Valoria Walkthrough
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1. Reynald | |
| 2. Barricade | ||
| 3. Fortress entrance | ||
| 4. Eris | ||
| 5. Liselle and Meranthon | ||
| 6. Artos | ||
| 7. The Glade | ||
| 8. Sgt. Lambert's demon | ||
| 9. Avatar's demon | ||
| 10. Shrine of Valor |
Click here for Side Quest and Scavenging locations
Main Plot
Do not attempt to kill the large demons that you find here. They will be dealt with later and
killing one or more of them now will cause a plot-stopper.
(1) (84º13"N, 46º44"W) Head from the dock to the inner shore of the island. Follow it south and find Reynald dying from mortal wounds sustained in combat with a demon. He gives you the Heirloom shield and begs you to give it to his brother. Check to make sure it's in your inventory!
(2) Continue following the shoreline until you come to a barricade between two statue heads. Click the Topaz eye in the right head to drop the barricade.
(3) On arrival at the Fortress you are challenged by Sgt. Lambert. Eris (behind the portcullis) thinks you are spying for the demons. Agree to get the Red Dragon Head to prove your identity. Sgt. Lambert tells you that one entrance to Destard is blocked with a huge boulder, but there is secret entrance that is frozen over.
Note: If you're the type who loses important items then leave the Heirloom Shield here. You absolutely need it later.
Go back to the ship and return to Britain. You can get clues to Destard's location from Sir Robin in the Britain Pub (not a plot-stopper if you don't). Pegleg Joe and Hayley (Paws) mention a band of Valorian knights passing through to Destard and returning with their wounded. While you're in Britain talk with Flann outside the Cathedral. She will ask you to keep an eye out for her son Jordan who went off to become a knight.
Take the path through the caves as you did for the Yew quest. But this time when you find the path to Yew turn south instead and follow it to the Village of Dawn.
At Dawn you might meet Molly, Dawn's sole survivor (it's not a plot stopper if you don't meet her). Molly tells you that when the dragon Talornia arrived on the scene half of the villagers tried to destroy the dragon. The other half, led by Xarnthal, chose to worship Talornia instead and went to live in Destard. Talornia destroyed Dawn in an act of revenge.
At the east end of the village there is an embankment at 26º30"S, 51º30"W. Scramble up the embankment and follow the path to the south. It winds around the mountain bringing you to 25º42"S, 45º'0"W. A dead body points to the ice patch. Use several Fireballs or one Bolt of Flame to melt the ice. Note: There is a map of Destard here.
(3) Sgt. Lambert is elated to see you carrying Talornia's head. Eris still refuses to believe in you and slinks back to his room while the sergeant opens the portcullis. Then Sgt. Lambert mentions that both his brother and his Commander are missing. You give him the Heirloom Shield for +1 Karma and relate the sad story of your meeting with Reynald.
(4) Go through the portcullis and go to the right around the lava to Eris' room. He tells you that the demons want the Dagger of Valor which can only be called forth by a Knight of Valor.
(5) Leave Eris' room and continue north to a brick door. The door will open by itself when you are close enough. Meranthon tells you that he found a book having information on how to kill the Demon Triumvirate. He lost it in a glade outside the Fortress after being attacked by "demon spawn". He asks you to find it. Agree to do so.
(6) Leave through the opposite brick door and walk around the lava pool to Artos' room. Learn that he felt fear in battle and left his companions to die. Leave him to his solitude and shame for now. But do take the Map of Valoria from the table and the Mana Breath scroll from the chest.
As you complete your circle around the lava pool and approach the entry portcullis a cutscene starts. A demon appears. He demands that Eris produce the Dagger of Valor, which Eris does by calling it forth from the lava pool. The demon rewards Eris by killing him with the Dagger.
(7) On leaving the Fortress take a left and follow the path down and around to the glade. You find a body and two items - Jordan's Journal and a gold key. Take the Journal and read it. The key is worthless at this point (see Key #10 here). Just past the body is a cave guarded by a lesser demon. Kill it if you can for a fair amount of gold. At the back of the cave on a ledge by the lava pool is the Book of Three - take it and read it.
(5) Return to Meranthon's room to announce your find. When you try talking to him Liselle interjects that he's dying. Agree to try healing him. When you fail, Liselle finds the courage to try it and succeeds - briefly. The Guardian taunts the Avatar while turning Meranthon into a blood spot.
Go to Artos' room and shame him into helping you fight the Demon Triumvirate. Approach Sgt. Lambert as well. He joins when Reynald's ghost appears and persuades him that he can accomplish the mission.
Note: if the quest has been triggered properly you should be able to find Sgt. Lambert at the demon island (8) waiting for the fight to begin.
Head past the Shrine to (9). During the fight be sure to kill any hellhounds or goats that the demon summons as he will be invulnerable until you do. The Frost Sword, or Blackrock Sword / Freeze Spell are your best bets here. Cut-scenes show your team's progress during the fight. When it's over the Dagger materializes, hovering vertically in the air above the center of pentagram. It can be tough to spot in the darkness caused by the rain.
Go back to the Fortress and visit Artos. He says that he realizes why you provoked him (for a good cause) and he is grateful. As a reward he gives you the Mantra (Ra) and bids you keep the Dagger of Valor. Now you can go fix the Shrine.
