Walkthrough for Arqon: A Criminal's Journey Notes (minor spoilers): 1. This walkthrough only coveres the prologue and early middle game. [SPOILER] Once you enter the dungeon, all you need to do is hack, slash and cast your way to victory (until you get to the 'Hut). Then follow the instructions if you get stuck. 2. You can save any time you like, so save early and often. There is also an autosave feature. I ask that you use this walkthrough only as a last resort. Do not use it to cheat! Start off by going into the trading post (SW). ASK THE OWNER ABOUT BARTER and ASK THE OWNER ABOUT THE TRADING POST. Now, GIVE HIM A WEAPON (any weapon) for the broad sword. Then ASK OWNER FOR THE SCROLL, which has the Circumvent lock spell on it. Leave the trading post to NE and head to that rather discusting alley to NW. There you will find a goblin, who you must fight for XP. Then, Go SE and NE to the headquarters. MEMORISE the CIRCUMVENT LOCK spell and CAST CIRCUMVENT LOCK AT THE LARGE DOOR. Voila! You've just gained access to the Headquarters. Go N and SW, and you'll meet the President of the Bureau of Magic (GUndar Bladeheart). TALK TO THE PRESIDENT for a while, but Make sure you ASK THE PRESIDENT FOR A JOB to begin the second part of the prologue. Now that you're at your home, you can begin the game proper. Head into the entryway (N, N, and NE). Be sure to examine everything along the way, for a bit of background info. Get all the stuff from the recepticle and head outside (NE). After Going outside, you'll find that some loon has parked their Donky cart outside your door. Luckily, this is a sort of medieval taxi, sent by the bureau of magic. Head North to your garden and get the apple. Head S again and enter the cart. Welcome to the Middle Game. Head SW to the forest, where you'll find a wolf. Kill it. Just remember: You can save any time you like now. Before heading NE, now would be a good time to memorise all of your scrolls (if you have not done so already). Head back NE and SE. Kill the guard there, and you'll be in the dungeon. From here on out, It's going to be hacking and slashing... Until you meet the Hermit. After rescuing him from that hazardous hobgoblin, TALK TO HIM until you've covered every topic in the list. Then, CAST MEND ON THE HERMIT to refresh his memory. He will now follow you to your victory.