(Part XVI of Arcanum Walkthrough for Troika's cRPG Definition of 2001, Arcanum: Of Steamworks and Magick Obscura).
We are continuing the main quest after learning the location of the Black Mountain Mines from Gilbert Bates or Gilbert Bates' journal.
Black Mountain Mines Location
The Black Mountain Mines are located northwest of Tarant, south of Hardin's Pass and west of Stillwater. Gilbert Bates of Tarant or reading Gilbert Bates' journal marks the Black Mountain Mine on the Arcanum map.
Black Mountain Mines
The Black Mountain Mines are the abandoned home of the Black Mountain Clan of Dwarves, or BMC. This was Stennar Rock Cutter's clan (the Dwarf that gave us the ring at the crash site). The mines constitute a straightfoward four-level dungeon crawl filled with traps, monsters and loot.
The ultimate goal is to reach the Dwarf, Gudmund Ore Bender, on the third level. The only "trick" to the mines is that we must first descend to and explore the second level in order to find our way back up to a previously inaccessible part of the first (due to a barricade), from which point we may descend to the third and fourth levels.
Since we can't rest in dungeons, and it's not so easy to backtrack unless we're a Mage with access to teleportation, some preparation is in order.
If you're a Mage, make sure you have lots of Fatigue Restore Potions. Not just Light Fatigue Restore, but Heavy Fatigue Restore. I had over a dozen and was on my last by dungeon's end (though I also made sure I did all the killin').
There are many traps laid down by Gudmund, but none are insta-kill-deadly and so Virgil can just heal us after we trip them. Even though Virgil is a good healer, Mages should take Minor Healing as well (in order to speed things up).
Ore Golems, Rock Sprites & Seething Masses
Ore Golems, Rock Sprites and Seething Masses damage our armor when they hit us, and damage our weapons when we hit them. If you have precious arms and armor, you may like to equip back-ups because repairing equipment is a hassle.
You could also wield Pyrotechnic Axe or Dwarven Gauntlets against the golems, as they don't get damaged. I found Disintegrate to be useful against these enemies. For other critters found in the mines, search string [1: enemies].
It is worth noting that BMC mines can be difficult or even impossible to negotiate for new players, due to the above-mentioned aggro. If the first Ore Golem is pounding your party into the dirt, the general advice would be to come back when you're higher level, and have better gear.
The Molochean Hand are tracking us through the mines, but they are easy to beat compared to golems, masses and wererats.
Many jewels, gemstones, crystals and volcanic rocks are found in the dungeon. Some of these, such as the Geode, Kathorn Crystal and Lava Rock, are actually offerings to the gods. Thus, it might be a good idea to hold onto them.
The forge on the second level is guarded by a 20th level Seething Mass.
Barrels in the forge hold Pyrotechnic Bow schematic and Machined Gauntlets (AC 5, DR 7, Damage 15), Eye Gear (PE +2).
In the heavily trapped living quarters we find Power Axe, Great Helm, Mental Inhibitor schematic and Quality Hammer.
Nice.
This crazed BMC Dwarf is found at the end of a heavily trapped, winding passageway on the third level of the mines:
Nice.
Gudmund Ore Bender
This crazed BMC Dwarf is found at the end of a heavily trapped, winding passageway on the third level of the mines:
Pillar of Truth
Both Gudmund, and the Pillar of Truth standing behind him, inform us that the Black Mountain Clan (BMC) were banished to the Isle of Despair as punishment for sharing technology with human society, mainly through Gates' steam engine.
The elves oversaw the BMC's banishment, and the Wheel Clan (another Dwarven clan) cooperated with the elves.
Armed with such info, we're done with the mines.
We can now return to Gilbert Bates at his estate in Tarant.
[2,500 XP, Ashbury map-marked].
Armed with such info, we're done with the mines.
Gilbert Bates
We can now return to Gilbert Bates at his estate in Tarant.
[2,500 XP, Ashbury map-marked].
Chukka
Assuming we have room in the party, have a Charisma score >=12, and are good-aligned, Bates' bodyguard, Chukka, joins the party. Note that we must have an open party slot before we report to Bates.
We must now look for the BMC on the Isle of Despair, which we access via Ashbury on the eastern seaboard of Arcanum:
[1: enemies] 1st level Ailing Wolf, 4th level Cougar, 3rd level Prodigious Vermin, 5th level Kite Warrior, 20th level Seething Mass, 25th level Ore Golem, 12th level Putrid Rodent, 30th level Granite Rat, 8th level Kite Berserker, 5th level Kite Bowman, 15th level Rock Rat, 12th level Kite Shaman, 20th level Brute Fang, 25th level Wererat.
[2: enemies] 3x 30th level Granite Rat, 1x 20th Dark Elf Thief, 1x 15th level Dark Elf Thief, 7x 8th level Kite Bererker, 1x 3rd level Kite Scout, 3x 12th level Kite Shaman, 7x 5th level Kite Bowman, 3x 5th level Kite Warrior.
cRPG Blog | 8. Thieves' Guild Arcanum | 17. Ashbury Arcanum |
ARCANUM (Index) | 9. Cassandra Pettibone | 18. Isle of Despair |
1. Arcanum Walkthrough | 10. Gilbert Bates | 19. Wheel Clan Arcanum |
2. Shrouded Hills Arcanum | 11. Garringsburg Heist | 20. Durin Stone Arcanum |
3. Bessie Toone Mine | 12. Madam Toussaude | 21. Stillwater Arcanum |
4. Jongle Dunne | 13. Ancient Maze | 22. Qintarra Arcanum |
5. Doc Roberts Arcanum | 14. Dernholm Arcanum | 23. Bedokaan Village |
6. Amulet of N'Tala | 15. Black Root Arcanum | 24. Persuasion Master Arcanum |
7. Tarant Arcanum | 16. Black Mountain Mines | 25. Caladon Arcanum (to the end) |
Generally, the easiest way to deal with foes with equipment destroying capabilities, like many of those in the Black Mountain Mines, is to not equip a weapon at all and just kill them with gauntlet-equipped fists (assuming one is playing a melee-capable character, and if not the same tactic can be employed by a melee-capable companion). I was actually quite disappointed when I figured out this trick, since it makes encounters against weapon-wrecking monsters much less challenging and tactically interesting.
ReplyDeleteI think there are more conditions than simply the party size limit as to whether or not Chukka will join you, but unfortunately I cannot remember what they are, if so (been too long since I played this).
Yes, you are right. As far as I can tell: PC Charisma >=12, PC good-aligned.
DeleteAlso, it seems the game checks whether or not we have room in the party at the end of Bates' dialogue rather than during Chukka's. So if we had a fully party at the end of Bates' dialogue, but then remove a party member before speaking with Chukka, he still won't join.