Nehrim:Wanted!: Difference between revisions
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=== Notes === | === Notes === | ||
[[Wanted!#Top|Top]] | [[Nehrim:Wanted!#Top|Top]] | ||
== The Poisoner Bounty == | == The Poisoner Bounty == | ||
Revision as of 08:45, 30 November 2025
Back to Side Quest
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Wanted Board in Giliad
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Wanted Posters of the Sure AI staff
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Wanted Posters of the Sure AI staff
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Wanted Posters of the Sure AI staff
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Wanted Posters of the Sure AI staff
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Wanted Posters of the Sure AI staff
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Wanted Posters of the Sure AI staff
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Wanted Posters of the Sure AI staff
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Wanted Poster of Merzul and Melvin
Description
Throughout Nehrim, you will find wanted boards with bounties attached to them. The first one you will likely come across is located in Nehrim:Giliad, Activating the Wanted! scroll will assign you the next bounty. Only one bounty can be active at any one time. A total of 14 bounties exists for this quest.
The following list is the order in which you receive the bounties:
- Crude Kurtus Bounty
- Bertulus the Slasher Bounty
- Sly Eye Bounty
- Frostfinger Bounty
- Death Fairy Bounty
- Kiril Coaldust Bounty
- Nehrim:'The Butcher' Bounty
- Nehrim:The dwarven thief Bounty
- Nehrim:The Juggler Bounty
- Nehrim:Band of Berserkers
- The Applesmuggler bounty
- The Manhunter bounty
- The unholy priest bounty
- The poisoner bounty
- The undead Duchess bounty
Locations of Wanted Boards
- Nehrim:GameplayKopfgeld - To the right of the Nehrim:Captain
- Nehrim:Erothin, Barracks - In the dark to the right of the Foreign Quarter entrance.
- Nehrim:Gameplay - In between the entrances to GameplayKopfgeld and GameplayBrillen.
- Nehrim:Erothin, Courthouse - Bottom floor, across the table from Nehrim:Julius Homes Dealer
- Nehrim:Castle of Stonefield - across from Nehrim:Castle Stonefield, Lodging
- Nehrim:Giliad - north of the well
- Nehrim:Watchpost of the Erod Bridge - Entrance
- (-12,25)
- Nehrim:Darlan, after Nehrim:The Liberation is completed - Outside of Nehrim:Darlan, Residential House
- Nehrim:Cahbaet - Facing Nehrim:Cahbaet, Brewery and next to Nehrim:Devastate Tavern.
- (Ostian)
- Erothin Barracks in Nehrim:Wrong World -
Crude Kurtus Bounty
Walkthrough
Activate any "Wanted" billboard (the first one is likely to be encountered in Nehrim:Giliad) to start the quest. Go North from Giliad. Nehrim:Kurtus' Hideout is easily found by following the red marker on the world map. Nehrim:The Crude Kurtus is alone in his cave with some Nasty Kobolds, which are more dangerous than him. He is in a room with a very easy locked door and an hole in the ground. If you need some time, push him in the hole and wait for him to swim back. In the hole there is a flooded room with an Average chest with some loot. Once you have killed the criminal, your quest diary will update with the information that you have successfully dealt with the task. Get back to Giliad and activate the billboard to receive the bounty of 150 gold.
Maps
Images
Notes
- If you take the water path, it will lead directly underneath his room, which will usually result in him detecting you. It's possible to bring him outside of his hideout without ever unlocking the door due to the way the engine handles encounters. Provided he is still detecting you, exiting the cave will transport him outside as well.
Bertulus the Slasher Bounty
Walkthrough
After obtaining the bounty, follow the green quest marker to Nehrim:Bertulus the Slasher's hideout, which is a wooden construction next to a water wheel, located south of Nehrim:Mine of Duran and the Nehrim:Aeterna Camp. He will attack on sight, using both bow and melee attacks. Once he is defeated, you will receive a quest update. Looting Bertulus will net you not only the normal lower level items but the unique Green robe of equipment, which is not enchanted and offers no significant gains.
Images
Notes
- There are plenty of Wheat Grains stocked in sacks in Bertulus' hideout. All the sacks here are also safe for storage.
