"Project Utumno Interactivity and Dialogue Demonstration"
Official walkthrough for all quests
Last updated: September 10, 2013
Version 0.43
WARNING: This walkthrough contains spoilers. It is recommended you only refer to this guide if you are otherwise unable to solve a particular quest. Using this walkthrough as anything other than a last resort can really degrade your game-play experience.
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Only the primary quest, "Escape from Sterling Town", is mandatory to finish the game demo. The game demo ends as soon as the primary quest is completed. The other optional quests can be completed in any order, though some quests may not become available until certain conditions from other quests are met. For the sake of easy reference, the quests have been listed in alphabetical order.
- A Drink for the Dead
- Escape from Sterling Town
- Fix the Smithy Roof
- Foil the Burglars
- Help the Guard
- Hillcutter's Tomb
- Lock Up the Evidence
- Robbing the Sterling Vault
- The Ancient Cache
- The Earl's Dirty Deed
- The Elvish Prisoner
- Vermilion Clupea
- How to obtain quest: Pick up any one of the colored skulls (violet, blue, green, etc... any skull other than the normal white variety) that are located within the ancient crypt. (Basement-3 beneath the Hillcutter Clan crypt)
- How to complete quest: Obtain the violet skull and the blue skull, then place them on the colored stone altars in the following sequence:
- Place the violet skull on the blue altar.
- Place the blue skull on the yellow altar.
- Place the blue skull on the red altar.
- Place the violet skull on the red altar.
- Place the blue skull on the green altar.
- Place the violet skull on the green altar.
- Place the violet skull on the yellow altar.
- Place the blue skull on the blue altar.
- Reward: 300+ XP, 4 amethysts (worth approximately 25gp each)
- Details: This quest takes place within the ancient crypt. You will need some lock-picking skill OR the "Bash" ability for this quest, so make sure one of the characters in your party can either pick locks or possesses the "Bash" ability by the time you decide to enter the ancient crypt. The best way to get into the ancient crypt is by entering the upper crypt from the graveyard. However, the upper crypt that connects to the ancient lower crypt is sealed. To unseal the entrance of the upper crypt, you have to complete the "Hillcutter's Tomb" quest. Once you've completed the "Hillcutter's Tomb" quest and the crypt entrance is open, make sure you're stocked up on supplies like potions, food, and torches, then head into the tomb.
Once inside, descend down into the crypt, then descend again down the flight of stairs. Once you are on the Basement-2 level, head west down the dark corridor. As you go, keep an eye out for an unlocked wooden door on the south side of the passage. Opening the unlocked wooden door reveals a new tomb chamber in the process of being excavated by the gravekeepers. Partially tiled, but mostly a rough dirt floor. The gravekeepers are not excavating at the moment, but you'll see a spot where the dirt has collapsed into a pit in the floor. Click the rope that is descending into the pit in the dirt and climb down to the floor below.
You are now standing in a previously unknown crypt. The tomb above was accidentally built on top of this older one. Now that you are in the ancient crypt, travel east through the crypt chambers. When you can see there are no more rooms farther eastward, head north into the adjacent room. You should see puddles of water, holes, and some stalagmites. These two eastern-most rooms are positioned directly beneath the river. You should hear the muffled sound of the river flowing overhead. Along the eastern wall of the northeastern-most room, you will find a pile of skulls. One of the skulls is colored violet. Click the skull-pile and pick up the violet skull. As you pick up the violet skull, you may hear a ghostly voice say "we thirst", indicating you've activated this quest.
Head back south to the adjacent chamber, then go west. On the north end of one of the chambers is a locked wooden door. Keep traveling west through each room until you locate the one with the wooden door on the north wall. The door's lock has no key, so this is where you'll need "Bash" or lock-picking skills. Either pick the lock on the door, or bash the door down. The ancient wood of the door is fairly deteriorated so your bash ability needn't be terribly strong to succeed. Once through the door, you will see a series of niches in the wall. In each niche lies some skeletal remains. In one of the niches at the very back of this chamber, some blue-colored bones can be found. Going straight for the blue bones first is not recommended; doing so will activate the skeletons in the 8 other niches at once. If- instead- you disturb each niche starting at the south end of the room and working your way north, you'll only have to deal with- at most- three skeletons attacking you at once. Once you've defeated or evaded all the skeletons, grab the blue skull. Again, you may hear a ghostly voice say "we thirst". Leave the room through the door to the south.
