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Kingdoms of Amalur: Reckoning FAQ/Walkthrough

by ExtremePhobia   Updated to v1.0 on

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Version History

1.0 - March 6, 2012

Main Story complete and all factions complete.
Partially done with sidequests and Lorestones

Walkthrough

Out of the Darkness

When you gain control of your newly minted dead person, open your menu and unequip your clothing. Yes, both your shirt and pants. That may seem like a strange thing to hear as the first line of a guide but trust me on this one.

Head S until you come to a small wooden doorway. You'll see a sword sticking out of it. Taking the sword will open the door. Before going through, if you run around the left side, you'll find a table with a note on it. Take the note if you like and go up the small path. There will be a skeleton glowing on the stairs near the end of the path. Check it for some gold and then head back down to the wooden door. Inspecting near the fire to the right of the door should reveal a note about proper disposal procedures.

Go through the door and follow the turn W, then S. You'll come to a larger room with a couple of giant rats. Just be aggressive with that sword you recently found and you shouldn't have a problem with them. Continue follow the cave to the S. It will eventually wrap back around to the E and into a large room. Jump off the platform into the middle of that room.

Fight off the two enemies here. They shouldn't pose too much of a threat. You only have the ability to swing and dodge at the moment so use those as necessary and be relentless. Knock one down, and then attack the other until he is dead. About that time the first one should be back up so finish him off.

Talk to the gnome. Picking options on the right will move the conversation along to its conclusion while options on the left will get you more information. If you choose an upper option, it will be a good choice while a lower option will be a bad/evil choice. Middle options are usually either neutral or a persuasion option. Very Mass Effect. Continue talking to him until you get to a list of choices for conversation. Picking a blue option will be quest related while white options will give you more information.

Finish the conversation with the gnome (Encel) and you'll be granted the Streaker achievement. You may now redress yourself so loot the bodies of your enemies and take their Worn Leggings (6 AR +5% Crit Damage) and Battered Armor (10 AR +12% Crit Damage). Break the different crates around the area which will be progress towards another Achievement but, more practically, will get you some gold. You want to leave to the S but make sure you open the chest to the left before you leave for some Old Boots (AR 3 +5% Crit Damage).

Make your way through the cave and in the next area, you'll watch an explosion. To the west side of this area is a large gate and in front of it, on the ground, is a lever. Activate the lever to open the gate. Through the tunnel on the other side is a small room. There is a weapons rack on the W side of the room. Check it out and collect a Crude Iron Kite Shield (11 AR).

If you hold the block button, you will mitigate the damage you receive but if you hit the Block button just as you are about to be hit, you will parry and create an opening for counter attack. Once you have your shield equipped, you'll be attacked from the South. Kill the Tuatha Soldiers that come through and head through the hole they came from.

One of the downed enemy soldiers will have a bow on him. Loot the bow and equip it to your secondary weapon slot. Whenever you shoot you want to hold down the button to charge it up. Follow the tunnels until you are told to shoot the two enemy soldiers. Watch out for the two of them because they will return fire. Hold down the fire button and shoot. If you run out of arrows, just take cover until they regenerate. Once they are dead, continue through the tunnels to the S.

When you get to a two leveled room, check to the right behind some boxes for a chest. In the chest are some lockpicks and tattered notes. Head up the ramp and fight the two soldiers who come down after you. Kill them and take the armor they drop, namely the Rusty Leg Plates (8 AR +5% Melee Block). Making your way back N, you will come across a body with some daggers. Take the daggers and equip them. Follow the tunnels further in and sneak towards the lone enemy. When you are close enough, you will be prompted to hit the attack button and you will kill him in one move.

You'll see more enemies further up. You can sneak attack one of them but not both. Do just that and then kill the other with whichever other weapon you are carrying. Loot the bodies and then go through the gate to the S.

In this new room, you'll be taught how to cast spells. Cast on one the orb in the middle of the room, then explore the room. The most important is the chest to the right of the doorway on the way out to the S. Loot it for some torn robes which will give you a boost to your mana.

Make your way back into the tunnels and keep an eye to the left for a little split which will have a chest with Hand Wrappings. Hand Wrappings are the mage equivalent of gloves. You'll be ambushed by a giant spider. It should be no challenge. Walk past it and collect the staff from the nearby body of a mage. Equip the staff and use it to burn through the webs nearby. It will also work fantastically on the Spiders.

On the other side of the web, test it out on three more spiders. The first swing will deal damage nearby but the second and third swings will actually increase in range and can hit multiple targets. On top of that, the first does burning damage after you stop swinging.

After a few more spiders, you'll follow the tunnel to a rally point. There will be some gnomes here and then three supply areas. Each one will give you items for a different style of play, Might, Finesse, and Magic. Once you've geared up, exit the area through the gate to the SE. This will lead you on a somewhat linear path to see Hugues.

After you talk to Hugues, the place will start to fall apart. Make your escape to the north and follow the tunnels. Make sure you use the Sprint button to get out of here or you might get hit by falling objects. Watch out for enemy soldiers along the way but they shouldn't be an issue. When you reach the end, you'll come to a battle with a Rock Troll and two soldiers.

Rock Troll

Take out the soldiers; they shouldn't be much of a threat. Try and use mostly ranged attacks on the troll or only attack after you've dodged one of his attacks. He has three main attacks. The first attack is just a normal swing that he executes if you get close. The Second attack is a charging swing that he does from a distance. Watch out for this and dodge to the side to avoid it. The last attack, and probably the biggest pain is his rock pellet attack. He will use the back end of his club to shoot a bunch of rocks your way. They spread out as they go so make sure you start dodging early.

After you kill him, you'll end up outside. Level up and then make your way to the first Quest Marker to the S of where you are. You will bump into the man that Hugues told you to find, Agarth the Fateweaver. At this point, you'll be attacked by a few Soldiers.

Fate Shifting

Kill the first group and during the second, you'll use Reckoning Mode. Enter Reckoning mode and kill the three new enemies. When you have done so, hit the A button to finish them all off. This will prompt you to repeatedly press a button. If you manage to fill the entire gauge, you'll get a 100% boost to your XP.

Once they are all dead, you'll talk to the Fateweaver again. He will point out that you have no Fate. You will then be able to choose your own Fate from a deck of cards. You will have your choice of three different Fates. You can find more Fates as you explore and each one grants certain bonuses. Fates are distributed into tiers with higher tiers granting better bonuses. You'll also be able to unlock hybrid Fates like Finesse/Sorcery. Remember that later you will be able to change just about everything so don't bother agonizing too much.

Into the Light

Agarth will send you to meet with another Fateweaver named Arden. Follow the Path east, collecting Reagents as you go. You'll come to a little town before long. On the way there, you will pass a giant stone on your left. This is a Lore Stone. There are many like it that you must find scattered throughout Amalur. This one is the Dalentarth Stone. There will also be a chest behind it. Open it and take what's inside. Continue on the path to Gorhart.

You can stop here and check out the side quests and shops if you like. There's plenty to see and do here but once you are done, head N. You want to make your way N around the mountains and then hug them until you come down along the E side of the mountains. When you get to Arden's Cottage, enter to find a woman. Talk to her to find out what's going on here. Agarth will appear behind you. Talk to him and he will send you to Dellach in Ettinmere, SW of here.

When you get to Dellach, you will be greeted by Agarth. Make sure to check the chest just before you enter on the left. He will accompany you inside as you look for a relic. You will find mostly Ettin and wolves in here. The Ettin are rather large troll like beasts. They are slow but still faster than you might think and can do a good amount of damage. The wolves are faster and do lighter damage. The trouble is managing both at the same time. I actually recommend a staff here because it's pretty good with dealing with a group of enemies and you can develop choke points in doorways. Make sure to save your Reckoning Mode for now. It is possible to get sneak attacks in here if you are careful. The first room will be the first fight. Kill the enemies in here and you'll have the choice of right or left. Go W (right) and explore that way.

Shine and Shadow

You'll come to a mini boss fight with two Ettin Shamans and a named enemy, Kurtorix. Watch out for their lightning attacks, they can do a decent amount of damage. You'll find a set of daggers on Kurtorix which is part of a quest from Holnstead, E of Dellach. You can take the daggers to the gnome Avicenn Etelle or keep them for yourself. Do as you like.

After you've explored, you'll discover that you went the wrong way. Follow the other path S from the previous room. You will come to a square room with an Ettin and three wolves. Kill them and check the sides of the room for an urn. Make your way deeper into the dungeon and you'll come to a rather large, glowing door. Walk around the water in the middle of the next room and you'll come to a tunnel with some Kobolds in it.

At the end of that tunnel is a room with a Kobold going through some junk on the ground. Sneak up behind him and take him out but do it quickly because when you are about 75% of the way there, a Kobold will jump out of the ground behind you. This will start a battle with a rather large number of Kobold. You should have been saving your Reckoning Meter. When this fight starts, activate it. You should have at least 6 Kobold left. You want to kill at least five of them before you end Reckoning Mode and you'll unlock the Reckoning Rampage Achievement.

Make sure to loot the room and then exit the room to the S. As you cross the bridge, you'll be attacked by two more Kobold. Back up and take them out at range. Try to be further away than their bombs can reach. You'll soon come to a room with a bunch of Kobold. These Kobold have spears that they can throw so it may benefit you to use a staff again at middle range. Kill these and then head S. You may not have disturbed the three Kobold here so you can stealth kill one of them and then take out the other two quickly. When done, exit the room to the S.

The next room will be two tiered and have to Ettin and some Kobolds. The two don't necessarily get along and might fight each other. Use this and your height to your advantage. Kill what you can from up here and then when they get close, jump down to the lower level to continue the fight. You can, if you like, run in rings and just continuously deal ranged damage.

Exit through the big glowing door and in the tunnel beyond, you'll come to a boss fight. Too bad for Agarth that he's going to die. I highly recommend using a bow on this enemy because getting close to him is very dangerous and, unless you've bought additional spells; your lightning spell will do no damage. However, Agarth will keep him busy up close allowing you to freely shoot him. Once he's kneeling, you'll have to get close for a finisher.

The room you come to after this fight is actually safe. There's a central area and then two smaller rooms off to either side. One room has an enchanted chest and an urn. The other hides a chest behind a tall pillar. Exit this area and in the next hallway, you'll encounter a small group of resting Kobolds. There are five of them (good time to use Reckoning again) but they sit in a circle so you can't sneak up on them. You'll get to the Theater of Fate but you'll have to cross a bridge to get inside. You'll be ambushed by four or so Kobold of varying types. Kill them and cross the bridge. Go up the ramp and in the front doors.

Niskaru

Inside, go down the ramp and a few Niskaru will appear. They can be a little tough, they are very fast. Get some distance and then start marching towards them. They have a very linear path of attack so just keep swinging with your weapon of choice until they are dead. Whenever facing Niskaru, it's always useful to cover as much area as you can with your attacks because as you dodge, their line of attack will change so it is likely that you will have Niskaru attacking relentlessly from multiple directions. I find the Chakrams are incredibly useful against them.

Once they are dead, activate the Destiny Stone in the middle of the room. You will then be attacked by a very large group of Tuatha. You should try and get some distance and build up your Reckoning meter. Once it's full, unleash it and you should be able to clear the room before it runs out.

Head out of the room through the door to the N. In the next area, you can open the giant door with the button to the right of it. This will bring you back to the dead end from the beginning of this dungeon. Before you jump down, check the chest to your left. Now hop down and you can leave the way you came. You now have your choice of two Main Quests.

Old Friends, New Foes or The Hunters Hunted. You can choose either but I think it's time for a break from Agarth so let's check out Old Friends, New Foes.

Old Friends, New Foes

I would fast travel to Arden's Cottage (unless you have something closer) and start heading N. When you get to the House of Ballads, enter the House of Accolades. Inside, talk to Alyn Shir who will tell you to talk to Glianal. He will not help you so you'll have to talk to Alyn Shir again who will send you to talk to a being called Nyralim.

As you make your way to meet with Nyralim in the SE part of Dalentarth, you can actually stop by Didenhil too. Stop by the Three Lanterns Inn and talk to Agarth while you're there. Doing the Hunters Hunted quest is quick and painless while you're here. Skip ahead if you'd like to do that now and return when you are done.

You will have to make your way through Glendara and either Lorca-Rane or Haxhi to get to The Sidhe. Once there, you want to travel to the SW point of this region and enter Caer Nyralim. Inside, make your way along the winding path to the top of the tree and talk to Nyralim himself. He will say that he is uncertain of whether or not he should help you and send you on an errand to see what you do. He will send you W to Haxhi to deal with a tribe of trolls. When you get close, you will have to cross a bridge. Once you do, you'll have a fight on yours hands.

