Warhammer 40,000: Rogue Trader: Walkthrough – Chapter 4

At the beginning of the fourth chapter, you will find yourself on your spaceship. Talk to the people on the bridge about the kidnapping of the Lord Captain and his crew. You can tell them the truth, point to Irliet, or lie. I did not consider all the options and decided to cover for Irliet, saying that ordinary xenos are to blame. I do not think that this will matter and somehow affect the upcoming events. In any case, the Rogue Trader will soon move to his quarters. Talk to various characters to learn the latest information about the situation in the Koronus space, the cult of the Last Dawn. Drukhari raids left and right, while the Korda and Winterscale families are at war with each other. Inquisitor Kalkasar led the defense of the space. Two new story quests are also activated:

— Lord Inquisitor and Lord Captain

– Hunting grounds

There are problems on Dargonus too. It seems that Abelard’s family is accused of treason. Agree to help him to start his personal quest. He is not the only one with companion quests: one by one, almost all members of your team will appear, telling you about the problem they have. You can agree to help them or refuse. Only if you agree will you receive their personal quests:

— Blood Ties (Abelard)

— Door (Idira)

– Rat Hunting (Jay)

— The Price of Humanity (Heinrichs)

Blood Ties . This quest will begin at the start of Chapter 4, during the cutscene in which Abelard asks you for help. Agree! When you are ready to begin the quest, go to Dargonus in the Mundus Valantius system. You will not have to fight anyone. As soon as you land, a cutscene will start. You will see several corpses and guards. You will have to figure out what happened here. In this quest, you will play the role of Phoenix Wright from Ace Attorney. You need to listen to everyone, explore the area in search of clues, talk to different people, and so on. The culprit of what happened is Regina Sauerbeck. But you need to do some things so that the Lord Captain comes to this conclusion on his own. When you regain control, pass the check on the servant to find a note. Enter the palace and go to the throne room. After watching the cutscenes, listen to Urbend, who will tell you about the problem that has arisen. Ask all possible questions, and also talk to the heads of all the houses.

Finally, tell Urbend that you want to know a little more before jumping to conclusions. To figure everything out, do the actions in the following order. Talk to all the families and click on all possible branches. Gaprak is in the southwest corner. Tell them about the note that you found on the servitor in front of the palace entrance. Sauerbeks are next to Gapraks. Drivestems are in the southeast corner. Ask Urbend about his son. Passing the check is not necessary, but this will allow you to earn additional experience points. Thanks to this, you will learn that the Verserians are not to blame. The Verserians are in the northeast corner. After that, you can optionally proceed to the verdict, but that’s not all. You can blame the Sauerbeks, and then everyone will be executed. But before that, you can learn something else by finding out who exactly is the sole culprit. Return to the palace entrance and go down the stairs to meet Gallen Gaprak. Talk to him and he will die.

Check his pockets and find a note. Read it. Talk to the Gapraks and tell them what just happened. Choose all dialogue options. Talk to the Verserians and tell them about the body you found. Talk to the Drivestems and tell them about the corpse. Ask about Macharius Sauerbeck and you will be asked to follow the nobleman. Follow him, complete the check and you will find a bottle of wine. Once you have it, talk to all the families again. Tell Ubrand that you are ready to give your verdict. This time, you will have to go through several checks. Choose the culprit we mentioned above (Regina Sauerbeck). Next, you will be able to execute the entire Sauerbeck house or just Regina. After the events that have taken place, return to the ship and talk to Abelard. He will ask for resignation. Don’t worry! Even if you agree, he will leave your team only after the final events of the game.

Many people on the team will be unhappy with Irliet’s actions. As a result, you will have to decide what to do with her. Despite everything that happened, I decided to keep her on the team for several reasons:

1. This is a very strong unit (at least in my combat squad), especially after I found a unique sniper rifle on Commorra.

2. She was genuinely worried about what had happened, which was unusual for the Eldar to do over trifles.

3. She offered herself as a sacrifice on Commorra more than once.

In addition, on Commorra you acquired new companions in the form of Marazhai and Ulfar. You can keep Marazhai on your team or avenge what happened on Dargonus. We also learned a lot about the Drukhari, how they operate, and a bunch of other information that few people know. Or you can let Heinrichs or Argenta kill Irliet. We continue the walkthrough of the fourth chapter of Warhammer 40,000: Rogue Trader on the gaming portal StopGame.Ru.