Sly Eye Bounty
Walkthrough
The third bounty is for Nehrim:Bertulus the Slasher's brother, Nehrim:Sly Eye. After receiving the Bounty contract from the noticeboard, you should see a red marker to guide you. If you do not see it, open quest and click map. Follow the directional marker to Nehrim:Sly Eye's Den. Sly Eye is not the only one in this cave. You will come across two Bandits of Sildonar, some Nasty Kobolds and Cross Spiders. Sly Eye is a fitting name for this character, as the cave has a few traps, and when you finally get to see Nehrim:Sly Eye, he is in the middle of a maze. You have to go through the first part of the wire netted maze and get to the other side (this brings you very close to the part of the cave which is occupied by Cross Spiders), then re-enter the maze on the other side. Once you have dispatched Sly Eye you will receive a quest update.
Maps
Notes
- Sly Eye has no Nehrim:factions, so every inhabitant in the cave is hostile to him. It is possible he will die before the player even reaches him.
- Note that Sly Eye's Den's door is locked and its map marker initially disabled until stage 10 of the quest where you receive the bounty for Sly Eye.
Frostfinger Bounty
Walkthrough
Receive the quest from a noticeboard in one of the towns. You are warned, "Cranky mage called Nehrim:Frostfinger" and "everyone who tried to capture him ended up as a giant ice cube". You can guess what you're in for. Follow your quest marker to Nehrim:Frostfinger's sanctuary (I could give you safe route, but I always go as the crow flies. Reasons are listed below in tips). When approaching the Sanctuary you will be attacked by two frost spheres. Once inside, you will encounter more frost spheres and Nehrim:Frostfinger's Bear. Carry on through and you will meet three Frost Elementals on your way to Nehrim:Frostfinger. Frostfinger attacks with frost arrows and frost fist. He also has a habit of running away and healing himself.
Once Frostfinger is dispatched you receive a quest update, "This book seems to be the source of his power". Pick up Frostfinger's Almanac. For 5 LP you can learn the spell Create Frost Sphere. This spell costs an arcane stone each time it is used. It causes frost damage and slows down enemies. It is also one of the very few Nehrim:conjuration spells in Nehrim.
Maps
Notes/Tips
- In the first part of the cave, kill the roosters; otherwise, you won't be able to use stealth. Be prepared to battle the bear.
- Just past the bear is a Nehrim:corpse, which has 2 fire arrows on it. They are useful against Frostfinger (not enough to kill him, but it's a start).
- Frostfinger is a joke. Silence him and he will attack you with his fists.
- There are several reasons to go as the crow flies: It's a good choice for you if you are you an alchemist or if you wish to raise your level. From Nehrim:Giliad to Frostfinger's Sanctuary, you can harvest well over 100 plants, including some unique plants. You are attacked by 3 wolves, 1 black bear, 2 mountain lions and 2 diseased deer.
Death Fairy Bounty
Walkthrough
A dangerous mage named Nehrim:Death Fairy resides above Nehrim:Baldur Bridge. She has a group of dark minions to aid her side.
Once you have received the new bounty mission, make the quest active, open your map and head towards the red marker. The cave is located east of Nehrim:Baldur Bridge. To find the entrance to the cave you need to climb up the hill a bit until you are on a rocky area. From this point on, it should be easy to locate the entrance.
Inside the cave you will find numerous Nehrim:Creatures. They are pretty easy to sneak on. When in the first room, be careful while walking on the unstable wooden bridge above the room with two creatures as you will be attacked by a Swinging Log and the wooden planks will start to fall apart. Take your time while exploring the cave, you might find a lot of useful loot: A Textbook, an Arcane Stone, Runes etc. (especially in the burial mounds - make sure you do have shovels in your inventory).
Do take notice of the dangling huge stone attached to a tight rope. To proceed further into the cave, you need to pull the stone. In the cave there are two stones to pull. The second stone will open an entrance that will lead you to the Nehrim:Death Fairy's chamber. Dispatch the boss and your quest log will update with the information that you have just heard a very disquieting noise. Three Bone Flayers will appear out of the blue and launch an attack on you. Once you have successfully dealt with them, head towards the exit. You will notice another surprise: the way out will be blocked by an ominous looking Nehrim:Summoned Demon. Fortunately, the demon is not as challenging as the boss herself, so you should have no problems with tackling him. Once the demon is dead, you can finally leave the cave safely.
