Artifact Adventure

Artifact Adventure

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Quest & Ending Guide
By XT and 1 collaborators
This is the quest/ending information originally compiled by The Weak. It has been made into a Steam guide with permission.
   
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About this Guide
This is a reference for different ways to complete quests and their rewards, along with the ending variants they cause in roughly the same order the ending sequence plays out. Currently, not including an ending that is exactly the same as another or endings with very slight wording changes depending on if you did a follow up quest or not, there are exactly 71 ending variations listed here. As a special bonus, this also includes some of the special pots and jars in the game, even if they're not technically quests.

There maybe variants and maybe even whole quests that I have missed, but I am pretty sure this is the vast majority of them. Thanks to everyone who helped fill this list out.
Acknowledgements
The following people have contributed to this guide in some way:
  • The Weak originally compiled all of this information in the discussions.
  • AyekaLooter pointed out a Youtube video by Mr. Gazillion that has another way of finishing the The Bandit's Escape quest (variation #2), as well as pointing out an error in the description of it.
  • Eopia found a simple thing that was missed in the Watchtower Under Seige quest.
  • The key to the Gold Jar room was found by sudzzuds.
  • EverythingIsData for various corrections.
Greenvale's Livelyhood
Talk to the Soldier in Greenvale's Well. He will ask you if you want to take the artifact.

1. Tell him No and he will give you a shield. The store will continue to sell Healing Water which is used in the Witch Doctor's quest.

Reward: Shimmering Shield (+5 DEF) and permanent access to the Healing Water shop.

Ending: Greenvale prospers thanks to the Healing Water. The townsfolk pass your party's names down for generations.

2. Tell him Yes and you can move beyond him to take the artifact. The store cannot sell Healing Water anymore, so make sure you buy at least one for the Witch Doctor's quest before you do this if you want to finish that quest as soon as possible.

Reward: Fairy Dust artifact (Small heal on 1 ally, 5MP)

Ending: The town suffers without the ability to make Healing Water, but eventually a new specialty is made.

Or talk to the right Bandit in the Inn before you talk to the soldier.

3. Say that you want to know more about Greenvale's artifact, then agree to put something in the Soldier's drink and the Bandit will pay you half the money he promised. Go down the well and touch the barrel in the Soldier's room, just south of where he and the artifact are. Exit and enter the town again and go to where the Bandits were in the Inn. Talk to the Soldier there for closure. The store cannot sell Healing Water anymore, so make sure you buy at least one for the Witch Doctor's quest before you do this if you want to finish that quest as soon as possible.

Reward: 5000g

Ending: The Bandits get off scott free, never paying you the promised amount for your part in the theft. Greenvale's residents look at you with suspicion.
The Old Man's Son
Talk to the Old Man in the NE house in Greenvale and he will tell you he is worried about his son who went to the Western Mines. Go to the Mines and head north on F1 until you find the body of a man. Search the Man to find a Traveler's Sword then return to the Old Man.

1. Tell him No, that his son is not ok. The Old Man will take the sword from you and move so you can claim the artifact he was blocking.

Reward: Thunder Mouse artifact (Thunder damage to an enemy group, 4MP)

Ending: It takes him a while, but the Old Man eventually gets closure and moves on with his life.

2. Tell him Yes, lying about his son being ok.

Reward: Keep the Traveler's Sword (+23 ATK, +5DEF)

Ending: The Old Man never gets the closure he needs and is anxious until he dies.
The Newly Graduated Witch Doctor
The Witch Doctor in the NW corner of Greenvale wants a Cauldron. Buy a Healing Water from the store, then head to the Northern Ruins north of Fortress. Enter at night and make your way to the staircase that spawns in the SE corner of the ruins. There is a child there that asks for a Healing Water, so give him one and take the Big Cauldron behind him once he disappears. Go back to Greenvale and give the Cauldron to the Witch Doctor for some money.

Reward: 2000g

Ending: The Witch Doctor sets up a practice in an unknown town and builds a good reputation for himself. There don't appear to be any variations for this quest, other than not doing it at all so that it doesn't show up during the ending sequence.

In case the Greenvale shop is closed, there are enemies that drop Healing Water in the Gem Mines, the Cemetary SE of Frostriven and the Sera Clan. It seems likely that the Goblin Shaman monsters are the ones with the drop.
The Stolen Fortress Key
Talk to the upper Soldier in the SW corner of F1 in Fortress. He will tell you that the Fortress Key has been stolen by a Bandit in the Northern Ruins and asks you to get it back. Go to the Northern Ruins, find the Bandit and talk to him.

a. If you won't pay you fight a Scoundrel and get the Key if you win.
b. If you will pay you buy the key for 500g.


Return to the Fortress and choose:

1. Tell the Commander and give him the key. The Soldier who lost it ends up scrubbing toilets.

Reward: Soldier's Ring (+25 DEF)

Ending: The Soldier who lost the key started to reflect on himself. He turns his life around and eventually becomes the next Commanding Officer.

2. Give the key back to the Soldier who lost it.

Reward: 5000g

Ending: The Soldier who lost the key gets into the habit of losing things. His laziness leads to Fortress being frequently ransacked.
The Treasure of the Wind Bandit
The boy in the SE house in Loutenreck and a man in Forren tell you rumors about a treasure in Wind's Graveyard. Explore it.

1. On B2 go west instead of south and take the staircase there. As you pass through the next area the boss of the other treasure room will be gone and the treasure ransacked. Take the artifact.

Reward: Guile of the Bandit artifact (+5 SPD), ability to complete another quest.

Ending: Wind's treasure teaches the importance of knowing when to run. Your party found it and took it, robbing Wind of his power and erasing it from the world.

2. On B2 go south instead of west and take the staircase there. Eventually you will come to the boss Wind Skull. The boss locks the door to the other treasure room. Defeat the boss for the treasure.

Reward: Bloodstained Blade (+15 SPD, attacks twice), ability to complete another quest.