Once out of the bone niche room, look for a room with a dry fountain at its center. The fountain is surrounded by four uniquely colored stone altars; blue, green, red, and yellow.
- Once you've located the fountain room, open your inventory, grab the violet skull, and click on the blue altar to place the violet skull on it. The skull will roll off of the altar. Leave it on the ground for now.
- Next, grab the blue skull from your inventory and place it on the yellow altar.
- Once the blue skull rolls off of the yellow altar, pick it up and place it on the red altar.
- After the blue skull rolls off of the red altar, leave it there for now, go over to where the violet skull is resting, pick up the violet skull, and place the violet skull on the red altar.
- Next, pick up the blue skull and place it on the green altar.
- Now grab the violet skull and place it on the green altar.
- Grab the violet skull again and place it on the yellow altar.
- Lastly, pick up the blue skull and place it on the blue altar.*
*NOTE: Do NOT place the blue skull on the blue altar if you suspect you've done the above sequence incorrectly. Once the blue skull is placed on the blue altar, you will not be able to attempt the sequence again. If you think you might have done one part of the sequence incorrectly, you may want to start over by putting the violet skull on the blue altar and proceed through the sequence again. If the sequence was done incorrectly, placing the blue skull on the blue altar will lock the skull in place but the fountain will remain dry.
However, if the sequence was done correctly, completing the last step will lock the skull in place and water will begin flowing in the fountain. You may hear a ghostly voice say "thank you". You have completed the quest successfully at this point and will be awarded experience, but don't forget to inspect the fountain! The flowing water has revealed four amethysts sparkling among the pebbles in the basin of the fountain.
- Return to list of quests
- How to obtain quest:
Just after the beginning of the demo, have both MAGE and WARRIOR cross the bridge into Sterling town. The bridge can be seen west of the cobblestone road near 7°N 8' 26.55" by 33°E 54' 18.66"
- How to complete quest: Have both MAGE and WARRIOR move to the very northeastern corner of the map. Navigate up along the cobblestone road until both characters are north and east of the point 7°N 8' 28.4" by 33°E 54' 21.34"
- Reward: 100+ XP
- Details: As soon as both characters are across the bridge into Sterling, the bridge becomes damaged and cannot be re-crossed. You may soon discover that swimming across the river is not an option since 1) The cliffs that make up the east bank are a bit steep and 2) MAGE is hydrophobic and refuses to enter the water.
Not to worry! There are two ways to get back across the river and escape:
- The simplest way to cross back and escape Sterling is just to wait two (in-game) weeks. After two weeks, a crew of carpenters will arrive from the capitol and repair the bridge. The fastest way to pass the time is to repeatedly sleep at the Inn 14 times. Go into the Stumble Inn & Tavern, talk to the bartender and pay for the cheapest room. Go to the room and click on one of the sleeping mats on the floor. When morning arrives, go back to the bartender and repeat. As long as you don't buy anything but the cheapest room, you should have enough money and food to repeat this a total of 14 times. Once the carpenters show up and the bridge is repaired, just walk across the bridge and continue east and north along the cobblestone road. As soon as both WARRIOR and MAGE are standing on the last little segment of road, the quest is done... And so is the demo! Congratulations!
This isn't the most exciting escape and you don't really get a very big score (unless you spend the two weeks doing some of the other quests instead of sleeping at the Inn repeatedly) but it is the most direct way to finish the quest.
- The other way to escape is more complicated, but you don't have to wait for the bridge to be repaired. You can't go over the river since the bridge is out, and you can't go through the river since MAGE can't swim, but you can go under the river. Remember that abandoned mineshaft sign that MAGE read for WARRIOR? There is an underground tunnel that connects a crypt in the graveyard with that mine.
