Escort Quest Walkthroughs

Escort Quests offer the opportunity to guide and protect a person to a desired destination - in return they will offer a gift, gold, or other reward; additionally completing the quest raises the escortee's affinity with the Arisen.

Overview
Quests start either at the Union Inn in Gran Soren or Pablos' Inn in Cassardis.

The person escorted must be kept from harm - if they are armed they will defend themselves, though many are not, and are not skilled in unarmed combat. Group curatives, and healing spells can be used to heal the accompianied person. If the charge dies they can be revived with a Wakestone.

Tactics
The safest way to complete escort quests is through use of a Ferrystone and suitable place Portcrystal - the entire party will be transported to the destination when the ferrystone is used.

Tactics for dangerous situations include:
 * 1) Staying distant from any foe with the escortee whilst the pawns deal with the problem.
 * 2) Carrying the escortee to safety, preventing them from wandering into rampaging cyclops and so on.
 * 3) Running

Sticking to paths usually avoids many encounters with beasts and other enemies, but beware of ambush.

Locations
A number of destinations are popular with questees - guides to more difficult aspects of the journeys are given below:

Shadow Fort
The Shadow Fort is one of the more distant and dangerous treks - their are several routes to it, and each must pass through one of two choke points - either through the The Ancient Quarry, or the mountain pass from the Manamia Trail that leads to The Ruins of Aernst Castle and the Witchwood into the Verda Woodlands.

If the Ancient Quarry had or had been cleared out this is a safe route, with little chance or truly dangerous encounters. However the quarry is initially infested with monsters including three Ogres - most persons would be unlikely to survive even a brief encounter with such a beast. Killing the monsters in the quarry forms part of the quest Of Merchants and Monsters.
 * Quarry route

The route via the mountain pass into the Verda Woodlands is more scenic, and much longer. There are several dangers along the route, especially at day - large groups of bandits lurk along the pass and road to the castle.
 * Verda woodlands

At the pass itself there may be rockfalls to avoid.

Most of the bandits can be avoided by slipping into the woods of the once the pass has been crossed - however this leads to a Saurian infested area -it can be passed with care if tripwires are avoided and basks are not approached so closely to rouse the sleeping reptiles. The deepest parts of the forest should be avoided due to the presence of a Chimera.

A path runs west south of the woods past the Eradication Site - here is another daytime danger as an unlucky party may be waylaid by a Griffin.

The path leads to the Miner's Toolshed through goblin infested territory - the shed itself is also now home to goblins. Here the northern route should be taken, avoiding straying from the path as another Chimera lies in the woods. Eventually the Rest Camp should be reached. There are more dangers on either side of the path on the final leg of this route - a Drake in Devilfire Grove and a Cyclops south of that.

From the rest camp the Fort is west through territory occupied by Saurian's and Hobgoblins - if these cannot be defended against then the route is too dangerous for the party.

The Greatwall Encampment
The route to the Greatwall is one of the most hazardous of all - giant beasts, bandits, ambushes, and deadly falls are all but unavoidable.

There are several routes to the Greatwall from Gran Soren:

The inital part of the journey from Gran Soren can be either by routes north or south of the river:
 * 1) The northerly route can be taken by crossing the river bridge, and then through the Deos Hills; here female bandits will be encountered, and if unlucky, also a chimera.
 * 2) The more southerly route is via the Wilted Forest, and then over a ford across the river southeast of The Abbey - this passes Sulfur Saurians at the river, who pose a serious threat to Reynard.

Both routes meet across the river at a junction in the Cursewood, guarded by an armoured Cyclops - the Cyclops can be fought or easily avoided.

Beyond the Cyclops the only route to the Greatwall is along along a road rising into the mountains - here are Female bandits, wolves, and at night Skeleton Lords. Again if unlucky a Chimera will be encountered. Before the road rises to a steep mountain track to Heavenspeak fort there is an option to turn north to the eastern entrance to Soulflayer canyon, which is concealed in a hollow off the path. Both paths have their own dangers.

On the final part of the journey Reynard can be led either via Soulflayer Canyon to its western exit, close to the Greatwall; or he can be taken up the mountain road via The Ruins of Heavenspeak Fort and through the Barta Crags:
 * 1) The mountain path route is guarded by a Cyclops and female bandits - additional hazards here are a sleep and lethal drop on the left side of the path, and falling rolling rocks. At Heavenspeak fort the Westron Labrys Bandits will become aggressive if there are any male pawns in the party. The main gate will be closed if this is the first visit. Beyond the fort there are several paths to the Greatwall - the shortest is the most dangerous - a Chimera guards it - there are other paths with dangers including rocks, snow harpies, hobgoblins and direwolves.
 * 2) The Soulflayer canyon route has many fall opportunities, and the area is home to Snow harpies which may carry people or pawns to their death. The other main hazard are Phantasms, as well as some Sulfur Suarians and hobgoblins. The route through is roughly - downfrom the broken bridge to a low area where the Saurians and Phantasms are, though the tunnel, then up and up to the opposite side of the broken bridge - the left branch from the tunnel here leads out. If side routes and exploration are avoided the danger is minimized. The exit to the canyon is close to the Greatwall, and though there are further goblins and phantasms here, as well as poisoned waters, they should not be a major danger.


 * Note: For male pawns and Arisen to pass Heavenspeak fort the must be disguised a women - for details see The Ruins of Heavenspeak Fort

Stones of Courage
The route to the Stones of Courage from Gran Soren is short and relatively safe - little more danger than a few Hobgoblins should be encountered along the way. However if the party is very unlucky they may be ambushed by a Griffin on the Estan Plains.

Most of the people wishing to travel to the Stones of Courage are Soldiers and are able to defend themselves - if not entirely abandoned they should be able to defend themselves against the common threats.

If starting from Cassardis the route is far longer; the Cassardis to Gran Soren route adds little real extra danger.

Warriors Departure
Warriors Departure is a favored location of Soldier's and other persons - it overlooks the sea just outside the Encampment on a promentory. It is on the Cassardis to Gran Soren route.

Cassardis to Gran Soren
The route from Cassardis to Gran Soren is fairly safe at most times. Bandit and goblin ambushes can be expected on the Seabreeze Trail, Manamia Trail and through the Moonsbit Pass - the pass adds the extra danger of harpies - which may attempt to carry you charge off to their deaths. At night wolves are common.

The final segment across the Estan Plains is usually uneventful - though at night a few undead may appear.