Ending: It's mentioned that the treasure can only be taken by those who withstand the pain. But the guardian of the treasure detect greed and avarice in your party. The party's desire for wealth seals the path to the treasure room. There's also a bit about the overconfident Wind's tragic backstory.
The Boy Infatuated with Wind the Bandit
The boy in the SW house in Loutenreck wants to see Wind's treasure. The boy's father does not want him to see it. Retrieve the treasure in Wind's Graveyard, then make a choice:

1. Show the Boy the Guile of the Bandit artifact or the Bloodstained Blade.

Reward: Glass Orb (+5 INT, +25 MP)

Ending: The Boy's life is filled with hope and joy. He grows up to be a bandit, gets caught and is sentenced to death. But even then he still had hope in his eyes.

2. Promise the Father you will not show him.

Reward: 10,000g

Ending: The Boy grows up to be an extremely boring but hardworking adult who sticks to schedules and never takes a day off of work.
The Merchant and the Blue Birds
One of the Merchants in Fortress wants to stop the frequent bird attacks in the nearby forest by culling their numbers. He offers you a reward if you bring back a feather as proof of the deed. Go into the forest west of Fortress and head up the NE path. Then choose:

1. Go north and kill the boss Blue Bird for the Blue Bird Feather. Return to the Merchant who will trade it for gold.

Reward: 10,000g

Ending: The Merchant's business booms and builds a road through the forest, naming the road after your party.

2. Talk to the Woman in the house just south of the Bird and promise you will not kill it. She will give you an accessory and a Blue Feather to give to the merchant. Go back to the merchant who will tell you that he knows you are trying to trick him. Still, he gives you a little money as thanks for dealing with the situation.

Reward: Sylvan Cloak (+5 SPD), 100g

Ending: The Blue Bird population explodes out of control in a few years and causes irreversible damage to the forest's ecosystem.
The Boring Beetles
Talk to the child in Forren who says that they dropped a bottle of sap in the Forest while looking for Boring Beetles. Go into the forest W of Fortress and head NW. When you find the lake, go east all the way until the northern most dead end and search there for the Bottle of Sap. Go back to the lake and touch it to activate the Beetles which will dig you a tunnel. Follow it to the end reach an artifact.

Reward: Paradox Clocks artifact (Dizzy an enemy group, 5MP)

Ending: The kids continue to look for beetle nests and explore the underground.

There do not appear to be any variations for this quest, other than not doing it at all so it doesn't show up during the ending sequence.
Ore Delivery
Enter the basement behind the Weaponsmith's house in the west of Forren. A bandit there asks if you are willing to do a 1000g delivery job for a deposit of 800g. Accept the job and go to the NE corner of Loutenreck. Talk to the bandit there and he says that it wasn't the amount he wanted.

Return to the bandit in Forren who blames it on you, but offers to increase your pay by 500g if you go get more ore from the Gem Mines to the south. Go to the Gem Mines and make your way to the southern most stairs on F2. Inside there is a treasure with Raw Ore inside and a man who explains the bandits' scheme. From here you have to choose:

1. Take the Ore to Loutenreck and deliver as promised. The Bandit will give you a Receipt that you can take back to the first bandit who pays the promised amount and gives you an item used to easily enter the Kidnapper's Prison for 2 more quests, as well as access several goodies within.

Reward: 1500g, Seal of the Bandits (Key Item)

Ending: The Bandits continue their scheme. Eventually people get wise and take revenge. No one survives.

2. Confront the Bandit in Forren to fight the boss Scoundrel. After winning you can access the artifact behind him.

Reward: Explosion Mole artifact (Small explosion damage to all enemies, 5MP)

Ending: The Bandits could not continue their scam. All of the underlings, without any leadership, are tossed into the streets where they begin to rob homes. Forren is known as the most dangerous town in the country.
Forren Weaponsmith
A Weaponsmith in Forren wishes to forge a sword using the Flame Spirit of the Gem Mines Accept his proposal to get the Grey Sword, then go to F3 in the Gem Mines and use it on the Flame Spirit to get the Red Sword. Return to the Weaponsmith and talk to him twice. He will give you the sword he forged.

Reward: Flameblade (+35 ATK, +5 INT), access to another quest.

Ending: Another man sees it and is inspired to create a blade equal to it.

You get this ending even if you have forged the Flameblade into the Icefyre.

Note: you cannot do this quest if you already have the Flame Spirit artifact and you lose access to the Flame Spirit spell if you use it on the sword. Unlike most quests, you can back out of this one by returning the Grey Blade to the Weaponsmith before you use it.

It appears that there are no variants to this quest other than not doing it so that it does not show up during the ending sequence.
Moonlit Door to Another World
In Forren, a Woman mentions a mysterious door in the southern forest that only opens up at night. Go south into the forest area and enter the second clearing from the top on the west side at night. Touch the water to be teleported to the Phantom World of Lies. Solve the riddles:

1st Room: Not telling the truth.
2nd Room: Talk to Old Man, then child, then child again.
3rd Room: Talk to East Water in the center, talk to West water in the center and then talk to Right Water on South wall.

You take 30 damage for every wrong answer. Once you solve the riddles, you can take the artifact.

Reward: Warped Mirror artifact (Confuse, 8MP)

Ending: There was a rumor that if the artifact was removed the world would be destroyed, but was that a lie? It could be waiting to test someone else.

Despite the hint that there may be a different ending if you do not take the artifact after passing the tests, once you have entered, you cannot leave the artifact's room until you take it.
The Woman and the Kidnappers
A Woman in the NE house in Wangun tells you that her son Isaiah was kidnapped and she thinks he was taken by the bandits that live in the Kidnapper's Hideout NW of Wangun. She mentions that they will let you in the front door if you have the Seal of the Bandits.

If you have the Seal of the Bandits from the Ore Delivery quest you can go in the front door of the Hideout and loot the east wing for 18,000g, Platemail, Hazy Arrows x15 and Black Leathers.