Troll Attack

You'll come across three sprites, two boggarts, and a Rock Troll. You will see a big tree stump in front of you too. You want to stay to the S of that tree stump because if you venture N, another Rock Troll will join the fight. If you do accidentally trigger the second Rock Troll, use the tree stump to keep them away from you while you prepare to attack. Once you have kill everything outside, you will have to trigger this Rock Troll anyway but it's a lot easier fight with just one Troll at a time. Head N and kill that Troll too. Enter the Dam that just opened up.

Inside Haxhi Dam, you'll bump into an old friend. After a chat, make your way into the Dam. The path is mostly straight but when you get to a room with waterfalls, you'll be attacked by a Troll. He'll be tough but you'll have help. While he's distracted, keep some distance and keep attacking. It seems that Trolls prioritize targets based on proximity so just be the furthest target and it should be easy.

Continue through this tunnel and just before it turns, you'll fight some Tuatha. Doing so shouldn't be particularly hard at this point, especially with Alyn to help you. Keep killing Tuatha until you come to a larger room with some Tuatha and a Troll. If you time it right, you should be able to execute a stealth kill on one of two passing Tuatha but they frequently cross paths so you need to time it well. With one Tuatha down, the fight will be a little bit easier. Take down the other Tuatha and then the Rock Troll.

Further along the cave, you'll come to a large encampment of Tuatha. They will be fast and aggressive. Range won't help you much here so you might want to get in close and use physical attacks and parries. Once they are dead, a Rock Troll will come through a wall to the N. Deal with this Troll like the rest and continue N.

You'll come to a room with a sleeping Troll and a dancing Tuatha near him. There will also be a Tuatha by a Sagecrafting station. You can stealth kill one of them but as soon as you do, Alyn will attack the other so you won't be able to kill both without a fight. Kill him too and hopefully you haven't startled the Rock Troll. Either way, kill them all and make sure you check out the treasure nook to the NW for some breakables and two chests. Take the tunnel SE from here and watch for a little treasure cache in a little nook on the right. Not long after that you'll come to the boss fight so be prepared.

Gnarsh

Gnarsh is tough. She only has two new tricks but she does have a lot more health and hits a lot harder than any of the other Rock Trolls. In fact, her charging attack, for me, was actually a one hit kill. Watch out for her double swipe attack. When she swipes with her club, she will always swipe a second time. This applies to the stationary overhead swing as well where she may also swipe to the side after. This is of particular importance because you may need to heal if you are too close to her. If she hits with the first swipe and you can't get out of the way of the second, you'll probably die if you don't heal. However, you can use this to your advantage because if you can get out of the way for the first attack, you may be free to lay on some hurt during the second.

Also of note in this fight are two environmental factors. Alyn is completely useless and occasionally, crabs will come out and get in your way. You actually can't run through these harmless, useless little critters so watch out for them so you don't suddenly die when you should have just simply dodged.

She should fall and you'll get some good loot, possibly some Essence of Fate. Travel back to Nyralim and see what he has to say about this. He will now allow you into Ysa so from the Caer, head NE. You have to cross a small pond but there will be a path. Enter through the vines to get to Ysa.

The Coming Storm

Inside of Ysa, you will meet a member of the High King's Court. Talk to him and he will send you up to talk to the King Titarion himself. Go in and talk to the king to find out what's going on. He will task you with stopping Gadflow and possibly saving the Fae. This will actually end the quest and start two new quests, An Old Friend and the Great General. Talking to Agarth will move along An Old Friend while talking Alyn Shir will be the beginning of The Great General.

The Hunters Hunted

Meet up with Agarth in the Three Lanterns in Didenhil. He'll tell you his plan. Choose to go in the front door (it's simpler) and you'll set off N to the Hunter's Pit. When you get there, watch out for the two bears outside. Kill them and then go to open the gate.

Room 1: This room is almost castle like. You'll come in and a few Tuatha will warn the others. Watch out for the archers on both sides and the soldiers coming straight up the middle. Kill them and go down the ramp to the rest of the camp. There may be some stragglers here so clean them up.

Hallway: You'll encounter a group of three here but they shouldn't be too tough. Just be aware that dodging may be difficult because of the small amount of space on either side. After these three, clear a bridge of boxes and then two more Tuatha will come at you. Kill them as well.

Room 2: You'll come to a fork in the path. You can go low or high. It really doesn't matter which you choose except that the high road (right) will allow you a better position for ranged attacks while the low road will get you into the thick of the fight faster if you want to charge right in. There will be a small group in the lower area (with a chest) and a couple of archers up high behind them. Take out the archers first, even if that means running right past the first group.

Hallway: You'll come to a thin strip area with a group of four Tuatha. They appear to be primarily melee. Back up a little and you might be able to get them to line up single file, allowing you to use some spells or abilities to hit more of them at once.

Room 3: You'll come to a room with a big red structure. In front of it are a small red crystal and a Tuatha dancing. Sneak up and perform a stealth kill. Break the red crystal and Gadflow will step out of the structure. Talk to him and when he is done, Agarth will appear and talk to you. He recommends that you talk to Alyn Shir. If you haven't already, do so to start Old Friends, New Foes. Before you leave here, you can inspect the area to the south for all sorts of goodies and plenty of breakables. There are also some monsters but they are locked up and won't harm you unless you let them out. When you are done, leave this dungeon and continue on with the Old Friends, New Foes quest.

An Old Friend

Talk to Agarth who will tell you about an old friend and how you might go about finding him. You will have to meet with the Templar Octienne in the Hollowlands of Detyre. You'll find him up on a high cliff overlooking the area. Make your way up to him but be careful of the enemies around here, they are quite difficult. Talk to him and he will tell you that Hugues should be in an old lab of his near here. Make your way over to the lab and enter.

Once inside, you'll be confronted with large groups of melee enemies (Faer Grota and Son of Laz). I find that almost this entire area can be cleared quite easily with fire based Area of Effect. Chakrams, staves, or faeblades would do nicely. Here, you'll clear a few rooms of them and find some dead gnomes along the way who have keys for gates. Make sure you loot as you go because there will be plenty of chests and breakables around here. You'll eventually come to a hallway leading N that goes slightly up hill. There is a tripwire in front of it which will shoot arrows at you from the right side.

Just after this will be another room of undead. Follow the tunnel and to the right you will find a small room. As you enter the room, there will be a lever on your right. Activate it to turn the incinerators on and then walk into the room to activate the enemies here. They'll walk over the incinerators and take massive damage. Finish them off, turn off the incinerators and then deactivate all of the traps. On the left side of the room will be a treasure chest. Return to the tunnel and proceed to the next room.

More undead in here and then a big door. Open the door and in the next hallway will be a small room to your left. At the mouth of the room is a chest and then another in the room with a few Faer Grota. Continue down the hallways until you make it to Hugues. You will be assaulted by White Palm Assassins. You can use the same tactics you've been using for the first group but the second group will have marksmen so you'll have to watch out for them.

Enemies in High Places

Once you've killed the assassins, talk to Hugues. He will send you to Adessa to talk to Templar Jorielle. This will go less than well but that's the plan. Go downstairs and on your way out, you'll be stopped by her aide. Go outside and follow the Quest Marker to where Octienne is. He'll fly off in a fit of rage after a short conversation and you'll be attacked by his two guards. Kill them and then go up the hall and out the door to the balcony.

Octienne

This is a tough fight. The first part will take place on this funky walkway. Watch for the archer on the nearby building. One hit should take him out so do it. Hit Octienne a few times and he'll move far away. In the meantime he'll be casting frost spells at you. It's possible to interrupt him but not often. Keep hitting him and dodging the ice balls. When he finally moves, follow him to the end of the walkway.

He'll be behind a magical barrier and you can't harm him. You'll have to fight a group of three assassins while he shoots fireballs at you. Thankfully these fireballs don't do much damage but they do stun you. My recommendation is to go to the SE corner of the platform because there is some scaffolding in the way that will protect you from his attacks allowing you to only fight the three assassins.

Once they are dead, Octienne will retreat. We're going to use a little trick at this point to beat him. Stay on this platform. Eventually Octienne will come back towards you and ready a spell. Hit him with some kind of ability to knock him off balance (Just marking him with Mark of Flame was enough). This will cause him to retreat. Keep doing this until he stops coming. He will set up another shield. Go along this catwalk and there will be an archer on either side. Get rid of them and proceed to the large platform at the end.

When you get there, you won't be able to retreat and you'll be attacked by four assassins this time. You also have no place to hide so I would recommend a Fate Shift at this point. Clear out the assassins and then pull the same trick on Octienne. Wait for him to come and cause him to teleport. Once he stops coming, go down this final path and watch for the two archers on the left. At the last platform, there will be more scaffolding on the right that you can use to protect yourself. Get behind it and then kill the assassins which will allow you to attack Octienne again. This part will go much like the first section. Knock him down and then finish him. Once he's down for good, jump down into the Forum.

You'll talk to the Templar Jorielle again and then Hugues who will send you to Klurikon in search of Ventrinio. For now, it's better to take the Great General if you already haven't.

the Great General

Talk to Alyn who will tell you to meet her in Emaire. Make your way NE through the Wolds in N into the Forsaken Plain. On the W side of the Forsaken Plain will be the village you are looking for. Toward the N side of town should be the Inn. Go to the Inn and talk to Alyn Shir who is talking to a Fateweaver.

She will tell you that the General Tilera is fated to be unsuccessful in trying to reclaim a relic. You need to go help her. From Emaire, head N and you'll come to the pass between the Forsaken Plain and the Cradle of Summer. The pass is actually a cave with a couple of bears in it. There will also be a lootable overturned cart to the right when you get to the bears. These bears are no different than any others so you shouldn't have much of a problem. Kill them and make your way into the Cradle.

The Cradle should be no trouble. You will come across packs of wolves and spiders but that it about it. These shouldn't cause any problems for you. You may cross a wanderer named Lila Janick. Talk to her and she will give you a quest which can be finished rather easily along the way. On the way to General Tilera's camp, you will come to a waterfall to the W. If you follow the waterfall, you should come to a little nest with spiders in it. Kill the spiders and loot their cache before heading to the General's Camp. This completes the quest and it just needs to be turned in. The camp is just south of here, around a corner.

Talk to the General and she will tell you that there are some windstones scattered around that may help open the gates. She will propose you test this theory on a windstone just S of here. Go hit the windstone and keep your eyes peeled because you are going to be attack by a Narasku immediately after. The individual shouldn't be a problem but he still pretty tough. Kill him and return to the general to find out there are four more stones to find.

The stone NE of Mull Rane will have a couple of boggart near it and you should watch out for the various wildlife around here. There are quite a few difficult beasts and things so watch out that you don't attract them while you are dealing with the boggarts who are actually relatively simple. When you sound this chime, you'll be attacked by two Narasku

The next stone is in Tala-Rane. Make your way to it and when you get close, you'll come across some Tuatha. If you're thinking, "Ohhh, they are paying no attention and this will be easy," then think again. Sneak attack on one and then fight the rest. After a minute, this group will be joined by a Juttun. After you kill all of these, you can hurry and use the stone. Run if you like or you'll have to fight another group of Tuatha Raiders and another Juttun.

If you come across a man named Naihm in Tala-Rane, talk to him and take his quest because you can finish part of it on your way E to Kadrian. Go through the pass and kill the King Kobold there. You'll make your way past a camp with two quests. You can take both if you like since you'll be passing them on the way to the stone, do them if you like. When you ring the stone at the S end of Kandrian, you'll be attacked by Niskaru. When you kill them, you'll be attacked by two more. Kill them all and make your way N to the last Windstone in Galafor. There's not much here of note until you hit the Windstone.

Niskaru Tyrant

When you do, you'll be attacked by a Niskaru and a Niskaru Tyrant which is far worse than any Niskaru you've ever fought. In fact, I recommend that you run very far away because you might not be able to defeat him. If you want to try to kill him, he has a Fire Shot and a prolonged fire breath that both do big damage and burn damage after. He has a strange arm that can reach pretty far away and he has a rush attack that is incredibly fast and does decent damage. The charge can clear the distance between him and you in a split second and unless you are already dodging, you probably won't get out of the way in time. You definitely want to Fate Shift and use lightning attacks. Fire resistance would also make this a lot easier.

Either way, when you are done, head back to the General to see what's changed. You will now be able to enter Urul-Tusk

Urul-Tusk ---- I very highly recommend that you collect some electric weaponry and fire protection for this dungeon. Walk the path directly in front you and prepare for a group of three or so Niskaru. After you kill them, watch on the right for a path that leads to a small chest. Continue W until you come to a two floor room. To your left will be another small room with a chest. Go down the stairs to the right. There will be a small room to the N on the bottom floor with a Niskaru in it. Kill him and continue to the W.

In the next room, you'll be attacked by two more Niskaru. There will be a pedestal up some stairs in here. Open it for some loot and then make your way S. You'll enter some tunnels with Giant Rats in them. They might be a little tougher than you remember. Kill this group and then there is another a little further along. The next room will be empty and exit to the E. You'll enter another two floor room. This room will have two Niskaru in it. There's plenty of room to back up and if you want, you can use the stairs and the jump off point to create a perpetual loop. Head N from here and prepare for the Boss.

