Hammerberg - p. 2 | Main quests D: TRoT Guide
Last update: 01 February 2017
28. Booze for the vote
Obtained from: Ale-wife (M15, 7).
Talk to Jadira (M15, 7) and ask her if she will take your side. She will agree but you have to check what is going on with her distiller (M14, 13). Go outside the settlement and find him. When you get there, you'll see trolls (M14, 14) demolishing the distillery. The distiller will run towards you and will ask for your help.
1) Deal with trolls
The problem with trolls (M14, 14) can be solved in 3 ways:
a) Outsmart trolls
There is a chest with salt in the back of the distillery. | After dealing with trolls, the character with high Blacksmith talent can repair the distillery. |
Go to the back of the distillery and locate the supply chest (M14, 15). Take the bag of salt. Then talk to trolls, give them salt and tell them that this is a sweet powder, but too much alcohol was bad for them and now they do not recognize the taste. Trolls will believe you and will leave.
b) Talk some sense into trolls
Using Fast Talk convince trolls to leave.
c) Fight with trolls
Trolls are very challenging opponents, but you can beat them. Turn on the conversation with one of them and select the attack. Focus on a single troll in order to kill it as soon as possible.
2) Bring alcohol back to ale-wife
After dealing with trolls, the distiller (M14, 13) will give you a barrel of alcohol. Bring it back to Jadira (M15, 7). You'll receive 6x Ferdok pale ale.
29. Stolen loot
Obtained from: Captain Hakensang (M15, 8).
Captain Hakensang (M15, 8) suspects that his mate (M15, 4) steals loot. He wants you to check if this is true.
1) Have a drink with first mate
Captain (M15, 8) will tell you that mate (M15, 4) can get drunk only with special kind of booze. Go to see the mate and drink with him. When he finishes his beer, suggest him something stronger and buy him booze. He'll get drunk and will leave the inn (M15, 1).
2) Follow Bravethorn
Leave the inn and follow him. Keep the distance, so he can not notice you. Following him will bring you to the cemetery. The mate will stop at the last grave. Come closer and he will attack you. After few blows he admits that he has stolen the loot and he will run away.
3) Get the loot
There are some loose stones at the grave. Click them and you'll get the hidden loot.
4) Return to captain
Tell the captain (M15, 8) that he was right - it was Bravethorn who was stealing. Captain will ask you if you've managed to find where he hides valuables. You can:
a) Lie and tell him that you didn't find it. You can then sell it at Jorgen (M14, 24) for 35 $.
b) Give him the loot back. The Captain will give you 10 $ as a reward.
30. Dangerous liaisons
Obtained from: Captain Rumpo (M14, 17).
Captain Rumpo (M14, 17) will ask for your help in a delicate matter. During last meeting with barmaid Leti, he left a snuff box in her room. He wants you to get it back, because captain Soorman is a barmaid's lover and it would be better if he doesn't know about her meeting Rumpo.
You can use rear passage to get to the inn's lower level (M14, 4). Unfortunately it is guarded by Barking Bodo (M14, 16). Talk to him but he won't let you in. Go to captain Rumpo and he will tell you how to trick Barking Bodo. Return to Bodo and tell him that Rumpo delivers a Stonemelter to the inn and you have to bring it there.
1) Find the snuff box
The snuff box can be found in 2 ways:
a) Let the barmaid (M16, 4) see you. Convince her with Seduce or Fast Talk to give you the snuff box. If you don't succeed, there is also another option - to pay her. Then tell her that you do not have money right now and you'll pay later (of course it means never).
b) Sneak to the chest (M16, 8) with the snuff box unnoticed (see point 2. Do not get caught).
2) Do not get caught
First of all, do not open the door to the bath (M16, 2). This prevents the possibility to leave unnoticed because the barmaid will stop at the door worried that it is open. It is also good to split your team for this task and sneak in only with one character.
Decorative pot with a key to the storeroom. | Being in Jadira's room hide behind the wall and wait until she passes by. |
First take the key out of the decorative pot (M16, 3). Then hide in the Jadira's room (M16, 9). Once you get there, the barmaid will leave her room. Wait until she leaves this location. From now on you can move freely. Take the snuff box out of the chest (M16, 8) in the barmaid's room and also the snuff box from the casket (M16, 7). Having both, leave the inn (M16, 1).
3) Give Rumpo his snuff box back
Captain Rumpo (M14, 17) will give you 4 $ for the snuff box.
Bring the second snuff box to captain Hakensang (M15, 8) and tell him that you won't say anything if he can pay you. When he gives you 10 $, say that it is too less. You'll get 20 $.
31. Compelling arguments
Obtained from: Captain Rumpo (M14, 17). After the quest 30. Dangerous liaisons.
To earn captain Rumpo's (M14, 17) trust you have to complete one more mission for him. His companion, Alrico Farfara (M14, 18) has some problems and you suppose to deal with them.
1) Talk to Alrico Farfara
Alrico Farfara (M14, 18) is sad because his rapier is missing.
2) Stealing the rapier
Alrico wants back his rapier which was stolen. | The pirate in the middle is named Wildapple Harad. |
Wildapple Harad (M14, 20) has the rapier. Steal it from him
3) Take the rapier to its owner
Having the rapier get it back to Alrico Fanfara (M14, 18).
4) Inform captain Rumpo
Wait some time until Alrico comes to Rumpo (M14, 17) and says him that his rapier is back. Then talk to Rumpo and you'll earn his trust.
32. A confidential message
Obtained from: Soorman (M15, 3).
After earning the trust of Goldtooth, Bardbogie, Widowfriend and Hakensang (see the quest 23. In favor of the pirates), also Soorman (M15, 3) will have some work for you to do. You have to deliver a sealed letter to Conk Berwin (M14, 22).
1) Deliver the letter
You can do two things with the letter, which consequently have the same effect:
a) Bring the letter to Berwin (M14, 22).
b) Read the sealed letter. Soorman (M15, 3) writes there that Berwin has to kill you. Tell Soorman about this - he will only laugh and will tell you that you have to deliver the letter anyway because the fight with Berwin is your test.
Before you deliver the letter, decide if you want to fight or you want to choose more diplomatic solution. To make it peaceful you have to keep Cuano in your team and get rid of Forgrimm (he would start the fight). During the conversation with Berwin, Cuano will convince him for 5 $ that it is worth to fight with you. Berwin will give you a package with the loot.
If you want to fight just deliver the letter. The fight will begin and you will have to face Berwin and his helpers.
2) Return to the sender
After killing Berwin or receiving the package from him, return to Soorman (M15, 3). He will reveal you his plan about taking over the command among the pirates. You do not have to decide whether to accept his plan or not. The result will be the same in the future.