If not, use the cave to the west of the hideout to find your way in. No matter which way you enter, go to the north in F1 and fight the Scoundrel blocking the way to the Boss. The Boss then makes you an offer and you have to make a choice:

1. Go back to the Woman and tell her the truth that you cannot find her son. She gives you a little money then sinks into depression.

Reward: 30g

Ending: Despite the fact that your party could not find her son she never gives up hope and continues to search.

2. Buy a slave child from the Boss for 5000g. Go back to Wangun and talk to the Woman, who thinks that it is her child. She rewards you with money.

Reward: 20,000g

Ending: As the slave child grows, the Woman begins to feel uneasy. Many years later she somehow she knows in her heart that he is not her real son and vows to look for him again, but by then it is too late.
Cuomo - The Empty Village
The Old Man in the village says that all the townsfolk went to the mansion to the south and never returned. Go to the mansion, find one of the 4 Pentagram Keys and open the north locked door in the floor beyond the NE staircase for the Waking Scroll. Carry that scroll to B2 and talk to the Magician there who makes you an offer.

1. Fight the Magician (Yes, No) and destroy the artifact.

Reward: Cuomo Village is populated again. This also unlocks another quest.

Ending: Every year since being saved the townsfolk hold the Awakening Festival in your honor.

2. Fight the Magician (Yes, No) and keep the artifact. The townsfolk remain asleep.

Reward: Call of the Nocturne artifact (Sleep all enemies, 8MP)

Ending: Overcome with greed, you took the artifact and left the villagers to their fate. They would never wake again and Cuomo became a ghost town.

3. Take the offer (Yes, Yes) to get the Treasure Key which opens the locked door in the floor above for 11,000g, Platemail, Bugslayer and 2 full stacks of Crystal Arrows. Leave the Mansion. If you ever talk to the Magician again, say Yes if you want to do the second half of the quest.

Reward: Treasure Key, Unlocks another quest.

Ending: You saw great sorrow in the eyes of the Magician and decided not to harm him.
Sealed Hellbeast
If you awakened Cuomo, the man in the Inn asks for you to kill a Hellbeast in a cave NW of Fortress. He gives you a Dispel Scroll that will unlock the door. Enter the cave and kill the very difficult Hellbeast for a weapon which you could have purchased in Cuomo for 300,000g.

Reward: Collosus Rifle

Ending: Turns out that the villagers tricked you. They wanted you to defeat the Hellbeast because its lair is a Gold Mine which they wanted to use for wealth. Unfortunately for them, they run into the child of the Hellbeast deeper in the cave...

There do not appear to be any variations for this quest, other than not doing it at all so it doesn't show up during the ending sequence.
Cursed Woman
If you took the Magician's offer in the Mansion south of Cuomo, talk to him again and say you want to help him (Yes). He opens some hidden stairs in the floor above next to the indoor pond to the west. Talk to the Magician again to learn about the Cursed Woman who cannot sleep. Enter her nightmare and make your way through the mazes until you meet the Woman who begs you to tell the Magician to wake the townspeople. You have a new choice:

1. Go back to the Magician and covey the Woman's message. He decides to respect her wish and teleports you back out, giving you an accessory for your trouble. He vows to try and awaken the villagers of Cuomo and continue to try and break the Woman's curse.

Reward: Magician's Bangle (+15 INT)

Ending: The Magician followed the Woman's wishes and a few months later she died. The Magician, who's only love has died, devotes all of his time to try and wake the villagers.

2. Defeat the Nightmare. Talk to the Magician and he will give you a weapon. The villagers stay asleep.

Reward: Moon Blade (+40 ATK, Chance to Sleep)

Ending: You defeated her nightmare, freeing her of the curse that kept her awake. The Magician was so happy he cried, but she never forgave him for ignoring her wishes and left on a journey to find a way to waken the villagers. The Magician, now alone, reflects on his actions but it is too late.
Wangun Inventor
The Inventor in the SW house in Wangun wants you to go to the second floor of the mines west of Greenvale to get him some Glowstones, which are near lava pools. He also mentions that he sent someone else to do it earlier.

Go to the Mine and head to the west dead end just past the dead body. Search the rocks there for a ladder to B1. Head to the SE corner of the area and touch the dark spot in the lava for the Glowstone.

Head back to Wangun and talk to the Inventor again. The result is the same whether you choose to give or not, because he will take it. He gives you an item that can unlock one of two areas in return.

Reward: Drill, access to one of 2 different quests.

Ending: Years after the Inventor makes a breakthrough and it becomes easier to make explosives. A General uses his inventions to kill people. Devistated that his invention was used for such a purpose he devotes himself to making peaceful inventions from then on.
The Path to the Volcano & Island
Northeast of Wangun, past the poison desert and north along the water is a cave. Enter it and there is a split off point. You need the Drill from the Wangun Inventor quest to proceed either way.

Choosing one locks you out of the other.

1. Take the east path and talk to the Man there. Let him use the Drill.

Reward: Opens the path to the Volcano and a town, which has a quest.

Ending: The Man explores the Volcano's many caves, discovering things along the way. Every book he writes mentions your party.

2. Take the west path and talk to the Bandit. Let him use the Drill.

Reward: Opens the footpath to the Island north of the cave, which has a quest.

Ending: The Bandit knew a sacrifice would have to be made to get the treasure.
Volcano Village Sacrifice
If you opened the path to the volcano, you can reach a village. Inside there are people who must make a sacrifice to the Flame God to appease him. There are choices to make:

1. Talk to the Old Man and tell him you are there to kill the Flame God. The path in the Volcano to the north is opened. Go inside and make your way to B6 and kill the Flame God for a powerful artifact.

Reward: Dragon's Breath artifact (Huge single target fire damage, 12MP)

Ending: The village, free of the Flame God, is able to make money by offering tours of the Volcano. They create marble statues of your party members to honor you.