Azaghaal

This is a pretty tough fight. You will have to fight two Niskaru on your own first. Then three more will appear and you will have to kill them too. The toughest part is how open this room is because it means they can attack from any direction as opposed to funneling them. However, you can use the hallways around the room for this or Area of Effect attacks like for the Chakrams. Once they are all dead, a Tyrant will spawn. Hopefully you haven't used your Fateshift yet. Use it on him or, if you can't, try and hit him from range. He'll use a lot of attacks including a charge but if you can keep the center platform between you it might provide some cover. Also of note, if you have the Blink Dodge ability then you can use it to do close up damage and then blink through him to the other side of him so he won't hit you… But watch out for the tail. When you have killed him, Tilera will tell you it's time to set off for Rathir.

Make sure you loot all the items in this room. I managed to get two unique items out of it plus some other pretty good loot. Exit the room to the E. When you get out, you'll be making your way to Rathir in the E.

Breaking the Siege

When you get to Rathir, make your way up to the upper city and talk to the King there. If you pass a persuasion check, you'll immediately persuade him to provide you with a boat. Make your way to the lower city to get to the boat.

Get on the boat and when you land on the other side, talk to Commander Owaiglyn. He will tell you to gear up. Talk to him again when you are ready. You will start the battle up on the ramparts. Make your way to the S, towards the Quest Marker. You'll have to fight your way through a few Tuatha but that's nothing new. Keep going until you get to a room with two Tuatha Priests. Focus on one and kill him before going to the next. There are three chests in this room to loot in the corners of the room.

When you go through the gate leading NE from this room, watch out for the traps. You'll pass a swinging axe and then at the top of the stairs, to the left is a spinning blade trap. For some reason, if you loot it, it deactivates the trap. Just beyond the next swinging axe trap are blades coming out of the floor at regular intervals on either side of the room. Pass by those and then you'll come to a hallway with spinning blade traps on either side of the hall.

You'll pass onto a balcony. Two siege ladders will come up and Tuatha will flood the area. Thankfully, you'll have Alyn Shir who is much more useful in this battle. Get rid of the Tuatha and knock down their ladders by breaking the supports. Talk to Alyn Shir and then head towards the other door to the balcony. You'll be greeted by a worried Scout. Go through the door and down the stairs. To the right will be a couple of chests. Loot them and then head into the tunnel to the SW. There is a lone guard here and you need to take him out quietly. Make your way down the tunnel and at the end you need to take out the Tuatha either quickly or quietly. It's ok if you fail; you aren't actually penalized for it.

After you save or don't save the prisoners, you'll come to another balcony area that is exactly the same as the previous one except instead of having Alyn Shir with you, you have a group of nameless soldiers. Clear this balcony as well and then go to the next room. This room has numerous chests and a blacksmith's station. Take the time to loot and prepare if you need to. When you are ready, take the double doors to the Ramparts.

You'll be outside and there will be a Tuatha Priest and two Soldiers (with Faeblades, which makes them much tougher). Jump right into the fight because your allies won't last long and when they are gone, you'll have to fight them without any damage sponges. Once they are dead, run along the ramparts until a scene occurs. 0169FyusfnfQipcjb

Balor

This fight against the Witch Knight is a real pain. He hits hard and won't be stunned by your attacks. He also casts the tornado spell, has a lunge attack and a quake attack. The Quake attack ends with him teleporting to a tower in the distance while Balor comes over for a shot at you. When this happens, Tilera will create a shield bubble that you need to get into. If you don't you'll take significant damage (On hard, you'll outright die). It is possible to take the Witch Knight down before he has a chance to teleport away but to do so you need to have a very aggressive Fate Shift and a good amount of luck. If you do, though, you'll be happier for it. Remember to keep chugging your potions.

When the battle is over, you'll run into Agarth. He'll send you along your way to go fight Balor. You will actually visit quite a few rooms of similar style to the ones you were just in. In the first room, you'll encounter a soldier and a Priest (and Agarth). The next room will have a soldier on the bottom floor and two archers up stairs that will leave you alone if you kill the soldier in the corner of the room. Then you come to a balcony with three archers but they are shooting at Balor. Sneak up on them and kill them from behind. After that, you'll come to a room with two Tuatha and an ally.

The room after that has two Tuatha and a Prismere Troll. It isn't a particularly hard fight once you kill the Tuatha but watching out for both attack styles can be tough. In the room immediately after the troll will be some guards. Talk to Captain Mys and choose "Balor." Then you will get a new option called "Join Me." Choose this and then you will get a persuasion opportunity. Pass that and he'll surely die. Anyway, lead him up the stairs and wait for the Balor to swing his beam from you to the far side and follow the beam about half way to the giant rock in the middle. Hide behind it and let him sweep his gaze. Wait for it to travel over you in the opposite direction and then make the run for the doorway. Just because you are inside doesn't mean that you are safe so keep moving.

Just beyond the Balor will be a room with two Tuatha Zealots with Faeblades. Kill the two of them and in the room beyond, you will see a priest. He will summon a Niskaru Tyrant so kill him quickly so you only have to deal with the tyrant. Watch out though because you're in a tight space. Fate Shift, use electricity and kill him quickly. If that wasn't enough, it's time for a boss fight. Head back out to the Ramparts.

Balor Round 2

Balor is actually an easier fight than you'd think. When he starts out, he'll likely make his swipe attack. He'll pull one arm way back and then swipe with it. To avoid this, dodge all the way to the back edge of the platform. If he opens his eye, you want to dodge to the very front of the platform so that you're too close to hit. He also has a roar attack that will push you back and does a small amount of damage. You can't avoid it but you can block it. The last two attacks are attacks where he stabs downward at you with one or both of his claws. When he uses just one claw, it will always land in the same spot either slightly left or right of center depending on the arm. When he uses both claws, he will adjust his aim and you'll likely end up between them. Try to make sure that's the case. When he does either of these attacks, let rip on his arms. Remember that technically he's a Niskaru so use lightning, not fire. If you do enough damage, you'll stun him and he'll fall on the platform allowing you to hit his face. Deal as much damage as possible. When he gets back up, play defense again. You can try hitting his arms with ranged attacks if you'd like but it's probably only about a 50-50 chance of hitting because his arms sway so much. Anyway, when you've manage to bring him down his finisher will require a few button presses. The first two presses are just timed rather than something you repeat but then at the end you'll have to repeat a certain button for your XP bonus.

Kill him and then talk to Commander Omaiglyn to start Silence Falls.

Silence Falls

Once outside the city, you'll meet the former Prince of the Winter Court, Cydan. He will ask you to join him at Foes' Hearth E of here. Head that way and be careful of the monsters around here. They are much tougher than most enemies you've been fighting recently.

When you get close, you'll be stopped by Bisarane of the House of Sorrows. This will start another faction quest. This is unavoidable. Make your way into the Foes' Hearth and talk with him. Agarth will be in there too so chat with him as well if you like. You'll be asked to destroy some more of Gadflow's magic mirrors. Start with the mirror in the Keening. When you get there, you'll find a group of six or so Tuatha. They aren't really too much of a threat but watch out for the Fae Blades. You can actually just crush the three red crystals around the mirror to destroy it and leave if you like but you'll miss a chat with Gadflow.

The next mirror is in the Drowned Forest to the W. When you get to the pass that leads there, you'll be "ambushed" by a couple of Niskaru. By ambushed I mean they will appear suddenly but they won't notice you. Kill them and continue through the pass. About half way through, you'll be ambushed again by a Niskaru and Tyrant pair. I recommend Fate Shifting for this if you can. The speed of the regular Niskaru and the strength of the Tyrant make them a deadly pair. Kill them and as you exit the pass you'll come to another Niskaru pair. Kill them too.

To the S will be the second Chantry. Go there and just do what you did last time. Clean them all up and make your way to the last Chantry NW of here. Getting there is pretty uneventful but there will be a couple of Tuatha Priests when you get there this time. Kill them all and talk to Gadflow one last time. Fast travel back to the Foes' Hearth and talk to Cydan again.

Echoes of the Past

You will have to travel a little ways to the S so hopefully you hit a point of interest while you moving around down there. Make your way to the S and over to the Quest Marker to the W. When you get there, talk to Alyn Shir and then step into the giant shadow. This will teleport you to his island.

When you get there, you'll encounter a lot of Son of Laz enemies. Remember fire and AoE attacks work well on them. Make your way to his castle and when you get inside, you'll encounter even more of these things. Kill them and make your way up stairs. You'll find some Faer Grota now too. Kill them and make your way across the upper level until Alyn Shir parts ways with you. It's a rather linear trip up to the top with no real resistance. There is a tripwire trap in a doorway a little further on but you won't encounter a real fight until you come to a large, round room drenched in green. Here you'll fight some Faer Grota and Ancient Leanashe.

After you are done with them, continue climbing and you'll get to Ventrinio. Talk to him and you'll be attacked by more Laz and Leanashe. Kill the first wave and then when the second wave appears and things get a bit crazy, feel free to Fate Shift. Kill everything and you will be sucked out of the tower as it collapses. Talk to Ventrinio to figure out what's going on, and then head back to the mainland.

Pride Before a Fall

Make your to the SE corner of the Caeled Coast and talk to Agarth. After a short chat, Alyn Shir and Ventrinio will appear. You will gain a gift from Ventrinio that will protect you from Dren. You should save because you'll get two Persuasion checks here. Talk to him and you'll get your first persuasion chance early on.

Dren

After that, you will fight him but neither of you will take damage. Don't turn off safety mode to try to hurt him because you will incur a bounty for assault despite causing no damage.

After you fight for a moment, he'll talk to you again and you'll get your second persuasion opportunity. Immediately after, a fight will start so put some distance between the two of you. This time, it's for real. He can be aggressive with his sword and has a few spells but his melee combat is far worse than his magic. Keep your distance and play ranged, you shouldn't have a problem. Just watch out for when he teleports because he may end up behind you.

Honestly, I found avoiding his first attack to be the toughest part of the fight.

After you defeat him, Agarth will approach you and tell you to get into the House of Pride to remove the Tuatha there. You will have three allies but they can die. The first room isn't too difficult and is almost all soldiers. Take out the soldiers here and then make your way to the hallway to the NE. There will be a few guards patrolling this hallway and you should see if you can get them to come to you rather than chasing after them because there are a lot of Tuatha in that room including three Priests. It is definitely doable but it's going to cost you a lot of potions.

The next room will have a Bolgar and three Tuatha in it. One of the Tuatha will be an Overlord Priest but he operates just like any other priest. The soldiers shouldn't pose a threat but the Bolgar will have a shield and the Priest will be hurling spells. Moving around a LOT is important in this room. Stay out of reach of the Bolgar and the Priest and use ranged attacks when you can.

You'll enter a corner room and there will be on warded chest in this room. Head out of the room to the SW and you will meet a Knave of Pride. He will ask you to kill the Witch Knight Myrna. Make your way past him and you'll run right into here.

Myrna

Myrna is not a particularly difficult fight but you need to watch out. She has an attack that could kill me in a single hit (not sure what it was) and an Ice Mist that drains your health rather rapidly but isn't entirely obvious, particularly in the strange coloration of Fate Shift. However, most attacks will stun her so I would try to find something suitably fast that kept the stun on her. If you DO Fate Shift, watch for that Ice Mist and you should have no problem taking her out in that one Shift. She'll summon a Faer Grota but it isn't particularly important to this fight. Just make sure it doesn't sneak up on you and you should be fine.

After the fight, destroy the Chantry, loot the chest in the N offshoot of the round room and talk to the Knave again to finish this quest.

Taking Vengeance

Leave through the door behind the Chantry. When you get outside, talk to Alyn Shir. Be sure to loot the chests on the way down the path to Camp Moondown. Stock up at the shop, smith anything you need to and then head down from the camp. Make your way E along the main road and take out the small camp of Tuatha. Follow it S and then to a small pass which leads to Shadow Pass. You'll come across a group of 5-6 Sprites but they are a little tougher this time. The real thing to watch for is the Ice Sprites because they have a projectile Ice attack that they can control to follow you. In some cases, it might be more worthwhile to let it hit you if you can't get it to hit a rock or something. Kill them and continue S.

NOTE: From here, it's actually possible to just run straight through the end of the pass. You will want to do that until you get to a point where there is a Quest Marker for Cydan. After that, you have to fight.

After you pass by Ariad Camp, you'll come to a Tuatha encampment. Just to the W will be a small path that leads up to the W. Take it and kill the Tuatha at the top. It's probably best to draw their attention and then pull them back a little so you only fight a couple of them. Check the chest and then jump down from here. The next group of Tuatha nearby is actually all melee and should be quite easy. Kill them and continue along Shadow Pass.