Lord Inquisitor and Lord Captain

Time to head back to Footfall! In addition to the storyline, you can complete Jai’s personal quest at this station. Note that when you get to Footfall, an event will occur on your ship related to Marazhai’s personal quest. I’m not sure if this event will work if you didn’t take Marazhai with you (you might still encounter him, since Marazhai will somehow get onto the Lord Captain’s ship). Once you complete this part of the quest, travel to the Furibunus system and land on Footfall. Jai will tell you about her unfortunate companion again. Tell her that you will help her, after which Master Vox will tell you about what is happening on Footfall. When you are ready, land in the Atrium (this is the only location you can get to for now).

Near the entrance you will meet Tech Priest Zeta-42/33-Mu, who is the faction’s merchant, replacing Opticon. Then head west and Jai will tell you her plan (if you are doing her personal quest). Ask about how to get into the Futfall Tunnels, and she will share the information. In any case, continue west, down the stairs, for a cutscene. If you want, try talking to the locals. You can talk to Hieronymus, who is in his usual place, although there is not much to talk about with him. As before, you can trade with him.

After that, go north and find Korda sitting on the throne (in the middle of the street). A tense cutscene will start. You probably won’t like Korda. In any case, despite the many dialogue branches and choices (attempting to attack doesn’t work), you have the [Schismatic] option, which will allow you to take people on the ship without allowing Korda to execute them. You will also get +20 Schismatic. Finally, Korda will ask you to find Tokara. You can agree or refuse. If you don’t agree, you need to wait a bit and come back here later.

Regardless of what you choose, you will receive a new main quest, “The Great Judgment,” and begin to complete it immediately. Search the immediate area. There are several containers with loot.

Next, you’ll need to wait for Inquisitor Kalkasar to call you. For this to happen, you’ll need to complete the other main quest, “Hunting Grounds” (if you haven’t already). Basically, you’ll need to deal with both Korda and Winterscale before you can continue with this quest.

The quest will update as soon as you complete the mission “Hunting Grounds” where you meet Winterscale. If for some reason your quest does not update, you also need to complete the quest “Lair of the Haemonculus” which starts at the end of the same mission “Hunting Grounds”.

Return to Footfall to speak with Kalkasar. Before doing so, be sure to complete all of the companions’ personal quests. When I visited Kalkasar, Heinrichs’ “The Price of Humanity” and Cassia’s “The Price of Power” quests failed. Try to complete Maraj’s quest as well, as some players have reported, it can become buggy in Act 5.

The Price of Power. Cassia’s personal quest will begin in Chapter 4. As you move through the systems, you will receive several notifications from the Vox Master with messages from House Orsellio. There will be 2 of them at different points in Chapter 4. During conversations, they will offer to meet and decide Cassia’s fate. After these events, continue to play Chapter 4, moving between systems, and eventually a unique event with Cassia will trigger, in which you will tell her about the Grand Council. Agree to help her. Although the quest talks about performing a ritual, it is not clear where exactly you need to go. I assume you learn about the location from talking to other members of House Orsellio. Go to Smaragdus Mundos. This place is located west-southwest of Telikos Epsilon (where Janus is). As you approach the system, a text quest will trigger. I played through it a couple times and didn’t see any changes.

The tests you can take throughout the event are mostly for “roleplaying” and XP. Once you’re in the system, go to the Desert World on the left side of the screen and land. From your landing spot, head west and search the table for some notes and books. If you check the corner, you’ll see a ladder you can climb that leads to a cave in a container. Take the test to blow the door open for loot, including the Grenadier’s Backpack (the party is immune to their own grenade damage and has a chance to NOT consume the first grenade you use) and the Plasma Ring (deals 30-45 damage). If you head east from the entrance, you can take an Athletics test to go down to the ravine and loot the equipment. The Elite Gunslinger Gloves and Drukhari gear are hidden there. Return to the entrance, and take the stairs to the north to reach another fork.

