QUEST SOLUTION: | CONVINCE THE DOOK TO LEAVE GUBERLAND
Optional: This quest is not required to advance in the game.
Summary: The Dook has been challenging Markel's authority on Guberland. He asks the party to get the Dook to leave the area.
How to do: The Dook lives in a fortress you can find by going back out of town towards the Gathering and turning left into the grassy area before you pass the arch. Head down to the first path to your right (you will meet one or two groups of bandits on your way). The fortress is at the end of the path.
Inside are a lot of guards in plate mail, bristling with weapons. They will ignore you (unless you attack them). Feel free to walk around; there are (trapped) treasure chests in several of the rooms. Go ahead and plunder them. If you look at the map you will see that there are some caverns beneath the fortress; however you don't need to go in there to fulfill this quest (and if you do, everyone will become hostile, making this particular quest a lot harder).
To find the Dook, walk straight back down the hall from the entrance to the first right. Go to the end and make another right and go through the doors flanked by guards. Ask him to leave. He will refuse. At this point you have two choices: You can tell him you'll report his refusal to Markel, or you can challenge him to fight.
I don't know if it will fulfill the quest if you simply report his refusal - I suspect not. But don't worry about it - just challenge him. He'll cry, "Oh, please don't hurt me, I'll do anything you ask!" - and he's serious, it's not a trick. He won't leave immediately - he says he has to pack up first, but it's enough to fulfill the quest. He will also say something about "I'll never find Everstrike now!" which may be useful later if you want a character to become a Ranger.
When you've gotten the Dook to cry, return to Markel and he will reward you.
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