Exit via the warehouse south of the temple of Efferd.
Exit via the temple of Firun.
Exit via the temple of Travia.
Exit via the temple of Phex.
Exit via the temple of Tsa.
Exit via the temple of Rahja.
Exit via the temple of Efferd.
Exit via the rat-catcher’s house.
This wall can be opened using the rat-catcher’s device. Consider the three holes on a dwarf’s eye level.
You may dive through here. Heroes, who are not roped up or bad at swimming, are lost permanently! Equip your best swimmer with an ordinary rope, which will allow you to dive through safely in the future. The risk of catching Numbskull remains however.
See 10.
Here is a passage from the old sewers to the new sewers and vice versa.
A high perception skill allows you to free another passage here.
See 13.
The guild’s new headquarters is located here.
This wall section disappears automatically as soon as you have received the Tradesmaster’s mission to seek out the Feylamia.
If you clear away the pile of boulders and have a dwarf in your party, he may lead you to the city wall of Riva, near the North Gate. Without a dwarf, tests on lock picking and Agility are performed, which may result in injuries, in case you fail them. From now on, you may enter the old sewers from both sides (see Surroundings map, location 28).
This exit leads you in front of the city wall, too.
This wall section disappears if you pass by with Eleana.
The iron door leads to Feylamia’s hideout
A) In the guild headquarters, you receive the remaining missions till the end of the game.