To the east is a cargo container, and to the west you can take a knowledge check for more information. Continue up the stairs to the north to find more members of House Orsellio. A series of cutscenes will play. Of course, things will not go as planned, and you will immediately understand why. Then the negotiations will begin. We will learn about the Aeldari, this place, the crystals that are in the bodies of the people of House Orsellio, and where they came from. If you play the good guy and do not want to kill anyone, you will eventually start talking about Theodore and Tisiphone. If you say that you want to right the wrongs of your ancestors, and listen to Irliet, Cassia, and the Aeldari, you will eventually come to a mutual agreement between all parties.

There is an additional option: “There is another way, my lady. Here and now, put aside the troubles of your House. Be with me for as long as the stars allow us.” To do this, you will probably have to romance Cassia. She will renounce her inheritance. The Xenos will still be unhappy, so they will have to be killed. After making a deal, search the corpses, return to the ship and talk to Cassia. After a short conversation, the personal quest will be completed.

Once you’ve completed these quests, return to the Liege residence on Footfall and talk to Kalkasar. A rather long scene will start, in which you’ll discuss further actions. You’ll also talk about Ulfar’s brothers in arms and much more. Tell me what happened between you, Korda and Winterscale? Although it doesn’t matter. Kalkasar doesn’t care about their fate. Even if you refuse, the “Siege” story quest will begin. We continue the walkthrough of the fourth chapter of Warhammer 40,000: Rogue Trader on the gaming portal StopGame.Ru.

Hunting grounds

This is a fairly buggy mission, so be sure to make a separate save file before entering and traveling to the correct planet. The issues have supposedly been fixed in recent patches, but I still encountered quite a few bugs during my playthrough (more than any other mission).

Quetza Temer is located in the Nameless Star system. To get there, you need to go to the Silence of Mer-Segrith system (north of Telikos Epsilon, where Janus is located) and from there go east to the Belt of Langren, and then to the Nameless Star. Once you enter the system, Idira will contact you. If she is still alive, you can agree and help her find the desired target in the personal quest “The Door”.

Master Vox will also tell you about a nearby Winterscale ship called the Emperor’s Vow. Contact him. Eventually, you will learn that Calligos is hunting xenos. He left 30 days ago. During the conversation, Irliet may appear. It seems that Winterscale is hunting the Eldar, whom the girl wants to save. Agree to help her to begin the personal quest “Outcast’s Duty”.

When you’re ready, be sure to save and land in the Quetza Temer forests. Note that you won’t be able to do Idira’s quest right now, so you don’t have to take her with you. On the other hand, Irliet should be in the party, and her personal quest will be completed, roughly speaking, parallel to the storyline. After landing, you’ll see Calligos’ shuttle, but Winterscale himself won’t be around. Go to the nearest fork.

Note : This planet is a labyrinth, similar to the Lost Woods from The Legend of Zelda. Traveling through this place is hardly a walk in the park, so read carefully what is written below. You may find other, easier routes, but below is the path I took myself.

The first part of the journey through the forest will end with a fight against the Eldar. However, depending on the path you choose, you may end up at a different point in the battle arena. Right now, I recommend heading northwest and looting the corpse on the next screen. There will be another fork in the road. There are traps on each path, and if you go northeast, you will encounter the Eldar. You will attack them from the front. I recommend attacking from here, and there are good reasons for that. However, if you go southeast instead, you will end up on another screen with only one exit and a cargo you can pick up. This exit will lead to the same Eldar mentioned above, and you will end up behind them. Whichever way you choose to face them, be sure to save. When you are ready, get close and watch a cutscene. You will be ambushed (despite the fact that you saw them first), which will prevent you from placing your characters before the battle begins. It’s not always important, but for this battle I recommend entering so that you have the opportunity to place your characters. The reason is the enemies you have to fight. By this point, you’ve already fought the Eldar swordsmen several times. And this time they are no different. They have an additional skill that allows you to dash and attack, but if your characters have a high enough level of dodge/parry, then the attack will be useless. We continue the passage of the fourth chapter of Warhammer 40,000: Rogue Trader on the gaming portal StopGame.Ru.

