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The Hidden Hand Quest Guide – Tainted Grail

You wake up in a grimy prison cell—no name, no backstory, no idea how you got there. Pretty standard RPG setup. But before long, a stranger helps you break out.

His name? Caradoc. But he’s just the middleman. The real puppet master is someone named Orrin—a name that won’t come up again until after you finish Act 2. That’s when Caradoc finally reveals that Orrin was the one pulling the strings behind your escape. And just like that, a whole new mystery begins.

How to Start the Quest

Your only lead is a place tied to Orrin’s past—his old hideout, now known as the Wyrd Tower. You’ll find it to the west of the main city in Cuanacht.

Make your way there, but don’t expect to just waltz in. There’s a magical panel to the left of the door, and you’ll need the Shield of Arthur to activate it. If you haven’t completed Act 2 and picked up that shield, you won’t get past the entrance.

Ghost Messages: First Encounter with Orrin

Once inside the tower, you’re greeted by Orrin himself—or rather, his ghost. He speaks directly to you, delivering a cryptic message. Listen closely, because every word is important.

While this technically completes the quest, don’t leave just yet. There’s more to uncover here than just a few ghostly lines.

Hidden Detail: Arthur’s Secret Cameo

On the left side of the room, there’s a busted door. Peek through it and you’ll see a man calmly smoking a pipe. That’s King Arthur himself.

This little scene is a subtle teaser—you’re not officially supposed to meet or recognize him until much later. But the game rewards the curious with this early peek.

Second and Third Ghost Encounters

Head upstairs and you’ll find Orrin’s ghost once more. He delivers another piece of his haunting tale. Then, go down into the basement using the stairs to find him a final time. Each message adds a layer to the story and slowly uncovers the bigger picture.

What You’ll Discover

Between Orrin’s ghostly messages and a handful of hidden journals scattered around the tower, you’ll start piecing together the truth behind Arthur’s story.

Caradoc didn’t bring you here by accident. He wanted you to see this—before you retrieve the final piece of Arthur. It’s meant to challenge your beliefs and shape your decision in the game’s ending.

Why This Quest Matters

  • Unlocks after finishing Act 2 and getting the Shield of Arthur
  • Leads to the Wyrd Tower west of Cuanacht
  • Reveals critical story details through Orrin’s ghost and hidden lore
  • Offers early, secret glimpse of King Arthur
  • Influences your final choices in the game
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