|City of Port Kuudad|
However, in the northern part of the map you'll find the ruins of the Mistfell Zoological Park and Gardens, which has become a bandit camp full of outlanders. If you want to use stealth, magick, or just pacifist run-around skills to evade the hostile outlanders, you'll find around three treasure chests in the inner ruins.
|Ruins of the Mistfell Zoological Gardens|
The Gates of Port Kuudad:
|Western city gates of Port Kuudad|
It's also apparently possible to pay the guards a hefty entrance fee of 2000 gold (which we didn't test), or hide from them with invisibility or stealth to sneak into the guarded gate house and throw the lever that will open the gates. (If you're caught doing this, however, the guards will try to kill you, so use caution.)
Another way to get inside is to enter via the sewer entrance on the coastal outskirts in the east, which you can find the way to by heading up the coast after exiting the Farrock Caves, described in the previous section. (See the PORT SEWERS & THIEVES' ARCADIA section for what you can find beneath the city, whether you enter the sewers via the coastal route, or through the sewer entrance inside the city walls south of the main gates.)
Inside the City of Port Kuudad
There are many things you can do in the city of Port Kuudad, including key quests essential to the main plotline, subquests, training up to level 8 in valuable pacifist skills like magick and alchemy, and visiting merchants who sometimes have skill manuals and special items for sale (some of which can increase your best pacifist run skills without having to invest your own scarce skill points from level-ups).
|The City Marker & Marissa's Mercantile (north)|
Solving the quest "News from Yoma Narrows"
This quest comes from Phensil, the injured man who blew up the bridge at the Yoma Narrows south of Eastwillow in order to escape a Taurax scout, and asked you to inform the authorities. You can now solve this quest by heading just northeast of the front gates and talking to an official named Edwin inside the "Office of Security and Authoritative Business." You'll be rewarded with 500 experience points after you give Edwin the news. (Edwin also gives a quest to exterminate some spiders inside the city warehouse, but we skipped it on our zero kill run campaigns.)
|Deliver the news from the Yoma Narrows to Edwin in Port Kuudad to solve the quest.|
This quest comes from the dying man you can find on a side road in the western part Wolfenwood, who will give you a potion of Sparkling Divinity needed to save a young boy from a terrible illness. You'll find the child's house in the north of the city (a little way behind the "Darkest Arts Magick Supplies" shop) and can now deliver the potion to the grieving mother to save her son and receive a reward of 300 experience points.
|House of the mother and child to deliver the potion and solve "To Save a Child's Life"|
Lockston Hall & The Underground Archives
Solving the main storyline quest: "Destiny Through a Viewing Glass (Part 3)"
Now that you're in Port Kuudad, you can finally solve the main storyline quest by visiting Lockston Hall to ask Saint Gilhem about the strange viewing glass. The Lockston Hall building is in the northeastern part of the city, past the town square, on the other end of a courtyard with a fountain and columns flanking the path.
Saint Gilhelm will also give you a very valuable "Philosopher's Pendant" (allowing you to increase wisdom and magickal skills without having to spend your own attribute and skill points), along with his blessing to sell it for gold if you decide you don't need it.
|Saint Gilhelm and the solution to 'Destiny Through a Viewing Glass'|
"The Orakur: Of Fact & Fiction"
The first of the additional Lockston Hall quests requires that you solve the bronze riddle and enter the secret chamber in the deceased Ruel's house in the Southern Kessian Basin. (See SOUTHERN KESSIAN BASIN for details on the preamble to this.) To succeed, you'll have to acquire a full set of bronze armor (e.g. a bronze helmet, armor, gauntlets, leggings, and bronze boots). You may already have succeeded if you kept an eye out for bronze items each time you visited an armorer like Keebo in Eastwillow or Ara in Everdale, but if not, your odds of completing a full set have now improved, since you'll have access to quick-travel back and forth from Port Kuudad (which has two armories), Everdale, and Eastwillow.
|Acquiring the book from the secret room in the Southern Kessian Basin|
However, if you instead bring the book here to Saint Gilhelm in Lockston hall, you'll receive 1000 experience points, and he will request that you take the book into the underground Lockston Hall archives below the main floor, to place the book on the desk of the mythology scholar. This is the only way (as far as we know) to open up the entrance to the underground archives.
The Underground Archives of Lockston Hall
|The underground archives beneath Lockston Hall|
You'll eventually be able to find a set of mysterious bells in four of the most formidable dungeons in the game: The Hammerlorne Mines, Lorewitch Tower, the Thieves' Arcadia, and a tiny island in the middle of Greenriven Lake, which you can only access from the depths of the sunken mining town Lost Westwillow. (Details about where to get the bells are described in each subsection for those places, but you'll never have to kill anything in order to claim them all.) When you bring all four of these bells back and hang them on the belltree here in the underground archives, you'll receive 30,000 experience points, which is probably enough for at least one level-up even for high-level player characters.
|After you collect all four mysterious bells, hang them on this belltree for a reward of 30,000xp|
Magick & Alchemy Trainers:
"The Darkest Arts Magick Supplies"
This magick shop is owned by a mage named Luci who can train you up to level 8 in both magickal disciplines: Elemental and Divination Magick, both of which are full of pacifist-friendly spells, like Haste, Invisibility, Dense Nimbus (which deflects projectiles by focusing a sphere of compressed air around the caster), and Portal (allowing you to teleport anywhere you set a magical anchor by casting the spell).