2. Talk to the Old Man and tell him you are not there to kill the Flame God. He then prepares the sacrifice and the path into the Volcano to the north is opened. Head down to the bottom of the Volcano and talk to the Old Man. Open the treasure for a weapon.

Reward: Burning Axe (+60 ATK, 2-Handed)

Ending: You respected the customs of the village and did not interfere, appeasing the Flame God. The cycle of sacrifices continued for hundreds of years after. No other people came to challenge the Flame God and the people lost hope and no longer questioned the tradition.

3. Talk to the Woman in the SE house and help her escape. She gives you some money and tells you that she will explore the outside world. The village is destroyed, but you can open a chest there.

Reward: 35,000g, Flame Shield (+25 DEF, +Ice Defence)

Ending: The escape was a success but the Flame God saw everything and desroyed the village. The Woman started a new life in Wangun and became happy, ignorant of the destruction of her old home.

Note that this quest is unavailable if you choose to open the path to the Island.
The Golden Staff
If you opened the path to the Island you can reach another cave. Inside is a chest with a Golden Staff, but it is trapped by a locked door and poison. The Bandit proposes a solution to the problem by having one party put a fake staff in the chest while the other presses a button in a Jar to stop the gas.

1. Say Yes, get the Golden Staff and give it to the Bandit. He tells you the plot; the chest had to be opened twice or gas will flood the upper floor as well. With the door locked, take the hidden staircase in the north cubby of the staff room and check the chest for the true treasure.

Reward: Fool's Bangle (+10 to all stats)

Ending: Unfortunately you were betrayed by the Bandit, but you found the real treasure of the Island. Meanwhile the Bandit sold the staff without knowing its true value. The man he sold it to resold it for ten times the amount he paid for it. Who is the real fool? Perhaps it is both you and the Bandit.

2. Say No to have the Bandit switch places with you in the Golden Staff Room. When he hands you the staff go south and press the button in the Jar, then open the door. He will give you some money.

Reward: 30000g

Ending: Being unsure that the Bandit could be trusted your party played it safe and he gave you your reward with no tricks involved. Perhaps you should have tried to trick or fight him anyway? You lost due to your lack of ambition.

3. Say No to have the Bandit switch places with you in the Golden Staff room. When he hands you the staff do not press the button in the Jar and/or don't open the door and leave him to die. Take the Golden Staff key item to Fortress and sell it to the Man at the Shop counter.

Reward: 150000g

Ending: The Bandit you tricked thought that you were honest adventurers, but you were not. Your party never understood the true value of the staff and to this day you are still pushing people around.

Note that this quest is unavailable if you take the airship to the island and do not open up the foot path in the cave or if you choose to open the path to the Volcano.
Crabs!
This one is a little tricky. A Chef in Eluta asks you to get him two different types of Crab Meat from the Southern Coastal Caves in the desert. You can do that or go to the western side of the desert and enter a house there first. Inside is an Old Man who will sell you the book Crab Speak 101 for 3000g that will allow you to talk to Crabs. In the Southern Coastal Caves the east side is ruled by the Hari Crabs and the west by the Kara Crabs. There are choices to make:

1. If you bought the book, find the Hari Crab King in the NW portion of the East area. Tell him you are not there to take his meat and say you will kill the Kara King. Defeat the Kara King and return to the Hari King for a weapon.

Reward: Maddening Falcion (+45 ATK, chance to Berserk), Kara Crab Meat for the chef.

Ending: The Hari end up killing many Kara Crabs and multiplying in number. They try to spread their domain, but they are too weak and end up crowding their cave instead. They sit around doing nothing.

2. If you bought the book, find the Kara Crab King in the NW portion of the West area. Tell him you are not there to take his meat and say you will kill the Hari King. Defeat the Hari King and return to the Kara King for some armor.

Reward: Golden Armor (+75 DEF, Lightning Protection), Hari Meat for the Chef.

Ending: The Kara end up killing many Hari Crabs and multiplying quickly. They spread their domain and eventually claim the world.

3. Kill both the Hari and the Kara Kings for their meat, give the meat to the Chef in Eluta.
Reward: 20,000g (10k per meat), Katana (+40 ATK, +10 SPD)

Ending: The Chef created new dishes with the crab meat. His first prototype was delicious, but every person who tried it suffered stomach pains because both types of meat were poisonous. After a while a way to safely remove the poison was discovered. Eluta became a tourist hot spot, but the villagers never forgave the Chef for accidentally poisoning them, some even hating the constant flow of tourists.
The Locked Beast
North of Eluta there is a camp where some soldiers have caught and contained a rare and dangerous beast. A Soldier there asks for you to get a Poison Berry from the forest in the south of the desert so that he can kill it and gives you a pair of Gauntlets (+5 ATK, +5 DEF) to protect you from the poison.

There is also mention of night raids by activists trying to free the beast. Go to the forest in the southern part of the desert, equip the Gauntlets if you haven't already and pick the Poison Berry with the character that has them equipped. On your way out an activist will stop you and ask that you drop the berry and not kill the creature.

1. Do not drop the berry (Yes). Take it back to the camp to find that the soldiers killed the activist. Give the berry to the Soldier and he gives you some money.

Reward: 25,000g

Ending: The Soldier uses the Poison Berry to kill the beast in a painless way. Knowledge of this act spreads and activists protest at Loutenreck for many years after. Loutenreck invests in the national budget to quell them.

2. Drop the berry (No). Go back to the camp and find that the Activist killed all the soldiers with the Berry you dropped. He gives you an accessory to show your devotion to protecting nature and frees the beast.