The next group of Tuatha is similarly all melee but there's more variety to them and there are far more of them. Use your AoE attacks to make easy work of them. As you go up the slope behind them, you'll be attacked by a Tuatha Soldier! What they don't tell you is that there is a Prismere troll just behind her and two Tuatha Priests on the sides that you can't see. This might be a good time to use Fate Shift. I would recommend just trying to take down the Tuatha. Fighting a troll is nothing new to you but trying to balance the magic, fast and slow melee attacks of the group can be quite tedious.

Not long after that is another group of Tuatha. Mostly melee but they may have an archer amongst them. Kill them and then in the next pass you'll come to another Tuatha/Troll combo. It's easy enough to lure the Tuatha away from the troll so do that and then let loose on him too. The Tuatha should all be melee, making this an easy fight.

After this, you're going to start encountering very large groups of Sprites similar to the ones you faced before. If you are feeling brave or comfortable in dealing with them, go for it but between the Fire, Lightning and the homing Ice attacks, they can be quite difficult unless you are well leveled. You'll also face some Murghaen and Murghaen Priestesses. You'll finally return to Tuatha camps but there are a lot of them and you either want to run through quickly or fight through very slowly. Either way, work your way through the big camps and you'll come to another Tuatha/Troll fight.

Make your way past them and as the road turns N; you'll come to another small camp with Cydan in it. Help him with the enemies he's fighting and then talk to him to find out that Agarth is on his way. When Agarth arrives, you can push through to the final fight. Before you go, though, there is a dungeon to the E that you can run over to so that you get a quick travel marker (but watch out for the Troll). Then feel free to stock up on supplies. When you are ready, return to Cydan.

From this point, you'll actually have to fight, no running through because Cydan has the key to the House of Vengeance up ahead and he's going to stop and fight everything. Make your way through the groups of Tuatha in the camps and into the castle. Inside, the first room will be quiet but the second room will have an overwhelming number of Tuatha. Just start spamming some kind of AoE attack. Cydan and Agarth will keep them busy while you kill them. After the fight, follow after Agarth and Cydan. There will actually be some Tuatha up ahead on the left side of this room but if you play your cards right, you should be able to stay out of the way of them. You'll climb some stairs and come to a square room with a raised circle platform in the middle. Then you will be attacked by half a dozen Tuatha Priests. I HIGHLY recommend using a Fate Shift here. Clear them out.

You'll go down a curved hall to a rectangular room but all of the Tuatha in here will be melee or marksmen types. This should be far easier than the room you were just in. The next room will be a mixed room of close range and Tuatha Overlords. I recommend that you get up close to the Overlords and try to kill them first. It requires a little luck but sometimes if you keep moving and Agarth and Cydan try a little, you shouldn't have too many soldiers to worry about while you're doing this. Once they are dead, cleaning up shouldn't be a problem. If you continue down the hall behind them, you'll come to a small fight with a small group of soldiers and a single priest. Again, just rush for the Priest and take him out, then clean up.

The Cur of Vengeance

The Cur can be quite a tough fight. On hard, some of his hits can kill instantly. When you start the fight, try and keep your distance from him. If he chases you, run and let Agarth and Cydan soak up the damage from him. Focus on killing the little enemies. Kill the Tuatha and then start hitting the Cur from a distance. If he turns to you, run away and let him cool off first. After a little bit of a beating, he'll teleport away and summon three Niskaru. Spam a lightning AoE attack if you have it. Once they are dead, you can go after him again. After a little while he will resummons Niskaru. And this is how the fight should go. Keep running from him, killing the Niskaru and then turning on him until he summons more Niskaru. Every summon after the first will only bring two Niskaru instead of three. Once you get the hang of his pattern and can manage to get him to lay off, this fight can be quite easy.

If he comes after you and hits you, don't be shy about healing though because even if he doesn't kill you with one big hit, usually that means he's going to go into a combo that will kill you if you don't heal.

Once he's dead, make sure to grab all the loot, there should quite a bit of good stuff in here. Head out the back of the House of Vengeance and you'll be greeted by a familiar face to fill in the last pieces of the puzzle for you. This will be a rather long winding road. It will be filled with Tuatha, Trolls and occasionally Niskaru but this shouldn't be anything new for you. As you cut through each group, Alyn Shir will fill in more and more about your last moments before you died. When you start getting close to your destination, save because you will have a persuasion attempt coming up and even with Persuasion maxed out, I still only had a 75% chance to pass it. Make your way through the big doors to find Gadflow.

Gadflow

Gadflow seems hard at first but once you get his pattern, he's a cake walk. He will start the fight by splitting himself into three. The "real" Gadflow is the one that doesn't glow. However, that doesn't mean you want to focus just on him. In fact, you want to split your attention between Gadflow and his two copies. Each Gadflow will use a different spell but the real Gadflow's attacks are the most damaging. You need to kill the two copies as quickly as possible but you always want to keep an eye on the real Gadflow. If he starts to get ready for his whirlwind attack, hit him to cancel it.

The reason you play this balancing game is because allowing the real Gadflow to hit you can kill you in one hit, maybe two (and sometimes those two will hit you almost simultaneously) but if you focus just on him, the copies will keep hitting you with spells that cancel your own attacks, meaning you do minimal amount of damage while using a large number of potions. The difference for me was between using about 20 potions and using 3. However, you must be quick because it's time, not an amount of damage that starts his next attack phase.

After a certain period of time, the copies and Alyn Shir will disappear. Gadflow will teleport to a side of the room and then lay a bunch of red circles on the floor. Don't step on the circles because they explode. You want to get to the far side of the room from him as quickly as possible because it will have a rather large area without any of the traps. At the far end, he'll charge up a fire spell that moves across the floor. When it gets close to you, dodge out of the way. Be careful though because you don't want to move too far forward while you're focusing on your dodging lest you land on a trap and you don’t want to dodge too early or the fire will correct for it and still hit you. After dodging several shots, he will get rid of the traps and move forward. He will then summon his two copies again and then teleport so all three of them are spread out.

If you are a Sorcerer or just happen to have the Healing spell, you can use it after you kill the copies and in between volleys on Gadflow and after he finishes his trap routine. This will help keep potion usage down.

Pattern: Attack copies and occasionally Gadflow, Attack Gadflow, Run away from Gadflow when he lays traps, dodge fire attacks, healing spell (if applicable). Rinse, Repeat.

Reckoning

Follow Alyn Shir and she will lead you to Amethyn. Inside of Amethyn, you will only fight "Splinters of Fate" but each one is focuses on one style of fighting: Might, Finesse, or Sorcery. You will be able to tell based on their weapon. Usually the Might will use Great Swords and Hammers, Finesse will usually start with daggers but will sometimes have Fae blades, and Sorcery will have Chakrams. The only two things to really watch out for is that the Might Splinters can use the grappling attack and pull you towards them while the Sorcery Splinter can cast fast moving ranges spells at you.

They shouldn't pose too much of a threat as long as you keep on the offensive since they are easily stunned. Make your way through the dungeon collecting the Prismere and Prismere weapons scattered about the tunnels. When you start getting towards a small camp with what looks like a crimson throne at the end, you'll be close to the end. Just walk towards the Prismere wall at the back to start the final fight.

Tirnoch

Tirnoch herself has four or so different attacks. The first is a horn smash where she drags her horn across the front of the battleground. Whichever horn she lowers closest to the ground will be the one she uses to attack. You can simply back up to avoid this but be quick because it covers a lot more area than you think. She has an attack where she picks up giant shards of Prismere and throws them at you. You need to dodge at the last second to not get hit because these will correct quite a bit to hit you. She also has two roar attacks, one of which is a clear roar that she drags horizontally across the platform will the other is a fire breathe that deals massive damage no matter where you are. This attack means you need to keep your health topped off.

You must Fate Shift to be able to attack her. Once you do it, her face will fall to the ground and you can attack her freely. When you do enough damage, you'll move to a new platform and start again with new splinters of fate and no charge in your meter. It is possible to not do enough damage and you'll have to get another Fate Shift for the small amount of damage you didn't get this time so make sure you are hitting her.

When you move to the new platform, your meter will be drained again and you will fight more splinters of fate. On the second platform, you'll have to fight two Splinters at once. On the third and fourth platforms, you'll have to fight three at once. If you Fate Shift while there are splinters are out, they will all die and you still be able to attack Tirnoch as you normally would.

Knowing all that, there is a very, VERY easy solution for how to beat her. In Alchemy, you can create Potions of Fate using four Essence of Fate (you must have your Alchemy sufficiently high to make them). If you have four potions of fate, you can simply drink one after the first splinter drains your meter, then hit her until you move to the next platform. Wait for your meter to drain again, drink another Fate Potion, and attack her. Rinse and Repeat. I only had two and saved it for the last two platforms. This made it incredibly easy.

If you don't have the potions or don't want to go that route, you should now understand how the battle works. This is the last fight so feel free to use whatever potions you do have. Once you clear her health bar, you will have one last enemy to unravel. Make sure you get your +100% XP.

Post-Game

You'll wake up afterwards in Rathir. This is your new room and it has a stash in it. Drop anything that you want and talk to Agarth. Just outside your room is a shop so you can sell your junk. Like many games, there are plenty of things to see and do and some of them are things you can only do after the game is complete. Enjoy exploring the rest of the game.

The Warsworn

The Commendation

You get this quest in Gorhart from Ost Ordura. He'll ask you to take out a couple of Red Legionnaires for him. The First is in the far north from here in a small camp. You may be able to sneak up and kill him without being noticed. The other is NE of here in the next region over. You'll find him in a group sitting around a fire. There's no real way of sneaking up on them. Kill him and take his dagger too. Return to Ost Ordura for his commendation. Take this to Shieldring Keep E of here in Yulvan to be admitted to the Warsworn.

Road Patrol

You get this immediately after joining the Warsworn in Shieldring Keep. Travel to Didenhil NE of Shieldring Keep in the middle of Glendara. Head to the healer's cottage and talk to Wyl Rendig. After talking to him, you'll have to travel to Warden's Bridge in the middle of Lorca-Rane. When you get there, you'll meet your old friend Ost Ordura. He will lead a search where you have to go to each Quest Marker and find clues. You'll do this for the first two legs. The last leg will have you just following Ost. He will lead you to an overturned cart. You'll be attacked by a Niskaru. Use lightning if you have it and protect yourself from fire. Kill that and then follow Ost to another Niskaru fight. This time it will be two. Kill them and talk to Ost to finish the quest.

The Heart of Sibun

This starts when you talk to Ost outside of Brigand Hall. Follow him into the dungeon. The first half of the dungeon is pretty linear but watch out for all of the traps. Generally, walking strait up the middle or right against the walls should be safest. Eventually you will come to a few swinging axe traps but it should be pretty easy to dodge roll past them. Just after those are a couple of big doors and a lever. Use the lever and go through the west door. You'll come to a room with dead men in it and then a Niskaru appears. You can actually sneak up on the Niskaru if you want. Kill it and talk to Ost again. In the SE corner will be a chest hidden behind some breakables. Leave the room to the W and there will be a hidden door to the NW with some loot behind it. Follow the path until it leads E. Follow it E and at the end you will find a bunch of mages. Two of them are quite weak but the third one is rather strong. Watch out for the Archmage and his projectile spells. When they are all done you'll have to fight the two Niskaru in the room. Kill them both and then check this room for a chest just below the N side of the ramp.

Follow the path further E still. Go through the giant door and watch out for the bomb traps on the ground. The next room with enemies in it will have some more of the mages and a single Niskaru but the Niskaru may attack the mages. When you go to loot this room, watch out for the area near the bodies that were already there. Most of these dead bodies have a bomb trap near them. There are also three dispel chests nearby though the best loot is in the aforementioned bodies. You want to save now because the next fight is awful. Make your way S and along that path. At the end you will have to fight a Niskaru Tyrant. You want to use as much lightning as possible and if you have fire resistant equipment or potions, use them. If you have the blink dodge ability (where you teleport instead of roll) then you can use it to great affect by getting close to the Tyrant, hitting him a couple times and then blinking through him to his backside so he can't hit you. When he is dead, collect the Heart of Sibun left by the man who summoned the Tyrant. Return this back to Shieldring Keep to complete the quest.

Lock and Key

You get this quest immediately after finishing the previous quest. You'll have to set off to Helmgard Keep to investigate their Ancient Vault. When you get there, talk to Grian who will send you to the Ancient Vault in the pass between Tala-Rane and the Wolds. Meet up with the Pledgeshield there. Inside, you will have to fight some more of the Fahrlangi you met before. Kill them and their priest, then explore the room. There's lots of loot in here, in chests and treasure piles. There's a hidden door in a hallway off to the NE and a locked door to the SW. Just behind the locked door is a spike trap so watch out for it.

