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Tulla Exterior


Did we miss anything in this location? Is there something we didn't discover? Let us know!


 
 
Area Note

You can find a lot of good magical loot in the city, but if you attack any magicians to get it, the entire city will turn again you. Also, if you joined the dark elves in T’sen-Ang, the gate guard won’t let you in, and fighting him will turn the city against you, giving you little reason to go in.


1 - Entrance Gate

The only way into Tulla is to use the teleportation gate outside the city. When you talk to the elf next to it, he’ll inform you that Jorian is expecting you, and he’ll allow you to use the gate.


2 - Study Room

Inside you’ll meet Herzod Munk, who is something less than an eager student. He’ll ask you to take his final Phantasm College exam for him. If you agree, he’ll give you Fa’al Kin’s Coin, the key to the exam area. To take the exam, just enter the arches near the building (#3) while the coin is in your inventory. You’ll be teleported to Fa’al Kin’s Maze.

The maze is made up of several rooms. In the first room you’ll find a pair of chests containing Fa’al Kin’s equipment: amulet, boots, dagger, gauntlets, helmet and ring. To make your way through the “maze” you’ll have to wear a particular piece of Fa’al Kin’s equipment (or none of it) and then touch the teleportation stone in the center of the room. It doesn’t matter if you wear your regular equipment or not.

The order of equipment is: no equipment, ring, amulet, helmet, boots, gauntlets, dagger, all equipment, no equipment. The last room also contains Fa’al Kin’s Chalice, which is what you need to return to Munk.

When you give the chalice to Munk you’ll receive 8500 experience and a scroll of phantasmal fiend. After completing the quest you might want to ditch Fa’al Kin’s Coin somewhere so you don’t accidentally enter the maze again.


3 - Teleportation Arches

You’ll only be teleported if you have Fa’al Kin’s Coin (see #2).


4 - Canto Building (cross-circle)

The canto buildings are involved in the quest to speak with the ghost of Pelojian (pertinent information can be found in the Tulla Interior, #1 and #4). Each building contains a canto, and the four cantos give clues for how to step on the pressure plates surrounding Pelojian’s Pool (#5).

However, there isn’t anything special about the locks on the buildings. If you can pick locks or if you have the unlocking cantrip, then you can get into the buildings with no problem. Otherwise, you’ll have to go through a fairly tedious process of stepping on the pressure plates scattered around Tulla.

The pressure plates have the symbols of the magic colleges on them. If you don’t know the symbols of the magic colleges, bring up your character page and then click on the “magic” button. The symbols for all 16 colleges are shown there.

To open this building, you must step on the pressure plates for the earth (#4a), air (#4b), water (#4c), and then fire (#4d) magic colleges. Once you do so you’ll find “canto1” which reads, in part, “the final step before you come to me.” You should also find Pelojian’s Amulet.


5 - Canto Building (spiral)

See #4 for background information.

To open this building, you must step on the pressure plates for the conveyance (#5a), force (#5b), morph (#5c), and then phantasm (#5d) magic colleges. Once you do so you’ll find “canto3” which reads, in part, “not first above but just underneath.”


6 - Canto Building (stick figure)

See #4 for background information.

To open this building, you must step on the pressure plates for the necromantic white (#6a), necromantic black (#6b), summoning (#6c), and then nature (#6d) magic colleges. Once you do so you’ll find “canto4” which reads, in part, “the first to the last.”


7 - Canto Building (star)

See #4 for background information.

To open this building, you must step on the pressure plates for the divination (#7a), meta (#7b), mental (#7c), and then temporal (#7d) magic colleges. Once you do so you’ll find “canto2” which reads, in part, “one step which begins a journey.”


8 - Pelojian’s Pool

As long as you’re wearing Pelojian’s Amulet (see #4), you can activate the pressure plates surrounding Pelojian’s Pool. The correct order for stepping on the plates is described by the cantos found in the canto buildings (#4-7) -- star, spiral, stick figure, cross-circle -- followed by the symbol for magic. Once you activate the symbols, Pelojian will appear. You don’t have to wait for midnight.

Pelojian will tell you about Vendigroth and the Device, and he’ll mark the location of Vendigroth on your world map.


Exits:

A. Entrance to Tulla Interior.

Walkthrough
Introduction
Brief Walkthrough
Major Areas
Crash Site
Shrouded Hills
Dernholm
Black Root
Tarant
Black Mtn Mines, 1-2
Black Mtn Mines, 3-4
Ashbury
Isle of Despair
Wheel Clan, Main Lvls
Wheel Clan, Lwr Lvls
Stillwater
Qintarra
Caladon
Roseborough
T'sen-Ang
First Panarii Temple
Tulla Exterior
Tulla Interior
Vendigroth Ruins
Vendigroth Ruins, 1-2
Vendigroth Ruins, 3-4
The Void, Outer Plains
The Void, Exiles
The Void, Inner Lair
Minor Areas
A Lair of Gyr Dolours
Ancient Temple
Arbalah's House
Bessie Toone Mine
Boat Landing/Thanatos
Bolo's Altar
Caladon Palace
Caladon Prison
Caladon Sewers
Crash Site Cave
Dark Elf Camp
Dernholm Dungeon
Dngn of the Drgn Pool
Elven Ruins
Falcon's Ache
Gtwy to the Wastes
Gorgoth Pass
Half-Ogre Island
Hardin's Pass
Kerlin's Altar
K'na Tha
Kree
Land Bridge
Lethe Wyvern Sighting
Liam's Workshop
Myst. Ruins of Wastes
Nasrudin's Rstg Place
P. Schuyler & Sons
Ruins of Szabo
Scrt Entrance/Iron Clan
Simon Fahrkus' Shack
Stonecutter Clan
Stringy Pete's Cove
Stringy Pete's Treasure
Tarant Sewers (Open)
Tarant Sewers (Clsd)
The Bangellian Deeps
The Bedokaan Village
The Boil
The Lair of Bogaroth
The Pit of Fires
The Plc of Lst Voices
The Poacher's Camp
The Ruby Glade
The Williamson Hmstd
Thieves' Cave
Torg's Altar
Torin Quarry
Vollinger's Meeting Plc
Vooriden
Optional Areas
Ancient Maze
Ancient Shipwreck
Forgotten Pit
Haunted Castle
Old Blind Mstr's House
Secret Village
Small Camp
Small Pond
Strange Ceremony
Strange Pond
The Bog
The Broken Cathedral
The Cold Place
The Fan Graveyard
The Lair of Bellerogrim
The Old Lagoon
Uncharted Cave
Vlge of the Ashlag Trb
Wolf Cave
Other Quests
Ancient Gods
Iron Clan
Sailing to Thanatos
St. Mannox
Thvs Undrgrd, Caladon
Thvs Undrgrd, Tarant
Skills
Backstab
Bow
Disarm Traps
Dodge
Firearms
Gambling
Haggle
Heal
Melee
Persuasion
Pick Locks
Pickpocket
Prowling
Repair
Spot Traps
Throwing
 
 
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