Reward: Sign of Charity (+5 DEF)

Ending: A few months later the beast destroys Wangun. Hundereds of soldiers lose their lives trying to subdue it. The activist is punished by being caged for the rest of his short life with the beast.
The Bandit's Escape
A Bandit behind bars in the northern part of the Kidnapper's Hideout Prison wants to escape. He asks you to help him by retrieving his Pendant from his house in Wangun. Go to the left hand house in the SE building in Wangun. Here you have a few choices:

1. At night you can enter the Bandit's house without being blocked or having to fight your way in. Search the cabinet for the Pendant and take it back to the Bandit in Prison. Afterwards meet with him in the NW house in Eluta to see him with his pregnant lover, now his wife.

Reward: Power Wrist (+15 STR)

Ending: The two lovers live happy lives.

2. If it is daytime tell the Bandit blocking the doorway that you will fight your way in (Yes, Yes, No) then defeat the mini boss Scoundrel. Search the cabinet for the Pendant and take it back to the Bandit in Prison, who was tortured to death. Afterwards go to the NW house in Eluta and give the Pendant to the Woman there. She shares the couple's backstory and gives you money for your troubles.

Reward: 20,000g

Ending: Killing the Scoundrel in front of the Bandit's house alerted the Kidnappers to his plan, which is why he was put to death. Though the Woman he loved was not surprised, she was still devistated. She left Eluta and never returned. Rumors say that she was last seen walking into a lake clutching the Pendant, but no one is for sure.

3. During the daytime, tell the Bandit blocking the doorway the escape plan (Yes, Yes, Yes) and he will give you the Pendant along with some money. Give the Pendant to the Bandit in Prison and then go to the NW house in Eluta to find out that his lover has been killed.

Reward: 5500g

Ending: The man is overwhelmed with grief and begins hassling the townsfolk of Wangun, returning to his life of crime.
Southern Fishing Village Ritual
This is a tricky one. There is a Soldier in Eluta who tells you that a man went to the Southern Fishing Village in the desert and hasn't returned. Go to the Fishing Village and stay at the Inn. You will wake up in a cell. Talk to the cell door, then use the escape route to get back out. Go to the Inn and fight the Fishman there. Take the key from the pot, unlock the building to the north and then go into the basement to free the man there.

Be very careful of your next choice, because it is opposite of what you want to do.

1. If you want to fight the Fishmen say NO, that you won't try to stop the villagers first, then say YES, you will try to stop them. He will tell you about Detective Joe and that he hid some items in the Graveyard. Go to the Graveyard to get the Pentagram Stone and talk to the Man at the entrance to get the Dynamite. The man dies. Go back down to the basement and take the south staircase. Fight your way through the Fishmen until you come across a Priest who tells you to leave.

1a. Say No and you will fight the boss, a Fishman in a robe. After defeating him set the Dynamite in the square of water and you will teleport out of the basement, which is now no longer accessable. Talk to the Soldier at the entrance and he will give you money.

Reward: 40,000g

Ending: Your party is successful at keeping the Hellgate closed and the people of Eluta make sure no one goes near the village again. Despite their efforts the Fishing Village became known for being a good place to stay while fishing and it began to grow again. Those that stayed began to disappear and there are rumors of seeing Fishmen in the area. No one knows what becomes of those that vanish.

1b. Say Yes and he gives you an accessory, which he calls a key.

Reward: Glittering Polyhedron (-10 INT) (Not a typo.)

Ending: After meeting the Priest who is conducting the ritual your party left quickly. Perhaps if you had seen the malice in his eyes you would have changed your mind. After the ritual is complete the world is thrown into chaos.

Note that The Glittering Polyhedron has a description of seeing another world inside it, but it might not have anything to it.

2. If you do not want to fight the Fishmen, say Yes, that you want to stop the villagers, which makes no sense. If you accidentally said No, you can say Yes to the next question to get the result you want. The man says he will meet you in Eluta so head there and he will give you money.

Reward: 10,000g

Ending: A few months later a small island rises from the sea just off the coast of the village. Shortly after the world is thrown into chaos.
The Holy Grounds
The San Clan and the Sera Clan have been fighting for 100 years over the Holy Grounds. Go to the cave SE of the San Clan's Fortress. Touch the cubby at the NE portion of the cave to enter a forest. Make your way through the maze to the SW part of the area to find a crack wall to the Sera Clan's Castle.

A Thief will approach you and ask you to remain silent about the crack. If you want the items inside the castle now is the only time to get them, but do not talk to the Commander in the north room before you are finished. When you are ready, make your choice.

1. Talk to the Thief again and promise to be quiet. He sneaks in and gives you a very powerful Bow in return. You are then locked out of the Castle for good.

Reward: Apollo's Bow (+60 ATK, +Lightning Damage)

Ending: By maintaining the equilibrium and not telling either side about the weakness the casualties are kept to a minimum. They fight for another 100 years, draining their resources and leading to mutual destruction.

2. Go to the San Clan's Fortress and tell the Commander there about the crack. He gives you a staff. Everyone in Sera Castle is killed.

Reward: Solar Staff (+8 ATK, +60 INT)

Ending: After your party gives up the information the San Clan decimates the Sera Clan and regains control over the Holy Land.

3. Go into the Sera Clan's Castle via the crack and talk to the Commander there, who then imprisons you. Tell him about the crack and he gives you money. A guard then blocks the crack in the wall and everyone in the San Clan Fortress is killed. The Sera Clan maintains control of the Holy Land.

Reward: 35,000g

Ending: After your party gives up the information the Sera Clan decimates the San Clan. They retain their control over the Holy Grounds.

4. Go into the Sera Clan's Castle via the crack and talk to the Commander there, who then imprisons you. Refuse to tell him how you entered the castle and the Thief will rescue you. The Thief blocks the crack and gives you an item different than the one he would have given you if you had promised to remain quiet.

Reward: Speedy Ring (+15 SPD)

Ending: Angered that your party snuck into their Castle, the Sera Clan begins to attack the San Clan aggressively, exhausting their troops. They fought for another 100 years until resources are drained on both sides.
The Woman in the Graveyard
In the Graveyard SE of Frostiven a Woman asks you to sprinkle Holy Water on 3 incense burners to stabilize her artifact in exchange for obtaining it. Do as she asks, fighting through 3 mini bosses to reach each burner.