When you are done with it, head back to Helmgard and talk to Grian. He will tell you that he locked Gwyn in prison. Go talk to her and take the two persuasion options she gives. She will tell you about the key in the lockbox. Take it and talk to Grian again. From here, head off to talk to the Master Locksmith N of Gloamthicket in Acatha. When you get to Tirin's Rest, seek out the gnome's shop. When you get inside, you'll see the fireplace split in half and a door behind it. Go into his lab and when you get far enough in, you'll be attacked by three more of those mages but they'll all come at you with melee attacks. These are the only enemies in here so clean them up and talk to the gnome to find out what's going on. Take that information back to Grian.

The House of No Doors

Talk to Grian when you get back to Helmgard and he will take Livia Fenan into custody. Talk to him and then he will send you to talk to her in the holding cells. Talk to her and she will tell you who she gave the key to. You will have to find him just S of Rathir. Talk to him and if you can persuade him, you won't have to fight him for more information. He will send you to Rathir to inform a contact of his. Talk to the man through the vent in the Customs house and you'll have to enter into the catacombs below.

The Catacombs of Harth's lair are pretty linear. You will come across groups of Fahrlangi and if you break the crates in the area, you'll also encounter some giant rats. There's also traps near most treasure chests so be careful. At the end, you will find Harth himself and he will tell you that he's already given the artifacts to Lord Besin. Including Harth, it should be a group of 5-6. Watch out for the all the magic flying around and try to make quick work of them. You do have a little bit of room to spare but if you need more, you might try retreating. Once they are dead, head back outside and talk to Gwyn at the Quay.

The Isle of Eamonn

Gwyn will tell you how bad this is and send you to charter a boat. Go talk to Captain Gonthorm in the docks. When you get to Eamonn, you'll have to go up the right side of the island. You'll be attacked by Crudok and Giant Spiders. The Spiders should fall easily to fire but the Crudok are dangerous. You may want to back away from them to take out the spiders and then take them out one on one. Even then, they are dangerous so be careful.

Go up the right side and then head W to get to the keep. Just outside will be a few Fahrlangi. Kill them and head inside. Inside you'll find another group of Fahrlangi, including a couple of priests. There will probably be about 6 of them but they should be broken up a little so they won't all be able to get to you at once. Take advantage of this and be quick. Head N to the next room and you'll have a couple of priests and warriors to deal with. On the E side of this room is a hidden wall. From here, go W. You'll run into more Fahrlangi until you come to the chapel.

There will be many Fahrlangi in the chapel and possibly some Niskaru too so be careful in here. Kill them all and Gwyn will check out the mural on the wall. Join her to find out what it says. Check the island for every scrap of loot you may want because once you leave, you won't be able to come back. Head back to the dock when you are ready and return to the mainland. Once there, head to Shieldring Keep and talk to Delfric.

The Mystic Hammer

Go to Eagonn's Tomb in Alserund. Inside the tomb, you'll find the remains of the hammer in the coffin in the middle of the room. Take that to Ironfast Keep to the E. Talk to Gwyn at the S end of the Keep and she'll direct you to the Hall of the Firstsworn in the S part of the area.

When you get inside, you'll have to go E and follow the path around in a clockwise fashion. The entire dungeon is infested with Kobolds. The only real deviation from this is a Rock Troll just before you get to the end. Kill it and check to rooms to the N and S for loot, then go W to come to a blocked door. You will have to Fate Shift the door (don't actually Fate Shift like normal; it will just be mapped to the activation button). Open the door and follow the path to the forge. Make sure you check the chests here because one of them will have the Blacksmithing skill book. Take that, reforge the hammer and get out of here.

The Mountain Prison

You need to head W from here to get to Cloudcrest Mountain. Talk to Gwyn once you get there. Head into the dungeon and start heading E. You'll have to wrap around clockwise again. You will come across more of the Fahrlangi but they shouldn't prove to be too difficult now that you have help. Make your way through the tunnels and when you get to the end, a column will block your path. You'll have to use the Mystic Hammer to destroy it. Do so and head up to the peak of the mountain.

On the peak of the mountain, you'll go through a pattern of smashing another of those columns and fighting Niskaru. Keep doing this until you get to the end. You'll find Anru Besin with a group of followers. You will get a Persuasion attempt here. Either way, you'll have to fight. Kill his followers but don't Fate Shift yet because you can't harm him. Once the followers are dead, he'll come to fight you and he'll start summoning Niskaru. Feel free to Fate Shift and kill everything. Once he's dead, you will be given the choice of freeing Khamazandu the Niskaru Lord yourself if you would like. Be careful because the option to free him is actually the top option, not the bottom option. Assuming you don't free him, talk to Gwyn who is now behind you. She'll tell you to go to the Hall of the Firstsworn. Unfortunately, you'll have to make your way all the way to the bottom of the Mountain before you can fast travel.

Enter the Hall and make your way straight to the S. When you get there, talk to the Warsworn to be promoted and complete the quest line. You'll also get a nice sum of gold and experience.

Khamazandu's Gift (optional)

This quest happens if you replace Besin and help Khamazandu. This requires you to kill the Warsworn on the mountain and clear out the keeps. This will make all Warsworn Hostile to you. This will also complete the quest line and grant you a different Twist of Fate (though I think the normal one is far better since it gives a bonus to crit chance vs. Niskaru).

Scholia Arcania

Trial by Fire

You get this quest by starting the Scholia Arcania quests in the embassy at Ysa or in Rathir. You will have to go to a neighboring building to begin your initiation. Follow the Quest Marker to the Savant who will be administering the trial. He will tell you to step into the circle when you are ready. Hit the Activate button to start the trial.

You'll start in a white washed area and as you proceed, you'll be attacked by Faer Grota. Fire based AoE attacks will be very effective against your enemies. You can explore a little but there's not much in the way of loot here. When you get to the end, you'll just keep walking until you enter a new area for the next part of your trial.

In the next area, you will have to fight some Tuatha but they shouldn't come at you more than three at a time. When you get down to the village bellow, you will encounter another being that will confront you. You will get a persuasion opportunity here. After you talk to her, you'll be pushed out of this realm. Talk to the Savant who was administering your trail and he will send you to Aodh in the Sidhe.

The Ruin of Aodh

Make your way to Aodh and enter. The path will curve S to E. Just follow that. You'll come across plenty of sprites, including Fire Sprite Champions who are tougher and are resistant to fire as well as hurling fire balls at you. Further in will be groups of Bagherst and Human mages called Priests of Vreakor.

More dangerous than them are actually the traps. There are traps EVERYWHERE. If you can disarm them, do. If not then you should sprint everywhere so that you can get past the traps before they go off. I don't think it'd be an exaggeration to say that there are over 100 traps in this dungeon. Most side rooms have treasure in them but they all have either enemies or traps so be careful.

When you get to the Quest Marker, you'll have to fight a mage who will summon sprites. She will summon two sprites at a time and sometimes they will come as stronger champion sprites. A single Fate Shift will make short work of her. She's really not particularly tough except that she spends more than half the time too far above the ground for you to hit her. Once you defeat her, loot her body for a Sun Stone and then return to Engar to report.

The Unquiet Bride

Make your way to Tala-Rane to meet with your contact. It turns out that "contact" is a code word for "Archsage." When you meet with him, he will mention that he suspects an ambush and sure enough, it will happen. Kill the Freemen and talk to the Archsage again. He will give you a letter and send you on your way to Mel Aglir to the E. When you get to the town, go to the Raven, which is the local Inn.

Talk to Patrick Morkan to find out that the missing Apprentice has left her things upstairs. Search her lockbox upstairs and check out her Journal to find out what to do next. You'll have to make your way up to Tulan, N of here.

The dungeon is composed completely of Kobolds (minus the boss fight) and is very linear. There is one deviation from the path where you can go right instead of left. It will lead you to a chest and a dead end. From you, go left instead of right to continue on (you can jump to the other path from there). As you go further on, you will pass Lerkara Fel in a cage while she tells you what has been going on. She will send you further ahead to kill the Necromancer and his wife. Do so, take the key and loot the two chests. Talk to Lerkara Fel and then leave through the door in the back. This will take you through the Necromancer's house.

There is a chest upstairs in his room that you can check out as well as a desk that you can loot. Once done, leave his house and make your way to Rathir to meet up with Engar at the main building of the Scholia Arcania.

Shardfall

Head to Emaire W of Rathir. Talk to your contact, Anker Admure. He will ask you to retrieve a Barghest Heart for him. From town, head directly N and you should find the Barghest in question. He may be accompanied by some wolves or other Barghests but they are all melee types and shouldn't pose much of an issue. When in doubt, use an AoE attack to keep them away from you. Take the heart back to Anker to get an item that will allow you into Shardfall. Shardfall is in the NW corner of the Cradle of Summer.

The dungeon forms a giant ring that you will travel clockwise. There are assorted beasts here including bears, wolves, and Sprites. Of course, the sprites will be Ice Champions. Again, this is a very linear dungeon with quite a few traps so take your time to disarm or run through to get past them. Thankfully, you aren't attacked by too many of any one enemy at a time.

When you get closer to the end, you'll find a body on a circular platform in the middle of the room. Loot it for a ring that you can give to Arken for some Handwraps of Gemcutting. Not far beyond that will be another battle with another mage. This one will be possessed again and summon Sprites. This battle actually plays out just like that last time you faced this opponent. Kill her and head back outside. Talk to Arken and then return to the Scholia Arcania to turn in the quest.

Lightning in a Bottle

You'll get this quest after turning in the previous quest to Eran Methneen. You'll have to climb Skycrown Mountain and meet with Savant Engar. In case you haven't guessed, the cave of Skycrown is very linear and has lots of traps. Most of the enemies will be Ettin with some wolves and a few Sprites mixed in too. The Ettin may prove to be strong compared to what you've been fighting. They are relatively slow so keep moving and use ranged attacks. Do watch out for Shamans because they will cast spells at you at a distance.

This dungeon wraps around clockwise so follow the path as you go but be mindful of the traps. There are a few cases where the path is completely blocked by traps so you'll have to run past them or disarm them.

When you get to the top of the mountain, you'll have to fight your way through some very tough Ettin. I would recommend taking it slow so as not to bunch them up. Of note is the Ettin Warpriest. He has probably four times as much health as any of the other Ettin and all of his attacks are pretty strong. You might want to Fate Shift him to make your life easier. Make your way all the way to the peak and talk to Engar.

After you talk to him, you'll have to make your way (the long way) back down the mountain. From there you will have to travel E and take the pass S. Eventually, the Quest Marker will move to the SW. When you get there, you will find him and have to fight him. It'll be an easier fight. He seemed like he had less health than the others but he was summoning four sprites instead of two. Just kill him quickly, he shouldn't pose a threat. When done, head back to Rathir and talk to Eran Methneen. 0169FyusfnfQipcjb

A Crowded Mind

Eran Methneen will send you to the Archsage after you come back from the last quest. Go down to the Archsage's quarters and approach the body on the floor. Investigate and then put your hand in the circle. You will be pulled into the Archsage's mind. Talk to him and then head forward. You will fight some Leanashe here. Kill them and there is a chest nearby. You can loot the chest for a key that opens other chests scattered around. There is no need to, however, since it is all just for backstory. None of it is necessary.

From here, head left or right. If you go left, you will fight the Archsage and three Niskaru. If you head right, you'll fight the Archsage and two minor copies. You will have to fight both either way. For the Niskaru, use AoE attacks to kill them and then focus on the Archsage. For the copies, use long range attacks to kill them and then focus on the Archsage. Once both have died and you've looted them, head back to talk to the real Archsage. He will push you out of his mind and tell you to meet up with him out on the Scholia Grounds. Head outside to start the final quest.

Revelations

Talk to the Archsage outside and he will have you place the Stones you've collected throughout the quest line into the statues around the grounds. Once you've placed all three stones, you will have to fight Sydanus. She will summon two other students to fight you as well as some Faer Grota occasionally. She will also use a variety of spells on you but none of them should be new at this point. I would knock out her smaller enemies first to give you breathing room and then focus on her. Or you could just Fate Shift and knock her out in one go. If she ends up too high off the ground, certain AoE attacks will work on her (Meteor for instance).

Once she is dead, Eran Methneen will come up and talk to you. He will give you the cloth ring and you will become the Archsage of Scholia Arcania. You also now have access to the Archsage's quarters. Go check it out.

The Travelers

The Guided Hands

Talk to Grim Onwig in the pass between Glendara and Lorca-Rane or Between Haxhi and the Sidhe. This will start the quest line. Go into the nearby Star Camp and talk to Crilgarin who will send you to pray to the Hierophant at the S of the camp. This statue will send you on a quest to collect three items.

Draug's Toothpicks - You'll have to go to the Vorm Lodge in the Sidhe. Talk to Gunnar Frode about them. He will try to get you to pay a rather large sum of money up front. You can persuade him to cut it to half. If you pay up, he will give you a key to a lockbox upstairs. Open it for the map to the Toothpicks location. You will find the toothpicks buried in a pile of rocks in the NE part of the Sidhe.

