Main Article: Old Quarter
Briefing[]
For once, Orland wasted no time. He framed me with that trial, and it didn't take the Keepers long to figure out I'd escaped from their prison cell. Now I'm on the streets of Old Quarter, and they've sent the Enforcers after me. Enforcers... Assassins is more like it. They're good, but I think I can get past them. First I need to find someplace safe...then figure out what to do next. My fence in this part of town, Ramien...might be my best bet, maybe my only bet. But Old Quarter's not a great place to be on the run. It's the oldest part of town...with narrow cluttered streets. The Hammers say the rest of the City just grew out and around it. They would know, this is a Hammerite district, and they probably built most of it. But never mind that...I've got real troubles. The Enforcers aren't human...not any more. The glyphs changed them somehow. And they've only got one purpose...to hunt me down...and kill me.
Objectives[]
Walkthrough[]
Things can get a little tricky at this point as you've just completed Killing Time and made your way back to the Keeper Library only to be accused of Caduca's murder by First Keeper Orland (never liked that guy!). However, being the Master Thief you are, you've escaped to the Old Quarter but Orland has sent the Enforcers after you and this is problem number one.
While you can sneak around and avoid the Enforcers or take them down from behind with your Black Jack the general citizens and other denizen's do not have such luxury. Once they spot the Enforcers they will either flee or attack. Fleeing citizens will of course shout loudly and attract other attention while Watch Guards, Hammerites, and Pagans will attack the Enforcers on sight. Having got their dander up whoever is left standing will likely just attack anyone else in sight not of their specific affiliation leaving the streets literally littered with blood and bodies. Any other wanderers who spawn afterwards will almost immediately go into 'alert & search' mode for the perpetrator of the carnage...and guess who will get attacked on sight as the probable cause? Indeed...so it is at this point in the game that it is really worth while being firmly allied with both the Hammerites and the Pagans as they will not then attack you on sight and you will only have to worry about the guards.
The second issue you will now have is that all the Glyph Doorways that you've now become used to using are all sealed which means you are going to have to go the long way round dodging those Enforcers who also respawn by the way, just in case you thought you could knock them out before any carnage ensues. Fortunately, you still have a few friends and your fence Ramien (while not a friend exactly) is the place to start and you can follow the breadcrumbs from there.
The other thing to note is that the Hammerites seem to have a zombie infestation issue preventing them from burying somebody in the graveyard at Fort Ironwood and suspect that some Pagan mischief is at play. The Pagan Shaman responsible is in a small underground chamber close to the Dock Gate in the Old Quarter and he also has a little sub-quest for you if you wish. I tend to side with the Hammerites on this one for two reasons: I don't like zombies and they get in the way later on. However there is no harm also following the Shaman's wishes and firing off a Moss Arrow as requested to soothe the fact that you've nicked his wand.
Loot & Equipment List[]
Day 6[]
Ramien's Place
3 Flash Bombs: on shelves near fire and bed
1 Gas Bomb: shelves near bed
2 Noisemaker Arrows: on table and shelves near bed
1 Flask of Oil: on fire place mantle
1 Fire Arrow: in the fire
Between Ramien's Place and the Watch station
1 Gas Arrow: in rafters/crawlspace opposite Watch station
Watch Station
Vintage Wine: 150g, on small table
1 Flash Bomb: on book shelf
2 Broadhead Arrows: on table.
Between Carmen's Shop and the Gate to Auldale
Silver Plate: 75g, (x2) in cart.
Tavern
1 Health Potion: in box behind bar
1 Health Potion: on low cabinet in upstairs room
Fine Wine: 100g, on table in upstairs room
Silver Goblet: 50g, (x2) on table in upstairs room.
Near Dock Gate
Copper Coins: 25g, on table in Shaman’s chamber near Dock Gate
Necromancer’s Wand: 200g, pickpocket the Shaman.
Day 7[]
Ramien's Place
3 Flash Bombs: Ramien’s Place (if not already taken)
1 Gas Bomb: Ramien’s Place (if not already taken)
2 Noisemaker Arrows: Ramien’s Place (if not already taken)
1 Flask of Oil: on fire place mantle, Ramien’s Place (if not already taken)
1 Fire Arrow: in the fire, Ramien’s Place
Murder Clean Up Request: Posted outside front door
1 Gas Arrow: in rafters/crawlspace opposite Watch station.
Watch Station
Vintage Wine: 150g, on small table
1 Flash Bomb: on book shelf
2 Broadhead Arrows: on table.
Tavern
1 Health Potion: in box behind bar in Tavern
1 Health Potion: on low cabinet in upstairs room
1 Gas Arrow: on rooftop opposite Tavern.
Ramien's Place
Gold Coins: 75g, (x3) in box outside door (after performing the requested clean up at the Docks Tavern.
Day 8[]
Watch Station
Vintage Wine: 150g, on small table
1 Flash Bomb: on book shelf
2 Broadhead Arrows: on table.
Between Ramien's Place and the Watch station
1 Gas Arrow: in rafters/crawlspace opposite Watch station.
Ramien's Place
Gold Coins: 75g, (x3) in box outside door
1 Fire Arrow: in the fire.
If not already taken previously...
3 Flash Bombs: on shelves near fire and bed
1 Gas Bomb: shelves near bed
2 Noisemaker Arrows: on table and shelves near bed
1 Flask of Oil: on fire place mantle.
Tavern
Jade Goblet: on bar in Tavern
1 Gas Arrow: on rooftop opposite Tavern.
Day 9[]
Watch Station
Vintage Wine: 150g, on small table
1 Flash Bomb: on book shelf
2 Broadhead Arrows: on table.
Between Ramien's Place and the Watch station
1 Gas Arrow: in rafters/crawlspace opposite Watch station.
Ramien's Place
Gold Coins: 75g, (x3) in box outside door
1 Fire Arrow: in the fire.
If not already taken previously...
3 Flash Bombs: on shelves near fire and bed
1 Gas Bomb: shelves near bed
2 Noisemaker Arrows: on table and shelves near bed
1 Flask of Oil: on fire place mantle.
Tavern
1 Gas Arrow: on rooftop opposite Tavern.
Day 1-9[]
The Old Quarter is not accessible on days 1-5, thanks to the city-wide quarantine due to the arrival of the stricken plague ship, the Abysmal Gale, in the Docks. This ship was cleared by Garrett on either day 3 or 4, but it evidently takes time for this to be discovered by the City Council: the order to lift the quarantine, in fact, goes out while Garrett is in the Keeper Enclosure, on day 6, and thereafter the Old Quarter can be reached either via the Docks or via Stonemarket Proper. Meanwhile, Garrett finds his way there for the first time when escaping the Keeper Compound, with the Keeper Glyph Gates locked behind him. The third public exit, to the wealthy District of Auldale, does not open for another couple of days: evidently the rich of that district are waiting to see whether the Docks and Old Quarter actually remain safe from Zombie attacks.