Once you have sprinkled the last one, head back to the woman the area goes dark and a Reaper appears before you. He tells you that the woman is trying to reanimate her lover and asks you to destroy the artifact so that he can kill her for what she has done.

1. Talk to the woman and have her restabilize the artifact so you can take it.

Reward: Heavenly Gates artifact (Restore fallen ally to full HP, 18MP)

Ending: Failing to bring back her lover as he was before the girl returns home.

2. Destroy the artifact. The Reaper makes the woman disappear and gives you a weapon in return.

Reward: Reaper's Scythe (+90 ATK, 2-handed, drains users HP with each attack)

Ending: The woman was buried alive by the Reaper and this is just. The order of life and death must be protected and those who go against it must die. The woman will suffer for all eternity.
Frostiven Weaponsmith
Go to the eastern stairs of B1 in the Kidnapper's Cave, the cave west of the Kidnapper's Hideout, then head to the NE corner and approach the artifact there. A soldier, the Frostiven Weaponsmith, will walk in and ask for it.

1. Talk to the weaponsmith and let him have the artifact, then go to the SW house in Frostiven and talk to him again. He will offer to forge you a sword for 30,000g. Do so and he will create the Frostblade for you.

Reward: Frostblade (+45 ATK, +15 INT), unlocks another quest.

Ending: After he sells your party the sword the smile on his face disappears. Forging Frostblade was not enough to satisfy him. He wanted to enhance it.

If you do not do the followup quest: You ignored the weaponsmith's ambition. Afterward he sets out on a quest to forge an even greater weapon. The quest takes the remainder of his life.

2. Touch the artifact. The soldier will make a joke, then walk away.

Reward: Frost Spirit artifact (Ice damage to a group of enemies, 6MP)

Ending: None

Note that you need to get the Flameblade from the Forren Blacksmith's quest if you want to do the second half of this quest to create Icefyre.
Frostiven Weaponsmith's Ambition
You must do both weaponsmith quests to access this one. If you have both the Flameblade and the Frostblade talk to the weaponsmith in Frostriven and he will then offer to combine both swords for 50,000g. If you do you will lose the Flameblade and Frostblade but gain a better sword in return.

Reward: Icefyre (+30 MP, +60 ATK, +45 INT)

Ending: Your party entrusted him with the Flameblade, allowing the grateful weaponsmith to forge it with the Iceblade to become a sword of incredible power. He is established as one of the greatest weaponsmiths in the world and joins forces with the Forren Weaponsmith to try and create an even greater weapon.
The Crystals of Life
The man in the NW house in Frostiven wants the Crystals of Life from the Ice Cave west of town. Go into the Ice Caves and make your way to the staircase down in the NE. Pick up the Crystals of Life there and talk to the researcher along the way. While you are here you can also take the Melt Berry on F1 (left path) if you'd like. Return to Frostiven and give the man the Crystals of Life, which turns him into ice. The researcher comes in and explains that Melt Berries will revert him back, but he will lose his memory. He asks if you will still help him knowing this.

1. Say Yes, that you will help him. Give the Melt Berry to the Researcher and he reverts the crystalized Man back to normal, minus his memories. Touched that you would help him with no reward, the researcher gives you a staff.

Reward: Blizzard Staff (+38 ATK, +65 INT)

Ending: The man, who lost his memory, hears about the Crystals of Life again. He becomes ice once more.

2. Say No, that you will not help him. Touch the crystalized man and he will shatter, leaving behind the Crystals of Life in accessory form.

Reward: Crystals of Life (+150HP, +5 ATK, +5 DEF)

Ending: When the man shattered, the Crystals of Life began to glow red, pulsing with the energy it absorbed from him. This is the true nature of the Crystals. That such a thing exists is probably an act of a Holy Diety, punishing those who seek to break free of their mortality.
The Dream Flower
Enter the Ice Cave and make your way to B3. Defeat the Guardian boss and touch the flower, teleporting you into the Dream Flower's world. Talk to the Princess to the North and she will ask you to keep her secret, because picking the flower will destroy this world.

1. Say you will keep the secret and the Princess opens up the shops as well as giving you access to the artifact in the center of the area.

Reward: Raijin's Scream artifact (Strongest lighting damage to an enemy group, 13MP), access to a special Weapon and Armor Shop and Inn.

Ending: Years later the petals of the Dream Flower acsend to heaven and create a new world. Your party members become legends.

2. Say you will not keep the secret and you will be permanently ejected from the Dream Flower's World. Pick the flower and return to Frostiven. Give the flower to the Chemist and he will give you a consumable item.

Reward: Wonder Herb (Consume for +50MP)

Ending: When your party picked the Dream Flower's stalk, flower's world began to crumble. The Princess' screams are so quiet that they cannot be heard by humans. The drug that was made from the flower cost the lives of everyone living in that tiny world and smelled of blood.
Watchtower Under Seige
A Soldier in Frostiven mentions that the western Watchtower's report is late. Head to the Watchtower by crossing into the snowy area and making your way up and east. A soldier inside asks for help against the monster attack by having you go to the basement and lighting dynamite. He also says that he will fire off a blank if he finds someone, so you can delay blowing everything up.

1. Say No at the second prompt, saying that you will not go set the Dynamite. The Soldier will go to the basement (and fall before reaching the stairs, blocking your way) and ask you to go upstairs. Go up as far as you can go and fight a boss, Purple Devil. Afterwards talk to the Red Soldier, the Commander, who wants to go detonate the Dynamite himself.

1a. Say No and then Yes, that you will light the Dynamite yourself. After the Commander limps away head to the basement. The path is now clear so apparently the Blue Soldier ran away. Light the Dynamite and escape. The Watchtower explodes and you can no longer access it. Return to Frostiven and talk to the Commander, who is resting inside the Inn. He gives you an accessory.