St. Eadric's Pall - You'll find this at St. Eadric's Mission to the NW of Vorm Lodge in the Sidhe. Go there and in one of the buildings, you'll find the resting place of St. Eadric. There is usually an attendant there so you'll have to either wait until he leaves or wait until he isn't looking to snatch it. You only need the Pall. Grab it and get out. (There's a book in each of the other chests if you wanted to read them).

Grilricas Medallion - You will have to go to the Three Lantern Inn at Didenhil. You will find Grilricas himself there. Go into stealth and follow him out of the Inn. He will start walking out of town and over a small bridge. When he gets to the bridge, it is usually pretty easy to sneak up on him without anybody seeing you. Make sure he's unsuspecting and try and steal it. You may want to save just before because it's not an easy steal.

Return to Crilgarin at Star Camp to turn the quest in. You will be rewarded and sent to speak to the Hierophant again.

The Silent Step

You get this after the last quest by speaking to the Hierophant Statue. You will have to meet with Aergase in this middle of the Sidhe. You will meet her above the waterfall. She will send you to Arduath in the N of the Sidhe. Make your way there and enter. Not long after you enter, you will have a persuasion attempt and succeeding will grant you the Hunter's Friend, a necklace.

There are no monsters inside, just Ametair. When you get a little ways in, he will appear and you'll have a battle that sprawls across the entire dungeon. He'll appear and attack with Faeblades. He's rather harmless as long as you keep your wits about you and dodge when he appears. You can also activate an AoE attack and then release it when you see him or when your ability wheel shows up (meaning you're in battle). But he uses the Faeblades exclusively and if you don't do enough damage, he'll disappear and then reappear to attack you again. Once you've done some damage, he'll leave the area and move deeper into the dungeon. When you give chase, make sure you watch out for the snapping plant traps. They will be on either side of the dungeon and they can't be disarmed so give them plenty of space. Once you finally kill him, take his boots and return to Crilgarin.

Jailbreak

You will get this quest from Crilgarin at the completion of the last quest. It seems Grim, the man who recruited you, has been captured. You will have to travel to Lorca-Rane (not far at all). You are looking for Ohn's Stand in the S. You'll likely have to fight 3 Jottun as soon as you get there and then when you approach the door, three more will come up behind you. Make sure you take some potions and you use them. They can do a lot of damage with most of their attacks, they can sometimes cast lightning spells at you, and they are faster than they look. However, they are still slow enough that you can keep moving and kill them one at a time.

Inside, head W and then N to find Grim. There will be two gnomes nearby guarding his cell. Talk to Grim and he'll tell you how to get him out. I chose to get his things. You'll have to go NW and then work your way S to get to his things. Be careful since there are quite a few gnomes along this path. The Praetorians shouldn't be too difficult but they've got a fair number of sorcerers here as well. There are plenty of things to put between you and the sorcerers around here though so do that and then start thinning their numbers from cover. When you get to the SW corner, you will find his things in a chest. You can also pick the pocket of the gnome guard here too. Loot the chest or take the key, don't need to do both. Once you have either the key or his kit, head back E. Flip the lever by the door; it'll be on the right side wall. Make your way to Grim to get him out and then follow him back to the camp. You don't actually have to collect the book.

Something Borrowed

Crilgarin will send you to Moon Camp to find out what your next task is. Talk to the leader and he will send you to the statue of the Hierophant. She will send you on another item collection quest. You are looking for three new items. All the items are in Rathir.

The Chalice - Make your way to the Seafoam Tavern and talk to the peddler there to find out that he has it and won't hand it over. After you've talked to him, he'll head out of the Tavern. Follow him out and you'll find him again in the Lower City center. Wait for him to get up or talk to him to force him up. He'll start moving again. Wait for him to get some distance so that he doesn't suspect you and then close quickly to snag it. There's a pretty quiet section that he will pass by and you should have a good chance. If you don't get it then, just be patient and keep following at a safe distance until a chance arises.

The Cowl - This one is pretty easy actually. Head into the temple of Lyria and talk to Maire. You will get a persuasion option. If you succeed, you will get the cowl from her. Save just before you talk to her and reload if you fail the persuasion. You'll get a successful persuasion and take the easy road for this quest.

Signet Ring - Go into the Wyvyrn-Girfe House and talk to the person marked. Ask for the ring and he'll tell you to buzz off. He'll then go and stand by one of the tables with his back turned to the rest of the room. Move away and let him lose his suspicion. Wait for the two women in the room to situate themselves so that the one sweeping the floor is looking away and the other is standing at the far back of the room. She'll be too far to see even if it indicates that she can. Now just lift the ring from him.

Report back Irion who will direct you back to the Hierophant.

Going Rogue

The Hierophant will send you to Rithen with a companion, Phasmer Humm, to steal an Amulet. When you get inside, talk to Phasmer who will open a door for you with a lever on his side. Make your way down the hall to the S. When you get to an intersection, there will be a hidden door to your right but you won't be able to open it. Going left, you'll enter a room with Freemen Deserters. They will be a lot tougher than your regular Freemen and some of them will even be mages. It is possible to sneak up on them here so take your time and try to thin them out before fighting.

Once you've cleared this room, head for the NE hallway. You'll see Phasmer again who will need you to pull a lever this time. The lever is at the end of the hallway. Pull it to open a door for him. Take the path to your right and watch for the Freemen in the hall. You should come across three of them but they are all melee and shouldn't pose too much of a problem. Kill them and make your way to the room at the end of the hall.

In that room, watch out for spike traps on the floor. Talk to Phasmer in the NW corner. He'll ask you to search for a lever and there will be on just to your right. This will unleash some Freemen on him so hurry to the S. In the next room, you'll come to a group of three Freeman that you should easily be able to assassinate. Sneak up on them and kill them all. The only person to watch out for is one that is patrolling in a small circle at one end of this room.

Exit the room to the SE and meet up with Phasmer in the next room. You'll have to stand on a pressure plate while he stands on another to open the door. Go into the room and he'll pick up the amulet. When he does, he'll be cursed and frozen. Leave him there and exit the room through the door to the W. You'll go up one hallway to a small room with some treasure. The next hallway will have blade traps in it. You won't be able to deactivate them so you'll just have to dodge past them. The first two will be easy to time. The third trap swings twice, then has a gap. The last one is just faster than the others. Get past them and you'll come to another treasure room and that hidden door that you couldn't open before. Go through the door and you'll be greeted by a friendly face. Talk to him and get something to help Phasmer.

Take the shard back to Phasmer, all the blade traps are off so it's an easy trip. Save him and then talk to your friend again. He'll send you to the Blackened Halls for a Glass.

Mirror, Mirror

You'll find the Blackened Halls almost directly S from Rithen. Go inside and make sure you loot the sack just inside the door for Buru's Boots. Put the boots on and take the first right. You'll see that the floor is covered with flame traps. Make sure you have the boots on and run across them. Then across the next section too. You'll come to a final section but your boots may have worn away by this point. Try to walk between the tiles on one side. If the trap activates, try and run to the end before it circles around. At the end of this hallway will be an Erathi Sigil-Stone. Activating it will deactivate the fire traps behind you.

Just after that, you'll be attacked by Niskaru. Kill them and then proceed E (to the W is a treasure room if you can disarm traps). In the first stretch of hallway will be a hidden door to the right. Check that out and then you will enter the labyrinth. At most rooms, you'll have to fight Niskaru and usually in groups of three.

The first room is circular, go S. The next room is a square. Take the NE exit. Then go N. At the T intersection, go E and then take your first left (N). This will take you along a hallway with a small round room in the middle. In this room will be a normal door. The next section of hallway will have a wall that will move for you. You will come to a round room with a large pit in the middle. From here, go S. Follow this hallway to a T intersection and then go E.

This will take you out of the labyrinth and to a long hallway. You'll have to fight your way past some Niskaru until you come to a larger room. In this room, you'll have to fight a Niskaru Tyrant. Kill it and then quickly examine it's corpse to place the amulet on it before it revives. As long as you do that then you are safe. It will revive but instantly be frozen. Take the Glass from the pedestal and loot the two chests here. You'll have to leave the way you came. Thankfully, the labyrinth is open and the fire traps are off so, while it's a long trip, it'll be an easy trip. When you get to the end, talk to Grim again. He'll send you to Sun Camp.

Outside the Box

Make your way to Sun Camp just NE of Adessa. Talk to the leader of Sun Camp and then pray at the Hierophant statue. The Hierophant will send you to Adessa to steal the Master's Pick. Go to Adessa and talk to the woman who is supposed to have the pick, Eloren Criet. If you talk to her, you'll get a persuasion option. If you succeed, you will move on to the next step. (Funny note, if you do persuade her, the quest page will still insist that you pick-pocketed her for a note)

You now need to rob the Adessa Armory to collect the box that was confiscated. Just be quick and the guards won't attack, despite trespassing. Grab the box from the chest and then head back to Sun Camp. Argine will not take the box and will insist that you get it opened by the Arrivus Engine in Guian's Lab just NW of the camp.

Go to the Motus Mining Headquarters and talk to the gnome. He won't let you use his machine so go downstairs, pick the door, kill the Faer Grota, watch out for the spike traps and use the machine anyway. Take the pick back to Argine.

Classic Misdirection

Pray to the Hierophant again. She will send you to Convict's Cavern to get a key from Muan Cointaker who is about to be executed. He will give you part of the key and then send you to his hideout in Snaketail Grotto. Inside, you will find groups of outlaws fighting amongst themselves. There won't be any mages, just melee and marksman type enemies. Since they will be fighting themselves for the most part, you should be able to kill them easily or even run right by them.

To get through here, go N from the start, then W and then S. Take the first left (E) and then S through the boxes. Go left first and get the first piece of key, then go right and S to get the second key. Head back to the giant door you just passed, open the door and loot the chest for a note. Take the note back to Argine. On the way out, you'll bump into Grim again who will send you to Adessa.

The Purloined Letters

Head to the Adessa Livrarium on the Isles. You'll meet up Phasmer again. Next to Phasmer will be a grate in the floor that leads to the vaults under the Livrarium.

Once inside the vault, head NW. If you pickpocket or kill the guards here, you will find a letter that may help you. From here, go SW and get the key off the keymaster for the door to the NE. Go through that door and there will be a few gnomes in here. Use the lever in the middle of this room to open the wall to the NE which has ladder to the Forums. Take the path SE. In the next room is only one gnome despite what the map seems to tell you. Go through this room to the next which has a pedestal and a book in the middle with three big gates.

Take the gate that leads NE and follow that hallway as it comes under the room you were just in. You'll find some Giant Rats in the basement with a bunch of boxes. Take it to the W and it'll bring you through some sleeping quarters and behind the gate that is to the W of the room with the three gates. Use the lever to open this door and then pick the look for the door leading SE.

Go down the hallway sneaking past or killing the sentries as you go. Keep going until you have a hallway to the SW. This will lead to a room with a warded chest in the middle. Around the chest will be 8 torches. The puzzle is to light all of the torches in a circle. Light one torch and then activate the second torch even though it is already lit. This will turn off this torch and the previous torch but turn on the next torch. Activate that torch and so on. Make sure you don't skip any of the torches, whether they are lit or not. You want to hit all 8 torches in a circle. Once you activate the 8th torch, the chest will dispel and you can loot the key from it. Use it to unlock the door to the SW (explore the SE area from here if you like).

You'll find two gnomes in the room beyond. Get past them and you'll find the Missive. Put the shroud over it and take it. Head back out to the ladder to the forums that you lowered earlier. There will be more sentries here and you can sneak by or kill them as you see fit. Once you get to the forum, follow the quest marker back to the Hospitalis Quarter. Grim will be upstairs. Talk to him and he'll lay the plan on you of how you will take down the Hierophant.

Thick as Thieves

Leave the Hospitalis Quarters and head to Sun Camp. Find the grave in the camp and go down to the Sun Camp Ruins. You'll bump into Argine almost as soon as you get in there. She will try to convince you to betray Grim. Finish talking to her and then make your way to the S to find Crilgarin. After you talk to her, the hall turns E. Follow it to a room with three of Argine's guards. You can kill them or just sneak past them. Take the path that leads S.

This will lead you to another similar room except it will be a little tougher to sneak by. Take your time and you shouldn't have a problem. Make your way out of the far side of the room and follow the hallway. You'll find the guard with the Bag of Wind by himself in a room at the far end. Just pickpocket it from him (unless you really want to kill him). Turn around and leave. You may or may not come across guards rushing to his aid. Get back to the room that had the first set of guards in it and take the door to the E.

