Act II, side quest New in Town. no see. Here, When the hunter, in the house with the vampire wants to try to get the information this is the only choice. You cannot refuse. The Vampire dies, at his hand, regardless. When you split paths, there are no enemies, it pretty fast, actually. Th entrance closes behind you, and you cant go back, or follow the hunter. You go forward, You get trapped in a cage. The Ancient, who is in the main chamber outside of your cage, then says something a long the lines of. " Ah, My prey has arrived. So nice to meet you. But where is the other....? He then, immediately is hit by an arrow. You see the vampire hunter appear, him screaming, "We will meet again, soon!" And pulls a lever, which opens your cage. Every single vampire except the ancient has followed the fleeing Hunter, who has gone back to the entrance. You then walk out of your cage, immediately engaged in scripted dialogue with the wounded Vampire ancient. He promises you power, if you help him. You get 2 dialogue choices: 1. "I will never serve you, Demon!" This causes him to say, "Kill me then, you fool!" Which lets you either leave, causing a scripted death BEFORE you exit, (5-10 second, i would say) and unlocking the back entrance, letting you leave unperturbed. This sided with the Vampire hunter. 2. "I will save you." You can use a spell, or give him a potion to heal him. If neither of these are possible, there are potions on a nearby table, which will be pointed out with dialogue or a quest marker. This sides with the vampires. You stay in the Lair. IF you sided with the Vampire hunter, you will be given a quest marker to get a ring from the dead vampire, which then opens the back door. You then go out, getting a quest marker for the vampire hunter nearby, being attacked by the vampires who chased him. You kill them, and he tells you we need to destroy the lair.... "Follow me i have a plan.." Act II You go back in, into the main chamber where the dead Ancient now lies. He casts a fire spell, which catches on the oily stuff on the floor. This sets the whole place up in flames. Now, Run like hell. You escape, he rewards you, but needs you to do one more thing. You go to town, and one of the guards tell you: The Tavern!... It just... Fell in! A tavern just falls into a hole. It had no business, so no one important was killed. You now go into the town hall, and for a dramatic finish, are sent to kill the Counselor. That imperial bastard. End.