Go to the nearest city and collect your reward.
Maps
Notes
- Take your time while exploring the cave. You might find plenty of useful items.
- Sneak on the boss. At least she will be partially wounded when fighting her.
Kiril Coaldust Bounty
Walkthrough
The authorities want to see Nehrim:Kiril Coaldust dead. After murdering the charburner who lived north of Nehrim:Shadow Song Mine, he is now dwelling in his victim's house together with his men.
After you have received the bounty from the Wanted board, make the quest active and open your map to locate the red marker on your map. Go towards the direction of the marker. The road is pretty straightforward, as you simply have to follow the road until you reach the end of one of the side roads. The bandit resides with his men in Nehrim:Charcoal Burner. Go inside and you will be attacked by one Nehrim:Bandit of Sildonar. Unfortunately, the noise of the fight will draw the attention of all the residents, and soon Nehrim:Kiril Coaldust together with two other Bandits of Sildonar will join the battle. Once you have killed Kiril, your quest log will update with the information that now you can come back to one of the major cities and receive your reward from the Wanted board.
Images
Notes
- Search the house. You will find a lot of crafting materials (coal).
- Some players can't activate this quest (with the 1.1.1.0 Patch). Check here for the solution.
'The Butcher' Bounty
Walkthrough
People are afraid of a cruel fiend called 'The Butcher'. Some Middlerealm soldiers were already sent out in order to take care of him, but they haven't returned.
Once you have accepted the bounty from the Wanted board, head towards Ledur. In order to find the entrance to the Slaughterhouse you need to climb up the rocks west of Ledur.
Inside the fortress, on your way to The Butcher, you will find some corpses of the dead creatures as well as the unfortunate Middlerealm soldiers. Your quest log will update with the information that it seems that the soldiers have killed most of the Creatures . What is more, the creatures resemble the very same creatures that protected the Death Fairy, might it be a coincidence? When you are close to the first barred gate, just by the corpse of Captain Tarek, the quest will update stating that, despite the desperate fighting, the soldiers were ultimately defeated and their mission is still unfinished. From now on, you will encounter some alive enemies. Use the lever to open the barred gate. In the next room you will find plenty of enemies protecting the door to The Butcher himself. When you have dispatched all of the Creatures, go past the lava and turn right to find a back room with a stone table. Pick up the Key to Master Butcher from the table and head towards the door (Very Hard). The door can be opened using the key. Brace yourself for the battle and open the door. You will not be attacked by the boss yet. If you are ready for the deadly encounter, pull the lever fixed to the wall, thus you will expose yourself to The Butcher's attack. As soon as you enter the room, the gate will bar your escape and you will have to tackle the boss in his chamber. When you finally kill him, the quest log will announce that now that the fiend is dead, you can safely collect your reward.
Loot The Butcher's body and you will find another Key to Master Butcher. Pick up the unique weapon from the altar and open the door (Needs a Key) in the Butcher's chamber. Inside you will find some collectibles as well as a chest. Pull the lever to open the gate in the Butcher's chamber. Now you can finally leave his fortress and collect your reward.
Maps
Tips/Notes
- Search his room. In the centre you should find a unique one-handed blunt Armgemetze.
- Recommended level: 20-30.
- You can attack the butcher from outside the doorway and not get trapped inside.
The Dwarven Thief Bounty
Walkthrough
In the next bounty quest you have to hunt for a Dwarven Thief. He has locked himself inside The Lonely Towers.
The Lonely Towers are between the Forest of Salathin and the Aman Bay. Navigating through the towers is pretty straightforward. At the end of the cave is a large seemingly empty hall, with nothing but a rope to pull. When you pull the rope a door opens and a bunch of logs roll down to kill you. It is advised to stay in the back of the room, since the logs do considerable damage and it is hard to avoid them. The logs will probably get stuck about halfway, so you are safe in the back. Behind the logs is a door. In the next corridor, to the left you will find Tower Lord Malock and the exit, and to the right will be Dwarven Thief. When you enter the room, you will see a large explosion. When you navigate through the fire traps you will be attacked by a Flame Creature. After you killed it, you will see the corpse of the Dwarven Thief and some burning gunpowder around him. On the table to the right is a note explaining the plans of the thief, and it will become obvious what went wrong.
