Chapter 1 - Part 1

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Walkthrough - Chapter 1 - Part 1

You get side quests thrown at you pretty liberally from the moment you set foot on the Savannah, but many of them are too tough for you right now. You probably want to pursue the main questline for at least a little while, as the wildlife around Bayan is capable of eating your face very easily.

Beginning now, you have a Teleport Stone in your inventory. You must be outdoors to use it, but it can teleport you instantly and for free to any teleport destination you've already discovered.

Desert Gate

You can bribe Sambu and Dagwa with some of the meat you got from the orcs, but the results are the same whether you do or not: you'll get some information about your next step.

Hatmandor is currently closed off by Imperial order, so you have to figure out a way around or past the locked gate and its guards. Once you've spoken to the guards at the gate, you have several options available to you.

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Your first stop should be Alima's house, as Dagwa mentioned. She has a simple quest that involves going east of town to shoot some ostriches (the "Veterinarian Practice" side quest, detailed in that section), and in exchange, she rewards you with the Alchemy skillbook and a horse. Having access to Alchemy is pretty crucial for the rest of the game, so there's no good reason not to go do that first.

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To move on with the main quest, you need to figure out a way either through or around the main gate to Hatmonton. Smart Mat and Tobias the Trunk will both offer you ways past the gate in exchange for money. Mat wants 500 auras and Tobias wants 300. Both are swindlers, although Mat lets you into an otherwise-inaccessible house, and paying Tobias now may provide a lucrative side quest later in the game.

Scribe's Inkwell

You can also speak to Lewsam the Gravedigger in the graveyard west of town to get a side quest ("Lost Head"; see below) and a password for Thorne the Scribe. Thorne is sitting on a bench in Bayan, and needs his inkwell before he can forge documentation for you.

That inkwell is in the burned-out ruin of his house on the Savannah, which is a good distance east of Bayan. The road eventually goes straight there, but along the way, you can comfortably expect to fight warthogs, rhinoceroses, a Varn or two, and cheetahs. There's a teleport destination along the way which helps a bit. Once you get there, you can backtrack to Bayan if necessary to restock on potions.

Once you reach Thorne's old house, take out the baboons and rhinos that are roaming around the grounds, then go into the only surviving building and open the two chests. You'll receive the Ranger Precision skillbook and the scribe's inkwell.

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When you return to Bayan with the inkwell in hand, Thorne's ex-wife Flora will offer you a counter-proposal: she'll show you the old smuggler's passage if you tell Thorne you couldn't find the inkwell after all. Giving Thorne the inkwell is the slightly more lucrative option, as you get more XP for doing so. He's sitting inside a building on the south side of town, and is now happy to forge some paperwork for you.

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A final option for getting around the gate to Hatmandor is available if you gave Dagma some Meat upon entering town. Speak to her after you've talked to the gate guards and she'll show you the smugglers' passage—hey, it actually does exist—for free. That passage is heavily guarded by Varns, though, including a shaman, so it's a deathtrap unless you're at least level 6.

However you do it, once you're through the gate, it's a long haul to Hatmandor, and you've got a few Varns to murder along the way. The main road has been overrun, and you'll spend most of your time assassinating Varns. Fortunately, since their Hearts are so useful for healing, this isn't exactly a massive hardship.

What Links Here

Walkthrough | Chapter 1 - Part 1 | Two Worlds 2 Walkthrough part 5 | Chapter 1

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