This hallway will curve N to a large round room and two torches by the doorway. Almost as soon as you cross the doorway, go into your inventory under consumables and use the Bag of Wind. This will blow out the torches. Now cross the room. The next room will branch E and W. Going E will betray Grim and going W will bring you to Argine so you can frame her. Take whichever path you like and frame the person of your choice. Framing Argine will grant you +6% piercing damage Twist of Fate while betraying Grim will get you +6% piercing resistance Twist of Fate. Once you've actually framed them, you can just run towards the exit. They will turn to fight you but you don't have to. Just high tail it and meet up with the other party. Just before you leave, they will grant you your Twist of Fate and an Armor Set.

The House of Sorrows

The Sorrows' Call

You get this during the Main Quest "Silence Falls" from Bisarane. He will direct you to the Proving Halls. Go through the first door inside and you will come across a talking blue sphere. Talk to it and it will tell you that you are undergoing some trials. You can't fail the trials so do as you like but there are three persuasion opportunities here so save often.

The first room will be a couple of Boggarts and Leanashe. Kill them and search the N side of the room for a chest. Head for the next room where you will come to a Fae in trouble. You will be attacked by an Ettin War Priest. He can be quite tough but kill him and his lackeys. There is another chest in this room as well. Loot that and head towards the doors. Save before you go through. Once you go through, talk to the Blue Sphere again. You will get a persuasion chance here.

Once you've passed that persuasion, you'll be attacked by another Boggart/Leanashe group. Kill them again and then head to the next room where you will find a poisoned Fae. Save before talking to him and then talk to him for a persuasion chance. Pass that and then he will ask you to kill him. You can kill him or not if you like. Your choice. After you decide, head to the next room and save before talking to the blue sphere again because there will be another persuasion chance here.

Immediately after that conversation, you will have to fight a Bog Thresh and some more Boggarts. The Thresh is a real tough one. If you have fire, make sure you use it. Watch out for his floor crawling vine attacks. You may want to Fate Shift for this fight because he can be quite difficult. Defeat it and leave this room. Follow the long hallway and you'll meet up with Bisarane himself. Talk to him and he will insist that you attack him. Do as you wish. Afterwards, talk to the real Bisarane that appears afterwards. He will take you to the House of Sorrows through a back door.

Voices of the Dead

NOTE: Before doing this quest, there is a trainer in the House of Sorrows that you must utilize. If you do not use this trainer before doing this quest, the trainer will disappear permanently. I recommend that you put this quest off until you can use this trainer.

Talk to Bisarane to receive this quest. He'll send you to meet up with a Delver. She will actually meet you just outside of the House. Go with her to the site of the corpse. You'll have to fend off some enemies as you go but, depending on your level (this is a higher level area after all), they shouldn't really be difficult. You will also have help. Your companion is a mage who will cast plenty of spells. Taibreah won't do any significant damage but all of her spells have the ability to stun enemies for a moment, allowing you to get off much more powerful abilities.

When you get to the corpse, you'll have to defend her from hordes of enemies but none of them are particularly dangerous until you get to the Bog Thresh. I'm also not sure that you can actually fail unless you die. Once Taibreah is down with her delving (after you kill the Thresh), she'll send you off to find Cadoroc in Sioran to the SW.

Now that you are alone and headed to a more dangerous part of the swamp, be careful. Once you get there, head inside and you'll be attacked by sprites in the first room in the first room. The Frost Champion will be particularly dangerous at this point so watch out for it and try to keep the central pillar between you as you take the sprites out one at a time. After you do that, there is a hidden door to your left. You can go that way for a shorter trip or you can go N for the long way.

The short path (W) will take you through a couple of spider dens but these aren't really any different than the spiders you've faced before. They are a little bit tougher and are more likely to use their web to trap you but they are still very susceptible to fire attacks. Make quick work of them and keep heading W until you find Cadoroc. The fight with him will involve some more spiders. Cadoroc is not a particularly difficult enemy to deal with. Just keep laying on the fire hurt (AoE attacks are particularly effective here) and the spiders will give in quickly allowing you to just deal with Cadoroc. He uses faeblades but he can be staggered rather easily meaning his faeblade rush is not particularly dangerous. There is some good loot in this room so make sure you check around.

The rest of the dungeon will just loop around back to the N hallway of that first room. There will be plenty of rooms to explore with all sorts of chests. Watch out for Spiders, Sprites, Boggarts, and in one instance there is a Bog Thresh. You could, of course, head back the way you came. There's nothing special about the loot in the rest of the dungeon. If you took the long way (by choice or requirement) it's really just the same thing but you do have to go through a lot more enemies, including that Bog Thresh, to get to Cadoroc.

Once you are done here, head back to the House of Sorrows and talk to Taibreah. She will tell you that she fears for Bisarane and send you to the Proving Halls again. Go there and work your way through them again. This time you won't have to do as much talking but you'll have tougher enemies to fight including plenty of Bolgan. Once you get through the other side to the House of Sorrows, talk to Bisarane again who will send you to find the rebels and try to save them. You will have to travel to the Fallen Hall to find them.

A House Divided

You get this quest from Bisarane after the previous quest, Voices of the Dead. He'll ask you to search for the rebels from the House of Sorrows in Fallen Hall. The dungeon itself is pretty simple. There is a long hallway that you want to move along but you have to first activate the sigils scattered around on the separate off shoot hallways. Make your way down the long Hallway and when you find Saturnyn entering a room and closing the door behind him, Taibreah will explain how to open the door. From there you will have to explore the other rooms of the dungeon to open the door.

Be careful of the Tuatha around here. Thankfully they aren't as bad as some of the groups from the main quest but you should still watch out for the priests and the zealots with their faeblades. The priests will keep you staggered while the faeblades will make short work of you. Keep in mind that you have help here who can stagger enemies too so if you need to retreat to collect your thoughts, do so.

By the door that just closed, there will be one Sigil Stone already. Hit that one to break one lock, then head SE to find the next. Towards the end of the bridge, you'll have to fight a Prismere Troll. He won't necessarily be easy but he acts just like any other troll so stay on the move and hit him with ranged attacks. Or you could just Fateshift and make short work of him. In the room behind him will be a group of priests. Again, keep moving and try to take them down one at a time. Even if you only have time for one attack at a time, you'll still get there eventually but don't be sloppy because the priests can be devastating.

In the room behind the priests, make sure you loot the warded chest and hit the Sigil Stone here. Head back out to the main path and back track until you find the path that leads NW. Just before you get to that path, there will be a group of Tuatha sitting down. Catch them off guard with a surprise attack or AoE attack and take them down (Meteor for the win!). Take the NW path and you'll come to a couple of Tuatha Priests and a small group of Faer Grota. You can try and take out the Faer Grota first if you like to give you more maneuvering room when you try to fight the tougher Priests or you can just go for whatever presents itself. Your choice.

When you get past the door at the end of the NW path, you'll have to fight another similar group except that you have far more space to move around. Kill them all and activate the sigil stone. Now head back to the door that was previously sealed. Outside the door will be a group of zealots to kill but they are uniform and should be easy. Inside will be a group of priests and zealots which will be kind of tough but there's the pillar in the middle to protect you so use it. You'll fight another group of zealots before you get to the room at the end and have to fight the boss.

Myrcyr turns out to not really be a boss but just a really tough Tuatha. He'll be accompanied by a decent group of friends. I recommend that you Fateshift here. The only problem is that when he "dies" it will trigger a conversation instead of allowing you to kill him so you don't actually get an XP bonus. When you defeat him, his friends should die as well. Loot the two chests in the room and then there is a secret door at the back of the room. Open it and inside, loot the two skeletal corpses for some goodies.

Once you are done, just head outside by taking the long path to the end. Go back to the House of Sorrows when you get outside and talk to Bisarane for your next quest.

The Eldest

Bisarane is sending you to find the Eldest so that you can find the Sorrows. Travel to Dalmaroc in the SW. Just inside, head right and open the chest. It's a dead end here so turn around and follow the left path (NE). The dungeon itself is rather linear. In this hallway, kill the sprites. You'll come to a four way intersection with doors on either side that you can explore for goodies if you'd like. Keep going straight to come to a room with a group of Murghan and a Banshaen Priestess. The Priestess will spawn more minions if you kill them though it takes a little while. More dangerous are the lightning attacks that the whole group participates in. Just be aggressive and try to take out as much of the group as possible before they manage to do anything so that way you limit your damage from this attack.

Once they are done, move up the stairs and go through the door that leads SE. There will be a small group of Murghan in your way but they shouldn't be too difficult after the last fight. You'll eventually come to a room with two glowing circles on either side of a central structure. On that structure is a button. Hit the button to release a group of Cave Murghan. You need to have an equal number of dead Murghan on each of the circles. When doing this, you need to account for knockback because if the body doesn't land on the circle, it doesn't count. If you run out of Murghan and haven't managed to balance it, hit the button for more.

Once the scale is balanced, you will be able to go through the SE door. Go through it and follow the path. It will wrap around to another closed door with a Fae in front of it. Talk to Caelrod and he will send you to find Alarane. You will have to return to the scale room by the path you came from. In the scale room, you will need to put another dead Murghan on the NW scale. Once you do, the other door will open. Go through the door and down the hall to meet Alarane. She will agree to help you and meet up with Caelrod. Talk to her again in the next room to find out that you will need to take one of them with you to get the key. Choose whichever of the two you would like to take with you (a complimenting companion is useful).

The Weeping King

After you have chosen your companion, leave the dungeon the way you came. Some Murghan and Sprites may have respawned so you may have to fight a little bit to get out. Once outside, you'll have to travel to a different dungeon, Sinsear. Just inside Sinsear, you will meet up with your companion (whichever you chose). You will get your first Votive here.

From the entrance, head S and kill the boggarts there. In the little alcove to the S is a warded chest. From here, go NE. This path will take you to a room with some boggarts and a Bog Thresh. Kill them and take the Leaf Votive from the Bog Thresh. From this room, take the E path which will lead to another room. This time, you will fight a group of sprites and among them will be a Sprite Flame Champion who will be carrying the Votive of Flame. Kill it and take the Votive, then follow the path that leads S.

This path will inevitably lead to a Banshaen Priestess who will be carrying the Votive of Water. Normally she would be tougher than the other enemies you've come across but she doesn't start with any support so if you are fast, you can kill her before she spawns any help. From this room is a pathway that leads W. You'll want to take that path and go up the ramp (check for a chest to your left at the top.

After a short trip, you'll come to a room with three stone statue heads that are spouting water. In front of each head is a button corresponding to that head. There is also a large button on the floor in front of them. If you stand on the button (you have to stay on it), each head will spout water in turn. Remember the order, and then activate the corresponding buttons in the same order. I'm unsure if they are the same every time but for me it was 1, 3, 2 from left to right. After you've hit them in the proper order, go N. This will lead to a small room with a ramp that leads up to a group of rocks. On the rocks is a branch that you must pick up. Take it and head back to the House of Sorrows.

When you get there, head inside and talk to Bisarane. After you've done that, you will be attacked by some Tuatha. Kill them all, including Myrcyr who has returned. This time he will actually die though. Once you are done, talk to Taibreah and she will teleport you to Esharra for the final showdown with Saturnyn.

Such Sweet Sorrow

Once you have control again, head W to the first Quest Marker. You'll have to fight Caelrod and a Leanashe. They aren't particularly threatening but you want to keep on the offense because Caelrod will be using plenty of magic. However, with that said, he's no more difficult than a Tuatha priest so you'll make quick work of him. Hit the button nearby to deactivate the first barrier.

From there, travel N to fight Caelrod's counterpart, Alarane. She uses Faeblades and moves quickly but she is no stronger than a Zealot. She does have more HP though and will be accompanied by a Bog Thresh. Try to be fast taking her out so you can focus on the Thresh which is likely more dangerous than she is. Deactivate this barrier and then head E to fight Myrcyr. I'm not even going to pretend you don't know how to fight his guy after two successes already. He will summon more Tuatha and this fight will play out exactly like the others. Take him down for a third time and deactivate the third barrier. From here, head S and to fight Cadoroc for a second time. It will be the same fight as before so make quick work of him and deactivate the last barrier.

Bisarane

After you've deactivated the barriers, head W and get ready to fight Bisarane. He is a little tougher than the other enemies you've been fighting. He fights as a mage but he has a lot of tricks. He has the same spells as a Tuatha Priest but he can teleport and will summon lots of help. Tuatha will come to fight immediately, then he will summon some Faer Grota and a group of Niskaru. And he did all this despite my Fateshift. I recommend that you do the same lest you be overwhelmed by all of this. I would focus almost exclusively on Bisarane because anything still alive will die once he is defeated.

After you've defeated him, talk to Taibreah again who will send you back to the normal world. From here you can head straight forward to collect the Sorrows staff. It's actually a pretty good staff. You will also get your Twist of Fate upon claiming this staff.

