You're going to need a second puzzle cube. The third barrier contains the exit and two buttons for Puzzle Cubes to sit on. Don't push it past the third barrier, though. For now, you should leave the cube here, but you can push it in front of the next barrier if you'd like. Jump over the wall behind the barrier, climb the wooden platforms there, and light the brazier to open the way forward once more. There is a second barrier at the end of the cube's track. When lit, the way is open to push the cube through the hall. Jump over the western railing and climb up the wooden structure to light the brazier. She will run along the course as you clear the way for her. Lahini asks if she can tag along with you, and rejoices when you allow it. Upon speaking to her, you confirm her identity and learn that she is struggling with the puzzle. In the next room, you'll come across Lahini, who is fruitlessly kicking a Puzzle Cube. Press on to the New Moon Temple once you've opened the way with the Puzzle Cube switch. Once the barrier is down, push the Puzzle Cube through the maze and onto the button in the center of the room. Lighting the brazier removes the barrier. Head north through the maze and light the brazier on the other side of the doorway that the blue barrier is blocking entry through. He gives you a pendant, which you must show to the guard in front of the cult's fortress in the Tenmar Forest, east of Black Heights. He then offers you a place in the Order of the New Moon, as they are looking for warriors such as yourself. He tells you that your strength is admirable, but is nothing against the Dragons. Take them both down and head through the door to speak with Shirnama. The last round consists of fighting Do'mazir and Jiren-dar, a Dagi wind mage. There are five rounds, the first four of which are fairly easy. Head on down into the ring and wait for the fight to start. She begrudgingly obliges, which grants you entry. He won't let you in unless you can convince Caska to compete in the arena once more. Caska is waiting for you in front of the arena's entrance with the bouncer, Do'mazir. She was the undefeated champion before she retired, so she can probably get you in.Įnter the refuge and take the hallway past the merchant. Caska tells you that the Black Kiergo is a fighting ring located in the outlaws refuge below Senchal. Tell them what you know, and ask Caska about the Arena. When you're done investigating the attic, Aeliah and Caska will call up to you from the second floor. The cult needs more warriors, so Shirnama is visiting a place called the Black Kiergo. In the attic is a letter detailing orders to the New Moon recruiter, named Shirnama. Follow the map outside to an abandoned house past the guild traders and above the harbor. Ranza offers to draw you a map leading to the place the recruiter stopped. Kazahn isn't feeling very talkative on the subject of Lahini, but if you persuade him to tell you more, he confesses that Lahini has been hanging around the New Moon's recruiter, and that he and his friends followed him somewhere. Today, he is accompanied by Za'ji and Caska. You can find Kazahn downstairs at the Sweet Breezes Inn, drinking his days away with his friends Ranza and Dahjarsi. He's refused to speak with Buzinda so far. She's elated that you've joined in the search for her daughter, and mentions that someone named Kazahn might know something about Lahini's whereabouts. He recommends speaking with the woman who just left, as she suspects her daughter may have been recruited by the Order.īuzinda is lingering outside the general's office, grieving. General Renmus still can't spare anyone to help your investigation, but gives you clearance to do so yourself. You will arrive at the tail end of a conversation between him and a woman named Buzinda, whose daughter is missing. Head on over to Senchal Palace and enter the general's office. Aeliah Renmus knows that the Order of the New Moon is recruiting in Senchal, and she can get you in to see her father without an appointment so that you may speak to him about it.
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