Maps
Notes/Tips
The Juggler Bounty
Walkthrough
The quest information is very scarce. All that we know about the mysterious juggler is that he is wanted and our task is to hunt him down. The Juggler's position is marked by the red marker on your map. He is located in a cave nearby Erothin, under the stone circle near the farms.
Head towards the quest marker and you will find yourself in the centre of the Stone Circle. Take a closer look at the stone in the middle of the circle, there is a hidden trap door to Nehrim:Cave under the Stone Circle. Enter the Cave. Inside you encounter numerous Bone Flayers and two spiders. At the end of the cave there will be a room with a sleeping man (probably the Juggler). He seems unarmed and totally unaware of the danger. Try to wake him up, and you will be ambushed by another man, but this time it will be the Juggler himself. Dispatch the Juggler and your quest will update with the information that the Juggler failed to outwit you by his surprise attack. Now you can loot both the Juggler and his sleeping companion.
Notes/Tips
- You will loot a special mask from the Juggler.
- Loot the sleeping man as well. He has Health Potions (exclusive, quality).
- There is bug, when player can't take the mask off. To get rid of it:
- Save and close the game
- Open games launcher
- Enter "Data files"
- Uncheck Translation.esp box and save changes
- Load your save and throw mask from your inventory.
- To change language back, in the launcher check Translation.esp box and save changes again.
The Band of Berserkers Bounty
Walkthrough
This quest leads you into the vicinity of the Gate of Cahbaet. You are entrusted to put an end to a band of berserkers attacking the lands around the gate.
- Reach the Cave
Leave Erothin and go towards the Gate of Erothin (the exact position of the outlaw's haven is indicated by the red marker on your map). Once you have gone through the gate, turn right and climb up the narrow road that leads upwards(if you have passed Rudor's Trading Post it means that you have gone too far, move back). Following the road up you might be attacked by a Diseased Deer and a Young Wolf. Go past the waterfall and you should be at the Cave Slayer.
- Clear the Cave
Inside the cave, you will be attacked by numerous Forest Wolves. The first room is totally full of them. Open the Wooden Door and an the first of Berserker Warriors will face you by the dead Black Ram. At this point, you can choose two ways:
Stairs to the N (Very Easy) lock - nothing here, apart from a wide variety of animals.
Stairs to the S - jump over the Swinging Log and enter the Wooden Door. Tread carefully, there is a pressure plate and a Swinging Mace.
The room behind the door is filled with about thirteen berserkers scattered around the whole area. Be wary of the one that stands over the room and continuously shoots arrows at you. Search the room carefully; there should be a narrow tunnel that will lead you upwards to the annoying berserker archer. When you have dispatched the archer, do not jump/walk down. Near to a place where the archer was, there is a small bridge over the room. Go over the room and deal with some more berserkers hiding there. On your way you should notice a strange room to your left and the boss, Berserker Lord Hvald, will launch his attack. Having successfully dealt with all the berserkers, the quest log will update with information that your quest is finished as you have managed to defeat the leader. There is an exit nearby. Go there and collect your reward from the Wanted Board.
Maps
Notes/Tips
- There may be some difficulty entering the locked room (the one with numerous sheep) as the door frame seems too low. However, by trying you should manage to enter and leave the room.
The Applesmuggler Bounty
Walkthrough
Maps
Notes
The Manhunter Bounty
Walkthrough
Maps
Notes
The Unholy Priest Bounty
Walkthrough
Maps
Notes
The Poisoner Bounty
Walkthrough
Maps
Notes
The Undead Duchess Bounty
Walkthrough
This is the final bounty.