The enemies you really need to worry about are the Eldar Rangers, the ranged enemies. They are extremely powerful and can kill any character in literally two shots, so be extremely careful. There is a reason for this: they have a permanent effect called “Height” that doubles their damage, increases their dodge, and increases their chance to hit if there are no enemies (your characters) within two squares of them. They can kill a weaker character in one hit.

This is the only reason I recommend saving before the fight and reloading if necessary. You should have tanks like Abelard and/or Ulfar in your squad. You should make the Rangers focus on them. Abelard can increase bullet reflection, so this is a big plus for him. This is why I recommend starting the fight from the front. All the rangers are in the front (from where you will be), so it is easier to get to them and kill them. Note that there are 2 types of rangers. Although they look and are named the same, some are much stronger, so focus on them first. Try to focus on one enemy at a time, use cover where possible, and eventually win the fight. This battle took me about an hour…

After the fight, search the corpses, be sure to pick up the rangers’ weapons and use them on Irliet (if you haven’t done so earlier on Commorragh). Then use the northern exit to leave the location. You will find yourself at another fork. Be careful moving forward, because there is a trap here. From the fork, head north to reach a place resembling a settlement. These are the natives. Head north to find the leader, with whom a dialogue will automatically begin. He will tell you about a ritual that needs to be performed to appease the gods, and you must help them. Once you regain control, search this place (there are several containers with loot), and when you are ready, head to the northwestern exit and leave the settlement.

The next screen has 2 more exits. Head to the southern one to find a camp set up by Calligos and his crew. As usual, search the area and you will see 2 more exits. Head to the eastern one (not far from where you came from). There are a few traps in this area, so be careful. You will also notice a small bunker that can be opened after a successful athletics check. If you do this, you can loot the container and find an amazing sniper rifle that reduces enemy dodge reduction by 30% and deals a whopping 30-45 damage. Using Trueshot and dealing a critical hit to an enemy will also stun them for 1 turn. This is a great weapon for both Argenta and ranged-focused Rogue Traders (like Hecate). We continue the walkthrough of the fourth chapter of Warhammer 40,000: Rogue Trader on the gaming portal StopGame.Ru.

Open your map to find two exits to the north and one to the south. Note that each point has 2 exits (circles you can click on). For now, head back south and, while looking at the exits, take the one on the right to return to Calligos’ camp. Once back here, take the southern exit to reach the area where Calligos himself is. Approach the Eldar to trigger a cutscene. When talking to Calligos, tell him that you’ve come to help him and are ready to solve the Eldar problem. Regardless of what you tell him, he will eventually join the party (him and his retinue). Once you’ve regained control, head back northeast to Calligos’ camp and take the eastern exit (where you got the sniper rifle if you passed the athletics check). Now you need to head northwest where there are two exits. Choose the lower one. Head northwest to return to where you fought the Eldar earlier. You’re at the northern exit, so use it again to get to the settlement.

Note : I’m not sure if all of these transition points are the same for every playthrough. If you have different results, let me know in the comments.

Approach the settlement leader and watch the cutscene. After you regain control, talk to Calligos and tell him you want to ask him some questions. After discussing the situation with the Eldar, you will be able to pass some checks ([Trade -80], [Society -40], [Persuasion -45]). Once done, tell him it’s time to go after the Eldar. He will join the group and you will find yourself in a new area.

Note : If you pass the checks, you will most likely be able to convince Calligos that he should stop hunting. I cannot name more precise conditions for achieving such results. Perhaps a romantic route with Irliet is required. Perhaps Marazhai should be in the squad…

In the new area, there will be a ruined building in front of you. Don’t use a melta charge to blow up the wall, as you can loot it from outside the ruins. When you’re ready, save and head up the stairs to see a cutscene with the Eldar…

Here you can encounter bugs and some moments that are devoid of meaning. For example, if you attack the Eldar, and Irlieth tries to stop you, eventually you will be able to ask her for help, and she will agree, but eventually become an enemy. Or vice versa. During the conversation with the Eldar, you will meet Nocturne of Oblivion, whom you saw earlier on Commorragh. He was the one who helped you escape from there! Talk to him. Eventually, you will be able to turn to the Eldar, Irlieth and Calligos. Talk to everyone. During the conversation with Calligos, you will be able to choose an option along the Schismatic path. After doing so, you will see three checks to choose from: [Coercion -45], [Trade -80], [Persuasion -95]. Passing them will not give anything (at least it did not help me at all). I reloaded, passed all three checks, but could not prevent the battle!