Reward: Falcon's Eye (+10 ATK)

Ending: The explosion ended the attack. The townsfolk are so grateful they have a party to celebrate your bravery and remember the fallen. The Townsfolk are able to move on with their lives and the spirits of the dead were able to rest in peace.

1b. Say Yes, or Yes and then No, that you will leave and do so. The Watchtower explodes and you can no longer access it. Head to Frostiven and talk to the first Soldier you see. He will give you an accessory.

Reward: Soldier's Bangle (+50 DEF)

Ending: The Commander sacrificed his life to blow up the Watchtower and kill the invaders. A few hours later a lone Soldier crawls out from the rubble. He told everyone of the Commander's bravery and fighting skills while trash talking you for leaving him to light the Dynamite. The Commander's story, along with your cowardice, became legend.

2. Say Yes at the second prompt, saying that you will go set the Dynamite. If you agree he will give you the Armory Key which unlocks a door on B2 that contains Stargazer's Robes, a Halberd and a Soldier's Helm. The Soldier falls before he reaches the stairs leading up, blocking you from going there yourself. Make your way to the dynamite. Light the dynamite as soon as you get there, blowing up everything. You can no longer access the Watchtower and you cannot save anyone if you choose this route.

Reward: Armory Key

Ending: Nothing could survive the explosion. Although the monsters were stopped, the townsfolk of Frostiven are stricken with grief. If only a more controlled method was used.
The Ultimate Power
Head to the Temple of Light and go through the very easy trials with the Soldier helping until F5. Kill the Dire Turtle boss, then choose between the "Ultimate Power" or the life of your Soldier friend.

1. Save the Soldier by going through the east door. You are rewarded with a powerful artifact. The other door remains locked.

Reward: Sword of Light artifact (Best light damage to all enemies, 25MP)

Ending: The spirit of the temple was happy and bestowed the artifact onto you for choosing life. Honest compassion turns to real power with time. Everyone is safe and got what they wanted.

2. Open the west door and take the weapon there. The soldier's door remains locked.

Reward: Darkblade (+75 ATK, +5 DEF, +5 INT, +5 SPD, Small heal when you attack.)

Ending: Your party chose power over friendship and recieved a cruel weapon. The soldier who helped you faced an eternity of solitude, his existence slowly eroding away.
Jar Goblins
Enter the NE room in F2 of Loutenreck Castle and touch the Jar. The Jar Goblins will escape and the man inside will ask you to retrieve them for him. You get rewards if you bring them back:
  • 5 Goblins - Sun and Moon artifact (Change night into day and vice versa)
  • 10 Goblins - Thrill of Victory artifact (Immediately start a battle)
  • 15 Goblins - Plated Headband (+10 ATK, +6 DEF)
  • 25 Goblins - Angel Staff (+18 ATK, +23 INT)
  • 35 Goblins - CHOICE
    - Soldier's Garments (+15 ATK, +65 DEF) Monk
    - Robe of the Barbarians (+70 DEF, +10 SPD) Hermit
  • 45 Goblins - Wanderer's Hat (+5 ATK, +20 DEF, +5 SPD)
  • 55 Goblins - CHOICE
    - Angel's Bow (+85 ATK)
    - Armor of the Elements (+100 DEF, Protects against all 4 elements) Warrior
Refer to the separate Jar Goblin Guide for more details on how to find them.

1. Find all 55 Jar Goblins.

Rewards: As listed above. For EXP, say that you do not want to return to the outside world after you turn in the last goblin, then talk to him again to trigger it.

Ending: Your Party has saved the world's pots from destruction. If the Goblins had been left out there is no telling what would have happened. And so now they all wait patiently in their prison for another opportunity to escape.

2. Don't find all the Jar Goblins.

Ending: The Jar Goblins wreck havok on the jars of the world. After destroying every jar they turn their focus to "the world beyond the skies."

Note that if you never go into the Jar they never escape and you will not see this variant in the ending.
Coin Jar
Examine the pillar NW of the stairs to the King's room in Loutenreck Castle to find a hidden key, then proceed to the NW room in F2 of Loutenreck Castle and unlock it. When you examine the jar in the room, you can say yes or no.

If you answer yes, you have a chance to feed the jar all of your gold.

Once it's fed with gold, you have the option to break the jar. Doing so will return all of your money with a tiny bit of interest.

If you refuse to break it after feeding it, the next time you examine the jar, it will break and all the money put into it will be gone.

There are also chests with a total of 3000 gold in the room. Nothing you do here has any effect on the ending.
Pot of Fate
This isn't technically a quest, but there's something called the Pot of Fate is in the Abandoned Village in the poison. Remember where the artifact was in the middle of the flowers? Touch that spot again and you'll be able to go into an underground pit full of poison. There is a pot in the west part of that area that talks to you. You can feed it gold for a chance at an EXP increase that lasts for a handful of battles. The chance is about 50/50 for each try, but it could be lower. The first chance is 2x EXP for 5000g, then 4x for 10,000g, 8x for 20,000. There's another chance for 40,000 that is probably 16x EXP. Once you decide to stop gambling you have to use up your EXP increase before you can gamble again.
Slaver's Well
There is a bandit in Loutenreck's Well that will buy up to 3 party members. If you agree to this, you get money and the person at the back of the party is removed. You can never get them back.

Reward: Slightly randomized amounts of gold. 4000g+ for the first, 7000g+ for the second, 13000g+ for the third. Their level and the equipment they have on when sold don't seem to make a difference.

Ending: You sold off the party members you did not think were useful. What became of them? Are they filled with despair or do they want revenge? The fact that these questions will eat at your mind is part of their revenge.
The Key of Time
Take the Key of Time as your gift at the beginning of the game. Use it to unlock all 8 temples and talk to every old man within. After talking with all 8 the Key of Time becomes the Key of Light. Use that key in the middle of the upper door room to get a weapon, which is one of the triggers you need to activate the Winged King fight.