Maps
Notes
Rewards
- 150 gold for Nehrim:The Crude Kurtus
- 200 gold for Nehrim:Bertulus the Slasher
- 300 gold for Nehrim:Sly Eye
- 500 gold for Nehrim:Frostfinger
- 700 gold for Nehrim:Death Fairy
- 300 gold for Nehrim:Kiril Coaldust
- gold for Nehrim:The Butcher
- gold for Nehrim:Dwarven Thief
- 550 gold for Nehrim:The Juggler (Bounty)
- X gold for the Band of Berserkers
- 250 gold for Nehrim:The Applesmuggler
- 1200 gold for Nehrim:The Manhunter
- 1200 gold for Nehrim:Unsacred Priest
- 1500 gold for Nehrim:Poisoner
- X for Nehrim:Duchess of Fear
Notes
- Note that the Wanted posters of the Sure Ai Staff and Merzul/Melvin aren't actually bounties of this quest. The Sure Ai staff posters are easter eggs and Merzul & Melvin are wanted after a certain point in the Nehrim:Main Quest.
- It is not necessary for the Nehrim:player to be one to kill each bounty. It is enough that they die by any means necessary to cash in.
- Some journal entries from the quest journal suffer from a broken English translation. Unofficial Nehrim Fixes corrects most of these entries. See below.
Bounty Quest Journal
The use of the console is the same as in Oblivion. A description on how to use console commands can be found here.
| Wanted! - NQWanted01 | ||
|---|---|---|
| Stage | End Q | Journal Entry |
| 1 | I have decided to accept one of the bounty orders. I will search for Crude Kurtus. A reward of 150 gold pieces is offered for his death. | |
| 2 | Crude Kurtus is no more. Now I should go back to the board and collect my reward. | |
| 3 | † | I have collected the bounty on Crude Kurtus: 150 gold coins. |
| 5 | A bounty of 200 gold pieces will be awarded for the capture of Bertulus the Slasher. | |
| 6 | I found Bertulus the Slasher and put an end to his activities. Whatever he once slashed – he slashes no more. | |
| 7 | † | I received the bounty for Bertulus. |
| 10 | Sly Eye, the Slasher's brother, is still on the loose. His camp is located somewhere below Castle Stonefield inside the forest. I will take care of him. | |
| 11 | Sly Eye is gone. At the board I will get my reward. | |
| 12 | † | Sly Eye's death brought me 300 pieces of gold. |
| 15 | The authorities are looking for a cranky mage called Frostfinger. He appears to be a powerful mage - everyone who tried to capture him ended up as a giant ice cube. Sounds like I'd better prepare some fire magic before I make my way into his territory. | |
| 16 | I defeated Frostfinger. This book here seems to be the source of his power – it might be useful. | |
| 17 | † | I received a reward of 500 gold pieces for Frostfinger. |
| 20 | A mage named Death Fairy is the next one on my list. Her camp is situated somewhere above of Baldur's Bridge. As it seems, she has a group of dark minions on her side. I must take care. | |
| 21 | This bone artist is history... but what was that sound? | |
| 22 | † | For the Death Fairy's head I received 700 gold pieces. |
| 25 | The authorities want to see Kiril Coaldust dead. After murdering the charburner who lived north of the Shadow Song Mine, he is now dwelling in his victim's house together with his men. The reward is 300 gold coins. | |
| 26 | I have eliminated Kiril Coaldust. Now back to the board. | |
| 27 | † | I have received the reward of 300 gold coins for Kiril Coaldust's death. |
| 30 | People are afraid of a cruel fiend called "The Butcher". He is a great threat for public security. The reward is set at 850 gold coins. Some Middlerealm soldiers were already sent out in order to take care of Butcher, but haven't returned. | |
| 31 | It seems that the Middlerealm soldiers have already cleared this place of all creatures. These beasts appear to be of the same kind as the ones that protected the Death Fairy - could there be a coincidence? | |
| 32 | Despite their desperate fighting, the soldiers were ultimately all killed and thus their mission remains uncompleted. | |
| 33 | I have put a stop to the Butcher's game. He's now lying in his own blood. | |
| 34 | † | I received the noble bounty of 850 gold coins for the Butcher's death. |
| 35 | The next one on the list is a dwarven thief. He been tracked down and now barricades himself inside the Lonley Towers near Cape Aman. | |
| 36 | The dwarf blew himself away with explosives. I guess this mission has resolved itself. | |
| 37 | † | The dwarven thief's death brought me 250 gold coins. |