Note:
There is a new resident in Eris' room. Look closely - it's Geoffrey whom
you faced at the Destard Column!
Side Quests
Bone Helm
(11) Yastar tells you that he makes magic armor and will make some Bone Armor for you in return for
giving him the items on his list: "Three skulls used in undead rituals
at Valoria", Silk, Ginseng and Nightshade. You can find all of these at
Valoria. The Nightshade is hard to find without Ethereal Sight. Look
here:
Two at the base of the tree opposite the Glade cave entrance
One on the valley floor to your right as you exit the Fortress
Don't try regular skulls or skulls taken from skeletons. See the detailed map for general skull locations. Specific locations:
87º59"N, 52º27"W
84º6"N, 48º22"W
86º58"S, 42º10"W
When you return with the materials you find out that the reagents are just Yastar's "payment". He's afraid to go out looking for his own reagents because of the undead.
Note: you don't need the skulls any more either since they only trigger the quest to continue. Dump them on his table.
Follow the path of rocks outside his back door and enter the pit (it's obscured by foliage, just walk into it). You are teleported
near a room with a large red pentagram and three skulls. Sometimes the teleportation is
funky. Just wait until everything stabilizes for a few seconds. Walk into the pentagram and, shortly, the Bone Helm appears. Click the torch in the next room to drop the stone
wall, revealing a teleporter that takes you back to the surface.
After the Shrine is cleansed he thanks you and tells you that he can get reagents for himself from now on. He plans to devote his research to ways of defeating the undead.
That's why you need to do this before cleansing the Shrine. The
best time to do this is on your first trip to Valoria since you will have your
hands full on the second trip.
After you meet Sgt. Lambert and Eris, Jordan's body appears near The Glade (7) and the boulder is removed from the nearby cave entrance. Read Jordan's Journal to learn that his enchanted bow is in a chest on his wrecked ship. Keep the Journal and give it to Flann outside the Britain Cathedral for +1 Karma. (She doesn't take it but you can dump it on the ground next to her)
When you return from Destard Jordan's shipwreck becomes visible at 81º1"N, 54º32"W (12). Inside, in a chest, is the Warbow of Blood. This is the most powerful of bows but will cost you a little health whenever you use it.
(13)
North of Liselle and Meranthon's room is Old Jak. He's real upbeat for a one-armed man. Learn the Journeyman sword skill for 2000 gold and buy a Searing Rain scroll for 3000 gold.
If you talk to Raven before leaving the ship (first visit) she tells you that, because of the danger, she will anchor offshore. She will also build a signal fire that you can use to call her back. This will be useful later but if you do it now you can see the ship do two 180's. The signal fire is on the other side of a sand dune to the south as you leave the dock.
Raven tells you the same thing on the second visit. After getting the mantra from Artos but before cleansing the shrine go back to the signal fire. You can see the ship anchored away from the dock. Light the fire by casting ignite on the stones (not on the wood). As you approach the end of the dock you see a body. Raven explains that "some fool" lit the signal fire and tried to take over the ship. She had no choice but to kill him. Your journal records the death as that of Commander Hayes.
Strangely, if you go back to see Sgt. Lambert, the Avatar does not share this information. On the other hand he says he hopes the Sgt. "finds" some information soon. If you don't use the signal fire as outlined above you will see the body but will not get an explanation from Raven.
Scavenging
There are quite a few potions in the water between the inner and outer beaches. They are best seen when the sky is on the darker side.
If you're interested in gems take the Zombie Tour. Run around the island and nail every zombie in sight. By the time you circle the island the first blood spots have dried
up making it easier to spot the gems. Repeat until bored. Combine with a Potion
Tour for maximum efficiency.
(14) On an islet at 87º27"S, 58º57"W there is a Flaming Sword. Cast Ethereal Sight to see it or x-amine for it.
In Liselle's room is a mortar and pestle. Put a reagent near it and click on the mortar and pestle. When you are prompted for "Grind what?" click on the reagent. A Silver Ingot will appear. It's totally worthless since you can't put it in inventory but it's pretty. The reagent is not consumed.
(15) At 87º34"N, 47º39"W is a longbow and an arrow. Shoot the target across the ravine to activate the bridge. Cross it to find a chest with 4 Serpentwyne. There is also a Mandrake lying on a ledge nearby at 88º25"N, 44º10"W.
(16) There's a pit hidden by foliage at 89º31"N, 46º44"W. Walk in slowly and to the left (to miss the spikes at the bottom). Inside you find a bag and a number of reagents. Use the stairs to climb out.
(17) You have to use the fly cheat at 86º28"S, 47º40"W and go underground to reach this one. It contains a yellow potion and a Mandrake Root.
Purple Potion
(18) On a ledge at 86º34"S, 52º23"W there is a dead body with some leather armor,
a Purple potion and 2 Bloodmoss. A broken glass sword is there, too.
Many of the shields on the walls inside the Fortress may be removed and tucked away in your backpack for sale at a later date (Old Jak won't buy them in 1.18f).
There's a Bolt of Flame scroll by Sgt. Lambert's demon (8). This could come in handy for thawing the entrance to Destard.