The Rescue
The Rescue
- Year
- 1325 AE
- Storyline
- Personal story
- Chapter
- Krytan Politics
- Location
- Township of Claypool
(Queensdale) - Level
- 10
- Race
- Human
- Choice
- Street Rat
- Preceded by
- Going Undercover
- Followed by
- Breaking the Blade
- API
- 121
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“The well needs protection, but the Seraph can handle that. Two-Blade Pete's gang has come to the conclusion that Quinn is a Seraph informant. His life is in danger, and nothing else matters. The gang must not be allowed to kill Quinn.
— In-game description
The Rescue is part of the personal story for human characters of the street rat origin and made the choice to rescue Quinn after Going Undercover.
Objectives[edit]
Save Quinn from Two-Blade Pete.
- Travel to Quinn's hideout in Claypool.
- Defeat Crusher Dan.
- Escort Quinn safely to the city gates.
Rewards[edit]
Click here to edit the reward data
- All professions
- 2,641
- 1 20
- Bag of Loot (3)
- Profession-specific
- One of the following: Avenger's Longsword, Avenger's Hammer
- One of the following: Caretaker's Staff, Avenger's Hammer
- One of the following: Avenger's Hammer, Caretaker's Rifle
- One of the following: Avenger's Rifle, Caretaker's Rifle
- One of the following: Avenger's Longbow, Avenger's Short Bow
- One of the following: Avenger's Short Bow, Caretaker's Short Bow
- One of the following: Avenger's Staff, Caretaker's Staff
- One of the following: Avenger's Longsword, Avenger's Staff
- One of the following: Avenger's Staff, Caretaker's Staff
Walkthrough[edit]
You will find Quinn cowering in the stables, with Crusher Dan, already hostile, towering over him. After a cutscene, Crusher Dan will attack you with a mace. After defeating him, 4 or 5 bandits will show up and attack, and this time Quinn will fight with you. Following that, your task will be to escort Quinn out of town. You can rest and recover in the stables before taking on the 3 Bandit Thugs waiting outside. Quinn can be revived if he's defeated.
After the 3 thugs, prepare for 2 more fights with 3 bandits each, before you finally reach the exit. The bandits do not move around, but will detect you at a longer-than-usual distance.
At the town's exit, a cutscene plays where you tell Quinn that you'll be asking for the Seraph's help in dealing with Two-Blade Pete.
NPCs[edit]
Allies[edit]
- Advisor Jehu
- Amela
- Aremis
- Child
- Colm Thompson
- Elder
- Elvin
- Gabrielle Smith
- Innkeeper Mylia
- Josselyn
- Kritos
- Lord Arrin
- Lord Mayor Johlin
- Lumberjack Ryan
- Magenta
- Mat
- Meri Mullins
- Miner Boaz
- Quinn
- Seraph Soldier
- Villager
- Worker
Foes[edit]
Dialogue[edit]
Approaching Quinn and Crusher Dan:
- Quinn: We don't have to fight. Let's... let's talk this through.
Cinematic upon reaching Quinn:
- Crusher Dan: Time's up, Quinn. You served your purpose, and now I got orders to end you.
- Quinn: End me? But Pete... Pete's my friend!
- Crusher Dan: You're nothing but a patsy, Quinn. And now you're going to be a dead patsy.
- Crusher Dan: Shut up, you little whiner, and hold still. I've been looking forward to this.
After defeating Crusher Dan:
- Quinn: It's about time you showed up.
Talking to Quinn after defeating Crusher Dan:
- Quinn: Oh, geez. This is bad, real bad. Two-Blade's turning Claypool upside down looking for me. We've got to go! If they see me, I'm a dead man.
- I can't tell you how much that means to me. Thank you. I'll...I'll do my best to keep up.
- See that you do, because this is your last chance to make right. Now c'mon.
Neither of us is getting hurt, Quinn. If they try, I'll make them regret it.
- We did! Left those yappy little balls of fur and teeth rolling in sticky-butter. It took her a week to get it all out of their fur.
- Exactly. So just follow me and everything'll be fine.
Remember when we stole old lady Culligan's blackberry tarts? We got away just fine.
- Calm down. We need to focus if we're going to make it through this.
- You're right. Thanks. I don't know what I'd do if you weren't here.
- You don't need to worry about that. We're in this together. Let's go.
- Not if I can help it. Stick close. We're getting out of here.
Leaving through middle doorway of Quinn's hideout:
- Lord Arrin: Bandits! Help!
- Villager: Somebody, sound the alarm! Call the Guard!
After getting Quinn to the gate:
- <Character name>: Quinn, you're lucky to be alive. If I hadn't gotten here in time—
- Quinn: I know, I know. I've been a real piece of work lately, and I'm sorry. You're a real friend... not like Two-Blade Pete. Thank you. For everything.
- <Character name>: Pete's not done yet. He'll come after us once he realizes his plan's blown.
- Quinn: Oh, no. I recognize that look in your eye. You're going to tell the Seraph!
- <Character name>: Captain Thackeray owes me a favor, and this is right up his alley. Meet me at the tavern, Quinn. It's time to mop up Two-Blade Pete—for good.
After the cinematic:
- Quinn: I'll meet you at the tavern later.
My story[edit]
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Notes[edit]
- Many NPCs repeat their ambient dialogue in the open world, documented here.
- You don't have to actually fight all the mobs while running to the exit. Only the bandits near the gate need to be killed for cutscene at gate to trigger.