| 40 | The Juggler is being wanted. His last known position has been marked on my map. | |
| 41 | The Juggler wanted to outwit me. He failed. | |
| 42 | † | I raked in the bounty for the Juggler. |
| 45 | My next quest leads me into the vicinity of the Gate of Cahbaet. I am entrusted to put an end to a band of berserkers attacking the lands around the gate. A bounty of 1000 could turn this mission into quite a profit for me. | |
| 46 | The leader of the Berserker is dead. | |
| 47 | † | The untimely demise of the berserker leader earned me a neat reward. |
| 50 | The Middle ream is looking for an "apple-smuggler," the refuge somewhere in or under the Apple Horn Yard. I must find him and make the access. The bounty is only 250 gold, but maybe there are in his sanctuary, except apples, still find the odd treasure - if it will be just a perception, how to get rich by smuggling apple ... [sic] | |
| 51 | I found in the basement of an Apple Horn Yard a apple horn track - interesting! I should investigate. [sic] | |
| 52 | The "The Applesmuggler" is finished and with it the biggest black Nehrim distillery. [sic] | |
| 53 | † | The bounty for the smuggler (250 gold), I stressed one. So it looks but not out after that I have to sell off my prey to cheap booze will ... [sic] |
| 55 | The next on the list is a crazy Manhunter who shoots from his tree house near Sildre from passersby. There are 650 gold on his head. [sic] | |
| 56 | The Manhunter arrived in the eternal hunting grounds. | |
| 57 | † | I received the bounty for the Manhunter. |
| 60 | In the desert a unholy priest cause mischief. This undead lich should be silenced. The reward is 1200 gold this time. [sic] | |
| 61 | The unholy priest is in the desert dust. [sic] | |
| 62 | † | I received the bounty, which was exposed to the head of the unholy undead priest. [sic] |
| 65 | There was a bounty of 1500 on a poisoner, who settled in the desert of Ostian and poisoned with his tinctures groundwater. [sic] | |
| 66 | The poisoner is dead. A Desertgoblin who delves into the art of alchemy - I hope he remains an isolated incident ... [sic] | |
| 67 | † | The death of the poisoner is reported. The 1500 gold are now mine. [sic] |
| 70 | On the big sea gate of the southern realm strange things going on. A sect that has its quarters there is said to have opened a portal into another dimension, from escaping the undead. It would clean up at the time there. [sic] | |
| 71 | The undead Duchess is eliminated. | |
| 72 | End | That's it, I cashed my last bounty. |
Notes
- † - denotes the end of one bounty.
- The quest stages suffer from a broken English translation. Below are the translation fixes (and corrections in Bold):
- 50 - The Middlerealm is looking for an "Apple Smuggler", who took shelter somewhere on the Apple Horn Yard. I need to find the hideout and corner the smuggler. The bounty is only 250 gold, but maybe I'll find some treasure and also some information about how to get rich by smuggling apples.
- 51 - I have found a track of apples in the basement of the Apple Horn Yard - interesting! I should investigate further.
- 52 - The "The Applesmuggler" is finished and with him the biggest illegal distillery in Nehrim.
- 53 - I got the bounty for the smuggler (250 gold). So it doesn't look like that I have to sell that cheap booze I was able to loot...
- 55 - The next on the list is a crazy Manhunter who shoots from his tree house near Sildren at passersby. There are 650 gold on his head.
- 60 - In the desert an unholy priest causes mischief. This lich should be silenced. The reward is 1200 gold this time.
- 61 - The unholy priest's remains lay in the desert dust.
- 62 - I received the bounty on the undead head of the unholy priest.
- 65 - There is a bounty of 1500 on a poisoner, who settled in the desert of Ostian and poisoned the groundwater with his tinctures.
- 66 - The poisoner is dead. A Desert goblin who delved the art of alchemy - I hope he remains an isolated incident...
- 67 - The death of the poisoner was reported. The 1500 gold is now mine.
- 70 - There are rumors that at the big Sea Gate of the Southern Realm, strange things are happening. It's said that a cult has taken quarters there and opened a portal into another dimension, from which undead are coming into Nehrim. It is time to clean that place up.
Activator Statistics
- Editor ID: NQWantedBoard
- Form ID: 0022BAB8
- Refs: 12
- Script: NQWantedBoardScript