"Excelsior Elixirs and Alchemy Supplies"
|The entrance to Excelsior Elixirs & Alchemy Supplies|
|Becka can train your character up to level 8 in the valuable Alchemy skill|
Finally, you can also get a very small quest from Becka: The quest is called "Shortest Quest Ever" and will involve running a very small errand directly up the street to Big Sal the armorer, for a reward of 25 experience points and a tiny amount of gold.
Other prospectively useful places in the city of Port Kuudad include:
This shop (found just above the City Marker) carries various miscellaneous merchant items. The exact items any merchant has in stock each week is randomly determined to some degree, but we had notably good luck here in finding valuable skill manuals for skills like mercantile, lockpicking, and more.
The nearest location to the city gates in the northwest corner of the city is Radcliff's Exotics, where you'll find special weapons and armor. (The wares here are usually expensive, but may include items like wizard's hats, gloves to increase lockpicking skills, and other good items other than weapons. Radcliffe also usually has quite a bit of gold compared with the more modest armories, so you can usually sell more weapons and armor to him before he runs out of gold, since you'll find lots of equipment you don't need while adventuring in dungeons.)
|Radcliffe's Exotics in northeast Port Kuudad|
Up the street to the northeast is the Druidic Temple of Atana where a priest named Magi Surami will offer a sidequest to go and slay huge lumbering beetles called Goliath Boreheads that are plaguing the Fellpine Forest area. We declined these in favor of a zero kill run campaign. (Hunter in Wolfenwood is another NPC who offers a similar quest.)
|Entrance to the Druidic Temple in the northwest of the city.|
Mama Fanny's Inn & Slop House
An old woman runs this small inn and shop along with the ghost of her husband (who she'll tell you about, but whom you'll never actually see), and she'll also sometimes have some useful skill manuals, reagents, or other miscellaneous items in stock.
The Mistfell Port Authority
This building is found in the southwest just west of the dock warehouse (which you'll probably notice is full of spiders when you walk past it). You'll find a cartographer named Ned inside the Port Authority building, and he will offer to train you up to 8 levels in the cartography skill. This is entirely optional, but will automatically generate maps as you explore various areas in the game, which can be very helpful to avoid getting lost or confused in some areas. (You can also find a Reveal Map spell if you're skilled in Elemental magick.)
|On this street you can find Becka's alchemy shop (southwest), the Misfell Port Authority (southeast), and Big Sal's "Mighty Hammer Ironworks" (north)|
Big Sal's "Mighty Hammer Ironworks"
This blacksmith shop and armory is found northeast up the street from Becka's "Excelsior Elixirs and Alchemy Supplies," and you may also end up visiting Big Sal to complete the "Shortest Quest Ever" for 25 xp.
"The Scholar's Inn" is found just east of the City Marker. The inn is run by a man named Vincent who isn't very polite to you, and we're not aware of anything else to do here (unless you're playing a pacifist run as a thief and wants to pick some locks and steal random items).
Sonya (a memorable NPC from Eschalon Book I, who ran a warrior training shop called "Sonya's House of Pain" in the mining town of Blackwater) has now relocated, and runs a similar establishment known as "Sonya's House of Pain II," located just south of the City Marker.
You'll also meet another memorable character from Book I reclining in the street behind this building: Captain Morgan, the heavily intoxicated former captain at the Darkford gate. You'll learn that he was dishonorably discharged for losing the Gate Key closing the north off from Goblin and Taurax invaders from the southern wastelands.
|Captain Morgan being given some extra supplies|
The Magick House
In the far northern part of the city up the road just northwest of the "Darkest Arts Magick" shop, you'll find the mysterious house of a mage or necromancer, and will have the option of trying to sneak inside to teleport to a secret treasure chamber guarded by skeletons.
|The teleporter in the necromancer's house leads to this chamber guarded by skeletons.|
On the west of the city, there is a hidden lever inside a chest in an un-guarded (but trapped) warehouse that will open up a secret passage into another warehouse next door. You can follow this to a lever to open the mortuary gates in the building just to the southeast, and discover a teleport to a stairwell leading to an underground den of assassins. (Note: This is not the entrance to the Thieves' Arcadia, covered further below, which is also full of assassins.)
If you enter this place using stealth, you can find the assassins' lair with several locked chests, but a gate will shut behind you and summon a number of assassins, so it's best to have some stealth skill or invisibility spells/potions to evade them.
(Caveat: The player who found this area didn't remember for certain whether you could just let yourself out with a lever, or if this particular area required "indirectly" cause some fighting between hostile assassins in order to egress, which might require a Flask of Charm Cloud. However, you're free to give this entire den a miss if you prefer a more peaceful path.)
The Entrance to the Sewers & The Thieves' Arcadia
The entrance to the Port Kuudad Sewers (through which you can eventually solve a puzzle to gain access to the Thieves' Arcadia) is found in the central/southwestern corner of the city, west of the two seemingly abandoned warehouses.
|The entrance to the city sewers (and also the Thieves' Arcadia deeper inside)|