This is where it gets complicated. The first thing you need to do is enter the crypt. However, the crypt that connects to the mineshaft is sealed. To unseal the entrance of the crypt, you have to complete the "Hillcutter's Tomb" quest. Once you've completed the "Hillcutter's Tomb" quest and the crypt entrance is open, make sure you're stocked up on supplies like potions, food, and torches, then head into the tomb.
Once inside, descend down into the crypt, then descend again down the flight of stairs. Once you are on the Basement-2 level, head west down the dark corridor. As you go, keep an eye out for an unlocked wooden door on the south side of the passage. Opening the unlocked wooden door reveals a new tomb chamber in the process of being excavated by the gravekeepers. Partially tiled, but mostly a rough dirt floor. The gravekeepers are not excavating at the moment, but you'll see a spot where the dirt has collapsed into a pit in the floor. Click the rope that is descending into the pit in the dirt and climb down to the floor below.
You are now standing in a previously unknown crypt. The tomb above was accidentally built on top of this older one. Travel east through the crypt chambers. When you can see there are no more rooms farther eastward, head north into the adjacent room. You should see puddles of water, holes, and some stalagmites. These two eastern-most rooms are positioned directly beneath the river. You should hear the muffled sound of the river flowing overhead. Along the northern wall you will find some vines or tree roots leading down into a hole in the stone floor. Click on the hole and go down to the mines below.
You have arrived in the deepest parts of the infamous Ruddy's mine. Watch out! This place is full of blobs. They're nothing more than masses of goop with insect-like intelligence at best. However, don't let that give you a false sense of security; they're dangerous. There are multiple colors of blobs, too. Each color has some unique feature that makes it a threat.
- One has a ranged attack that poisons you.
- One has an acidic attack that degrades your armor
- One can multiply and surround you. (Each time they multiply, each one has half as much health, so it's not as bad as it sounds)
- One can heal itself each time it damages you.
- One can eat other blobs and mimic that blob's unique feature.
- One moves fast and has an attack that reduces your speed.
- One is partially invisible and can screw with spells that are cast on it.
- One is highly intelligent and can command other blobs like a general.
The unique feature of these different blobs can end up supporting and enhancing their effectiveness when multiple types are near each other, so be careful! Furthermore, since they have no individual organs, it's usually pretty difficult to do much damage to them with physical attacks. It's like trying to destroy pudding by stabbing it; you just end up with pudding on your knife. Damage spells like fireball or lightning are generally pretty effective since the blobs take the full brunt of elemental and magical damage. Oh, and for the love of glory, don't let them near water! Humans may be 60% water, but these blobs are 90%. Their health begins to regenerate whenever they touch water.
While watching for blobs (and killing them if necessary), head for the mine cart tracks to the west of the vines you just climbed down. Follow the tracks south until they turn east, then... uh, keep following them east. Eventually you will arrive at a point where the tracks split and go in two directions. Take the north branch and follow the track until it passes next to a wooden ore-sorting table. Directly east and a tiny bit north of this table (you'll no longer be following the mine cart track) is a rough wall with a small gap in it. It's easy to miss, so take it slow. You'll have to cross a stream of water, so just take WARRIOR for now. Once you find the gap, remember where it is, then take WARRIOR back to MAGE, keep following the track in a northerly direction until the track crosses over the stream, then head back toward the gap with both characters. Go east through the gap. You'll know you've got the right place if you see an old pickaxe just inside the gap. From the pickaxe, head north. Watch for bats in this area! North past the bats you should find a ladder leading up. Click the ladder and head up to the mineshaft above.
Once up the ladder, head south and keep following the stone braziers. Use a flint & tender or a fire spell to help light your way, if you want. Watch for rats in this area. When the tunnel turns west, you'll start to see less braziers. head as far west as you can go, then turn north. Travel north as far as you can, then head east. Near the end of the passage you will encounter Popobawa! He can fly, command rats and bats, polymorph into a rat or a bat, cast spells, and phase through minor obstacles. He might engage WARRIOR and MAGE for a little while, but eventually he'll flee north along the mine cart track that leads up into a maze-like section of the mine on the floor above.
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- How to obtain quest: x
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- Reward: x
- Details: x
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- Details: x
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- Details: x
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- Details: x
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