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Quest

The Crown - Part 2

Track down the kidnapper plaguing Mirehaven alongside Sir Theodore Badon.

The investigation in Mirehaven continues. Help Marco Velian with his repairs, dig for information with each member of the Order of the Grey Dawn, and follow the trail of the kidnapper - even when it leads back somewhere unexpected.

From the quest log

Getting started

Marco Velian, the groundskeeper, looks worn out. Offer him a hand - he may have something to say about the kidnappings.

What the quest log says before you start

Talk to Marco Velian to take it on.

Requirements

Rewards

Items you will need

Everything the steps ask you to have, make, gather or hand over, at the most any one step asks for.

ItemAmountHowStep
Simple Beams10HaveBeams and Ropes
Rope3HaveBeams and Ropes
Gall of "Goat"1HaveSickly Red
Red Fern1HaveSickly Red

People involved

Creatures you fight

Walkthrough

Show the walkthroughHide the walkthrough16 steps. It gives the story away, so open it when you need it.
  1. 1

    A Hand for the Groundskeeper

    Marco Velian, the groundskeeper for Mirehaven, could use a hand. Speak with him about his work.

  2. 2

    Beams and Ropes

    Bring Marco 10 Simple Beams and 3 Ropes so he can keep up with the village repairs.

  3. 3

    Three Investigations

    Talk to each member of the Order - Archivald, Veremund, and Ramona - and learn what they know about the kidnappings.

  4. These open at the same time:

    • A Missing Journal

      Speak with Archivald Carideo in the monastery library about the kidnappings.

    • Recover the Journal

      Find Archivald's missing journal somewhere in the monastery and bring it back to him.

      • Search the monastery for Archivald's missing journal.
    • On the Coast

      Find Veremund Hass patrolling the swamp coast and ask him about the kidnappings.

    • The Matron's Suspicions

      Speak with Ramona Seager, the Matron of the Order, about anything she has uncovered.

    • Sickly Red

      Recreate Ramona's mystery liquid by combining a ground Gall of Goat with Red Fern, and bring it back to her.

  5. 4

    Theodore's Campfire

    Find Theodore resting by a campfire outside Mirehaven and trade notes.

  6. 5

    Into the Cave

    Meet Theodore by the cave southwest of Mirehaven and confront the cult he was tipped off about.

  7. 6

    Back to Square One

    Regroup with Theodore at camp and figure out who set you up.

  8. The conversation branches here. What you choose decides which of these you play:

    Option 1

    1. 1

      Wrong Suspect

      Confront Veremund Hass at the monastery and hear him out.

    Option 2

    1. 1

      Right Suspect

      Find Veremund at the monastery and tell him Marco is the kidnapper.

      • Find Veremund at the monastery and tell him about Marco.Veremund Hass
  9. 7

    The Cellar

    Search Mirehaven for the cellar Marco has been hiding his victims in.

    • Find the cellar Marco has been hiding his victims in.
  10. 8

    Bones Beneath the Skin

    Press into the cellar with Theodore and put down whatever Marco has built down there.

    • Defeat the bone golem Marco has built.
  11. 9

    What We Came For

    Return to Mirehaven, hear out Veremund and Atlas, and watch Theodore leave with Marco bound.