Reward: The Sword (+70 ATK), access to a different way to end the game.

Ending: It describes you talking to all the old men, about how you learned about the poison from beyond the skies, the artifacts, how the Swamp King heals people with his poison, and how the Winged King leads people with artifacts. This symbiotic existance must be devised by a power that trancends both Kings. The problem is can we break the cycle? If people do not realize they can change their fate, the battle will go on forever.
End Game
You can end the game in one of the following ways:

1. Go to the port south of Loutenreck. Talk to the Soldier and board the boat.

Ending: Your party can't take it. Your faith, strength and courage are all gone. They watch the sea, their consciousness melts into the light and they get a sensation of becoming one with the world. That light surrounds the world and a grey cloud shrouds the earth.

2. First, you may want to destroy all 3 grey artifacts in the Swamp King's Towers to make the final boss fight much easier, but it is not necessary if you prefer a challenge.

Go through the Poison Cave SW of the Abandoned Village in the poison N of Wangun to get to the Swamp King's Castle. If you have the Airship you can also simply land next to the Castle whenever you want. Make your way through and kill the Swamp King. The castle collapses.

Ending: The party does not escape the collapse. You become artifacts and the cycle continues.

3. First, you might NOT want to destroy the 3 artifacts in the Swamp King's Towers to make the final boss fight much easier, but you can still activate the fight if you have already done so.

There are 2 triggers to unlocking the extra boss which can be done in any order. At the beginning of the game, use the Authority of Kings artifact to take the Key of Time, then enter all 8 Temples and talk to every Old Sage, learning the game's backstory. After talking to your 8th Sage the Key of Time becomes the Key of Light.

Go into the warp area of the Temple and enter the center door in the far back. Stand in the middle of the grey area in the room and use the Key of Light in your Key Item inventory to get The Sword and activate the first trigger.

Next, go through the Poison Cave SW of the Abandoned Village in the poison N of Wangun, then go to the SE staircase in B2 to enter the Infected's Prayer Camp. Talk to the Princess (the robed person in the center) and say "Yes" for the second trigger.

Go back into the Poison Cave, get to the central staircase, and make your way to the Swamp King's Castle. Get the keys and head toward the Swamp King's chamber. If you have activated both triggers there will be a robed person blocking the way. Tell him "Yes," you want to kill the Swamp King, then leave and go to Loutenreck Castle. Talk to and kill the Winged King. The castle collapses.

Ending: The party does not escape the collapse. You become artifacts and the cycle continues. Note that it is hinted that there is a 4th ending in the endings as well as by the Old Men in the 8 Time Temples, but I believe it is a red herring. I have confirmed not taking any artifact except the Authority of Kings, which you are forced to take, does not change the ending you get from killing either King.
19 Comments
Jonny Panic 19 Dec, 2024 @ 11:43am 
I'm ages late, I know, but Glass orb is +5 INT,+30 MP and Glittering Polyhedron is -10 INT, +45 MP. Since healing spells don't use INT, the Polyhedron has been useful for my healer.
mooncalf477 8 Sep, 2016 @ 1:06pm 
Hey, a new ending was discovered, not sure if the author's still active here, but for those curious, try leaving on the boat at night, after losing to the final boss ( it's confirmed to work with the Winged King, not sure about the Swamp King ).
SMAAAASH 25 Jul, 2016 @ 12:52am 
I know I'm a little late for this but, on the witchdoctor quest you can just fight the kid instead of giving him the healing water. It's a really easy fight.
XT  [author] 28 Feb, 2016 @ 10:15am 
What ending does that give if you free, then later kill the beast?
Dizco Potato & 2K 28 Feb, 2016 @ 8:06am 
Hi XT, Great Guide by the way ! Really useful. I wanted to point out a different ending from ''The Locked Beast'' quest that ''Get Carried'' found on a discussion here.

http://gtm.steamproxy.vip/app/359440/discussions/0/527274088396418288/

It seems that you can fight the beast if you release it and it gives a strong weapon when defeated.

''Made a new file with a rather stacked group (2 warriors, 2 shaman) and killed him fairly easily with the warriors maxed defense. Difficulty wise about as hard either king fully buffed.

Dropped a new weapon Claws of the Beast (60 atk, inflicts all status effects high%, assumed useable by all).

Looks like the way to unlock the beast to fight is to free him during the poison berry quest. Killing him gives an alternate ending to that quest''
McKathlin 21 Sep, 2015 @ 4:16pm 
I don't think that this quest shows in the ending (I have yet to confirm), but if you defeat the Captain of the Guard in his dojo in Wangun, and then talk to him again at night, he will offer you a Master's Proof for 200,000 gold. I bought it from him, and it turns out that it can be equipped as an accessory. However, it has no visible effect on stats. Does anyone know what it does?
XT  [author] 21 Jul, 2015 @ 7:26pm 
Fixed. TY for corrections.
EverythingIsData 21 Jul, 2015 @ 3:50pm 
Worth mentioning: the Glass Orb you get from the boy in the post-Wind quest, is more than just +5 INT; it also gives +25 MP. A really nice caster accessory, and you can even swap it out after spending the extra MP headroom.
XT  [author] 16 Jul, 2015 @ 8:14pm 
Well, there's already an Artifact guide which lists all the artifacts. I haven't gotten the Dragon gear that's unique to airships, though, as I haven't done an airship run, but that's an interesting idea.
EverythingIsData 16 Jul, 2015 @ 5:47am 
Maybe it's worth having a small section on the special things uniquely available for each of the three boons. Airship could include the Anchor and the Dragon gear, Key of Time could list the freebies + locations, and Artifacts I suppose could have their unique special properties.

Dragon gear, FWIW, is sneaky-good. None of it is class-limited, so you can equip the +10 DEF Shield to your Monk or Hermit, which is kind of amazing. Also good: Armor and Helm on a Shaman.