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Merchant's Guild Archives
Merchant's Guild Archives


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Area Note

You'll start in a room surrounded by four locked doors. You'll find the keys for the doors in the desk on the main floor of the Merchant's Guild.


1 - Cosmo

When you enter the room, Cosmo the cat will flee the archives and return to Diana.


2 - Making Business, Part 1

When you've clicked on all three parts of the book (you don't need them to be in your inventory), you'll learn a point of "trader's tongue."


3 - Making Business, Part 2

See #2.


4 - Making Business, Part 3

See #2.


Exits:

A. Ladder back up to the main floor.