map exit 
 

  !

  Encounters 
    T    Traps 
 

  Q 

  Quests
     

 

 
  Quest Menu    Entering the Asylum  

 

 

          

After completing all 3 of Aran Linvails tasks, he will arrange passage to the Island by boat. Expecting anything, Aran assigned Sime to voyage with you to insure that you make it safely. Sime has knowledge of the area, so she is also given instructions to assist you in finding your way around.

When you arrive, The boats captain  "Saemon" will reveal his true intentions. He has sided with Bodhi and has lead you right into the Vampires ambush. You will be attacked by 3 Vampires; Valen, Del, and Parisa. Once the fight ends, Sime will direct you towards the areas Tavern to speak with Sanik.

1. Vampire ambush: After you have dealt with the Vampires, Sime will tell you to head for the local tavern to speak with Sanik. She will meet you again along the path to the Asylum.

2. Vulgar Monkey (Tavern): Your first step is to locate Sanik inside the Vulgar Monkey. When you find him, one of Lady Galvena's Assassins will show up and interrupt the conversation. Of course, you did not get the information needed. The Innkeep will fill you in on Lady Galvena, and he will suggest that you seek out Clarie. 

3. Lady Galvena's Festhall: After Sanik's assassination, you are left with no other choice but to locate his lover Clarie, in hopes that he may have told her how to enter the Asylum. At this point, the steps at location #3 will be accessible (you could not enter before). Enter the Festhall and speak with the "Front". If you did the "Island Concerns" quest (listed below), then you should have the "Galvena's Medallion". If you do not have the Madallion, then go do the Island Concerns quest now.

 With the Medallion, you will be able to convince the Front that you are a new recruit. He will open the secret door for you, allowing you entry into the dungeon below. 

Enter the dungeon and locate the "Lady's Room". Inside, you will find a chest which contains the "Galvena's Key". When you enter the Lady's Room, all of the guards will turn hostile and will attack whenever they see you. Use the Key to unlock the door at the end of the main hallway. Inside you will find Lady Galvena, Vadek, and Clarie. Kill Galvena and Vadek, and then speak with Clarie. As it turns out, she does not know anything about the Asylum, but she knows someone who does. Clarie will take you outside to the docks to speak with Captain Golin.

Golin will tell you of 2 ways to enter the Asylum...

1. You can locate the Cowled Wizard "Perth the Adept", who may have a way to enter the Asylum.

2. You can attempt to convince Desharik that you are crazy. Desharik sends the "whack-o's" that he finds to the asylum.

4. Perth the Adept's home (1): When you enter Perth the Adept's Home, he will open conversation. Once the dialogue ends, he will attack. Kill him and then loot his body. You will find the "Wardstone for Asylum" and the "Book of Infinite Spells". The Wardstone will allow you to cross the bridge and enter the Asylum (without being turned to stone). The Book of Infinite Spells is an amazing item. You will need to play with it a bit to get the effect that you want, but the best part is that one of your fighters can use it. This allows one of your fighters a chance to cast spells. This path is probably them most informative path.

5. Desharik (2): Locate The Pirate HQ at the NW corner of the map. Speak with the Pirate Door Guard, and tell him that Golin sent you. He will gladly open the door for you. Inside the house, you will find Desharik. Before you speak with him, first check the area for items. There are two chests in the bedroom that hold items (watch out for the trapped chest). After exploring the inside of this small house, go ahead and speak with Desharik. Your goal is to convince him that you are crazy, and that you need to be committed into the Asylum. If you have Minsc in your group, this will go smoothly. Just do your best to act crazy until Minsc steps in. The same holds true if you have Yoshimo in your group. However, it seams that Desharik owes Yoshimo a debt that he will pay by sending you to the Asylum under the Guise of madness. Anyway, if you are able to convince Desharik, you will be taken directly to the Asylum.

6. Cayia's Home: rogue stone inside house

          

Island Concerns: For this quest, you will need to visit quest location C. You will meet a girl named Ginia who has a rather sad story to tell. She requests that you to kill Chremy at quest location B, and to pay Calahan at quest location A. The cost will be 200 gold. In the end you will not gain that much from this quest, but you will get "Galvena's Medallion". Alternatively, you could have just whacked Chremy for the Medallion, but if you are going to do that, you may as well do the quest.

A. Calahan: Smuggler who will take Ginia and Ason off of the island for 200 gold.

B. Chremy: Local Pimp. He is the "owner" of Ginia. When he dies, he drops the Galvena's Medallion.

C. Ginia: Enslaved girl who requests your help.