Well, if you fail to stop Calligos, you’ll have to decide whether to attack him or the Eldar. Or you might even go the Heretic route and fight them all at once. Of course, following the Heretic route is much more difficult, considering that both groups are not a threat individually. If it wasn’t obvious, then attacking the Eldar will be helped by Calligos, and attacking Calligos will be helped by the Eldar. So, let’s attack the Eldar. If you choose to fight them, Irliet will try to stop you, since her personal quest is related to helping these Eldar. You’ll have a choice: ask her for help or insist on your own. Personally, I chose the first dialogue option (stating that I don’t want to kill her) so that Irliet would help in the fight. But given the above, the quest may bug out, and Irliet may turn out to be an enemy. In this case, you need to reboot. We continue the walkthrough of the fourth chapter of Warhammer 40,000: Rogue Trader on the gaming portal StopGame.Ru.

As for the fight against the Eldar, the main threat will come from the Oblivion Nocturne. Before we talk about him, let’s look at the other enemies. The rest of the Eldar are pretty much the same as the previous fight. Luckily, there will be fewer Rangers, but you should still aim to take them out first. There may also be a new type of enemy. I’m pretty sure I encountered bugs, since the enemies were signed as Players and were invisible. As for the Oblivion Nocturne, he’s probably the only thing that makes this fight difficult. If you have Marazhai in your group, just know that the Oblivion Nocturne fights in a similar way. He has a passive skill that increases his dodge after each attack. It keeps increasing until you get hit, then the counter resets and starts over. The amount of attacks he can do is just ridiculous. In addition to his normal melee attack, he can also fire a machine gun at the same time. Not only that, he can also perform a dash attack, a free attack (uses 1 AP) that deals 50% of normal damage. He also has Death Wisper, another free attack that does not cost AP, and he will definitely use it every turn. If that is not enough, add in the ridiculously high damage he can deal to characters. For example, he was able to instantly kill my level 37 Marazhai, who has a 135% dodge rate.

So, with all that said, there are basically two ways to win. First, pay attention to turn order. If you have a character that can buff the armor/dodge of the entire party (or at least the heroes around that character) and they are facing Nocturne, place your characters near Nocturne and the other Eldar, then buff the party and focus entirely on Nocturne until you kill him. If Nocturne goes first (even if he is chasing other characters), I recommend placing your entire party behind the wall near the stairs. This is where you can’t be attacked and you can lure Nocturne in. Once you lure him close, move your entire party out and attack Nocturne. If possible, use Heroic Actions. If you are a level 3 Schismatic, you can have any character use a Heroic Action for free. Another thing you could use is Flashbangs. I tried but failed to stun Nocturne. He may be immune to stun, but I think it’s worth a try. Once you defeat Nocturne, the rest of the fight is easy. It’s an even easier fight than before, since you have Calligos or the Eldar helping you. After the fight, a cutscene with Calligos will start (if you fought on his side). We continue the walkthrough of the fourth chapter of Warhammer 40,000: Rogue Trader on the gaming portal StopGame.Ru.

Once the scene ends and the quest updates, search the area, go down the stairs, and go to the next area to return to the settlement. You will then have to return to your ship. There may be an easier route, but here are the guidelines on how to get from the village to the ship: you need to go through the southern exits four times. You should end up in the place where you met Calligos. Check the exit by the wooden bridge so that when you hover over it says “To von Valantius’ shuttle.”

Return to the shuttle, then explore the planet again to find a new landing spot – the Haemonculus Lab. It is in this location that you can complete Idira’s side quest “The Door”. But this same location is also connected to the next story quest. Once you complete the mission “Haemonculus Sanctuary”, simply leave the lab and complete the current quest “Hunting Grounds”.