House of Ballads

Song of Sir Sagrell

Head to the House of Ballads to pick up this quest. When you get there, you will find out that one of the members of the Court of Enchantments has died and his seat has opened. If you talk to the person at the top of the steps, he will tell you that no mortal has ever even tried to take a seat in the Court. However, he will let you try.

Head to Gorguath SE of the House of Ballads. There are five Lorestones in this dungeon so keep an eye out for them. Go inside and talk to Pledge Ficon. You will have to take down the Heartvines that are protecting the Thresh. First, head W and follow that path. It will lead you N over a room. You'll have to fight some boggarts but they're nothing special. The path will eventually turn ESE. There will be a path off to the left and a dead end ahead. Go to the dead end and activate the button there to bring down the first Heartvine.

Turn around from here and take the path that you just passed by (that leads NNE). You'll come across more Boggarts here. Eventually, this path will come to a room and turn ESE. There is actually a secret door to the N that leads to a lorestone here. After you've checked that, take that path to the ESE and about halfway across the dungeon, you will come to another of the Heartvine buttons. Hit the button and continue E. You'll come to another room just beyond with more Boggarts and a chest. From this room, head S to find the last of the Heartvine buttons. Continue S until you get back to the start of the dungeon and then take the middle path.

Along the middle path, you will pass a secret door to the left with some chests and a few minor enemies. Continuing along the middle path, you will approach a large room with the Grave Thresh in it. The Grave Thresh will some Boggart enemies to help. The Thresh doesn't have a lot of health (compared to some other tough enemies) but still has the variety of Thresh attacks and that still makes him dangerous, especially when it has help. Thankfully, the Boggarts aren't particularly strong so take them out so that you have some maneuvering room, then focus on the Thresh. On his own, hopefully the Thresh shouldn't be a problem but make sure to watch out for that dreaded moving root attack.

Grab the chest in this room and continue in the same direction as before NE. There will be a long stretch of hallways (watch for the lorestone on the right). At the end of the hallway will be another round room. Near a tree will be the body of Sagrell. Loot the ring from the body. You will then be attacked by two Threshes and some boggarts. If you are fast, it is possible to take out one of the Threshes before the other appears making this fight far easier. Make sure you loot the two side rooms here and continue NE for a lorestone. Then head back out of the dungeon. Return to the House of Ballads. Using his ring will act as a key to get into the Court of Enchantments.

Ballad of Bloody Bones

After a chat at the House of Ballads, you will be sent to the Ballads Oratory in the S part of Entenmere. Head there and talk to the King of the House of Ballads. The King will send you to help another of the Court of Enchantments. You must travel to the N part of Entenmere to Uduath. Once inside, take that path that leads S. When you get to the first room, you'll come to Sir Farrara. Talk to him and he will accompany you through the dungeon as you free prisoners.

Your first set of prisoners is in this very room. Simply open the door and then go W. The next room will have a couple of Barghest in it and a cell to the N with some prisoners in it. There's also a chest in that cell so loot it and then continue W. You'll come to a room with more Barghest and a couple of Sprites. In this room is the third set of prisoners and a chest. From here, go N. The next room to the N will house another group of prisoners and more Barghest. When you take the path leading out of this room to the E, be careful of a poisonous pool on the way. Beyond that pool is the last cell of prisoners and some sprites. Go E from here for the boss fight.

Save before the fight because there's a persuasion opportunity here. This will free the last group of prisoners but I'm not sure that even matters. It is, however, another successful persuasion. Bloody Bones is a mage and will be accompanied by various wildlife. The wildlife isn't all that dangerous and Bloody Bones isn't any more dangerous than a Tuatha Priest (if you've faced one). Kill his help and then go after him. You'll likely keep him staggered and he won't be able to do anything. Once he's dead, go back to Sir Farrara and revive him.

Once you've looted here and your business is concluded, leave this dungeon and return to talk to King Wencen in the House of Ballads.

Two Knights and a Troll

From the House of Ballads, you will have to travel SE to the Ballad's library. When you get there, Tenhwa will tell you that she has been trapped by the Maid of Windemere. She tells you that the counter spell for the trap is in a book called Two Knights and a Troll which has been stolen. You'll have to travel to Sundur Caverns to collect the pieces of this book.

Travel there and make sure you get the first piece S of the dungeon's entrance to save yourself some time. Go into the dungeon. The Caverns themselves are rather simple. Talk to the two Fae at the entrance to get the second part of the book and then you will slowly work your way around the Cavern counterclockwise. So first go W and then N at the corner. In the first room will be two bears and a chest. With two companions, the bears should prove to be no problem at all. To the N, you'll come to a T-intersection. To the W will be a group of three bears and some loot but nothing major so if you want the cash and XP, kill them. Otherwise, go E and follow the path as it winds N.

This N path will lead to another room and you'll find the third part of the book here amongst some Barghest. Check the sack on the ground for the book and then continue E. You'll pass a N offshoot with Barghest that you can explore but there's not much there. Continue E and then S. At this point, you'll start coming across Sprites. The path will turn E again to find the fourth part of the book. Continue to take the path S to get to the Boss. If you missed any of the books, the Troll won't appear until you get all books except the last part.

Nix the troll has a decent amount of health but he's just like any other troll and probably not as tough as some Prismere trolls if you've fought any of them. Once he's dead, loot the last piece of the book and take it back to Tenhwa at the Library. Inside the library, she will tell you that there's no way to actually read the books so you'll have to take the books to the echostone in the library to hear the books. Take the books to the echostone in the next room over. They will be read back to you. Listen to each one and then talk to Tenhwa again. If you listened to the books, you should already know the answer but if you didn't, the answer is "You are human now! Go!" This will remove the books from your inventory. Return to the House of Ballads and report in.

After you've talked to the "King" you will have to meet up with Hallam the White outside.

What Lies Beneath

Travel to St. Eadric's Mission. Go to Father Etair's House to discover that he is dead. Go outside and talk to the Monk tending the field directly in front of the house. After you talk to him, head to the NW to find a well. Go down into the well. Just inside, on the right will be a chest. To the left will be a path leading to a room of Kobolds. Kill the Kobolds, loot the chest in the room and then continue on this path. The dungeon itself is very linear with kobolds scattered along the path. Kill the Kobolds and take the crystals that they have. Keep going until you come to Brother Wulf. If your dispel is at least level 4, you have a chance of dispelling the effect on him. Get the Whistle from him and then go into your inventory to play it. When you play it, the last crystal will temporarily appear and be marked on your map. Follow the Quest Marker to the crystal and play the whistle again if it disappears. Collect the last crystal and return to Hallam at the House of Ballads.

The Champions

It's time to find the Maid of Windemere. From the House of Ballads, head NE. Most of your hunt for her will actually take place outside. So head NE to get to Windemere and when you get to the Quest Marker, you'll find the two Fae from Two Knights and a Troll fighting. Talk to Sir Airmer. If your dispel skill is high enough, you can dispel his curse and save him, otherwise you will have to fight one of the two. You can choose which you like but both are relatively easy. From here, continue E (hit the lorestone if you like). Whether you fought or dispelled, you should receive a set of Ballads armor or robes. Equip the full set or the door won't unlock. Go through the door to the next section.

This area is a wide open plain filled with different types of enemies but mostly sprites. As you make your way NE, you will come across a troll but he shouldn't be any harder than Nix was. About the area where you fight the troll will be some stairs that will lead S. Go up the stairs, then further S and wrap around W. You'll go up a hill and head N towards a bridge over the plains. You'll be stopped by the Maid who will inform you that you'll have to kill someone who is already dead for the bridge to be repaired. Head back down the hill and take the jump point down into the water. Under the bridge will be your opponent, Sir Elswin. Use the Resurrection Phial on him and then kill the poor bastard again. He's actually a mage but he will also fight you alone making for an easy fight.

Once he is killed you'll have to go down stream to get back up to the point where you jumped off. From there, go back up to the bridge which will repair itself now. Go across the bridge and on the other side will be the other of the two Fae you dealt with earlier (Either Airmer or Creth). You'll have to dispel the curse or fight him too. Go NE to exit the area.

Cursed Kingdom

Move forward and talk to the Maid again. The village bellow will be populated with monsters but they will not attack you. Atleast, not yet. Head to the middle of the village and go into the first building on your right (marked with a Quest Marker). Inside the building will be the old Sir Sagrell. Talk to him and he will tell you that there are a bunch of Prismere Crystals in the area that need to be destroyed. Go outside and play the whistle again to reveal them all. They will only be there for a short time so if they disappear, play the whistle again. Once you destroy the fifth and final crystal, all the monsters in the area will become aggressive (they will also fight amongst themselves).

There is a crystal in the middle of the town, one to the N by the front door of the castle (I would save that for last), and the other three start at the NE and are along the outside edge of the map going around to the S. Destroy them all and then go back to talk to Sir Sagrell who will tell you that the last thing you must do is ring the Village Bell to destroy the barrier in front of the castle. Go to the adjacent building. Go upstairs and in the first room on the left will be the rope to ring the bell. Go back outside and up to the castle. Go inside.

The Hero and the Maid

Inside the castle, walk forward to talk to the Maid once more. There are five more lorestones in this dungeon and most are not far off the main path so keep an eye out. Move ahead (NE) to the first room where you will come across Farrara. You can dispel or fight him (may require level 5 dispel). Like the other Fae, he's nothing too dangerous if you do have to fight him. Once you defeat him, there is a lorestone in the SE part of the room. Continue NE and follow the hallway but watch out for the snapping plants on either side of the hall. The hallway will take you to a rectangular room with boggarts and a poison pit in the middle.

After you kill the boggarts, leave the room going NW and you'll come to a small square room filled with more boggarts. Once you kill the first group, a second group will appear and attack you. Exit through the far side of the room and you'll come to a large room swamped with poison. On the far side, you'll see a lorestone but you'll have to cross the poison to get there. From the poison room, there is a room to the S which will lead you to King Wencen. You'll have to cross the poison, talk to him (loot the chest behind him) and cross back.

Make your way back to the rectangular poison room and take the path leading SE. You'll bump into an Ancient Leanashe but between you and Wencen, you shouldn't have a tough time of it. A little further on, you'll bump into another in a square room but should be equally easy to kill. Beyond that room will be a very large room with a couple of Fae in it. Talk to Queen Belmaid and dispel if possible. If you can't this fight might be a little bit tougher because there are two of them. Queen Belmaid uses Faeblades and Lady Oleyn is a mage. Mages and Faeblades are very dangerous because their attacks are always off time so you're always moving. Keep on the move and wait for a good opportunity to strike at one of them.

After they have been dealt with, head back to that rectangular poison room once more and this time, take the path that leads NE. Wencen will give you the King's Token so that you can continue. He will then run away and leave you to fight the Maid alone. Follow the path until it leads you to the Maid.

The Maid of Windemere

The Maid is a mage. Watch out for the snapping plants around the outside of the room. She will summon plenty of help like Sprites and Threshes which can make this fight difficult. When you attack her, try not to knock her back into the plants because it can make it difficult to reach her. Fateshift to kill her more quickly because a drawn out battle will just bring more enemies but you likely won't get a bonus to your XP because just as she dies, a conversation will trigger. You can choose to side with her or not, the choice is yours. After that, you will have to kill her or not as appropriate. If you kill her, report back to Hallam at the House of Ballads to be made King of the House.

DLC: The House of Valor

House of Valor ---- Earning Valor - Go into the House of Valors and meet with the quest giver on the bottom floor, Jakin Madsen. He will send you inside to pick who will fight with you. Talk to the man inside and then pick somebody. Go through the gate into the pit and fight. This first fight will be against a group of Bandits. Enemies seem to be leveled here no matter what so this can be tough but good XP too. When you are done, head back outside and talk to Jakin Madsen. Go inside the gambling den and talk to Jakull Fangard.

Magic Men - You get this quest immediately after finishing "Earning Valor". Talk to Jakin again for this next fight. Go through the same process except this time you will be fighting a group of three mages and they may summon sprites. Once you've defeated them, head back out to Jakin for your reward and your next quest.

Simply Mercenary - Same steps as last time except this group is made up of three archers and a melee. They aren't anything special except that they can take a beating. Keep attacking and switching from enemy to enemy to keep them on their heels. When you are done, talk to Jakin.

A Valorous Proposition - Head over to the Champion's house and talk to him. He wants you to fight a match alone. Agree and then talk to Jakin again. On the way Jakull will talk to you and tell you that you're being set up. Go through the steps for your next fight. They'll be aggressive so focus on AoE attacks. This will make short work of them. If you get rid of the cronies, another set will appear. This will only happen once though. Afterwards, talk to Jakin again, then Magnus.

A Viper for All Seasons - This is just another fight quest. This time, you'll have to fight a varied group. Use AoE attacks to get rid of close up fighters and attack ranged enemies every chance you get. Make sure you bring some potions or a Fate Shift with you. Be careful, once you've downed the first group of enemies, you'll be attacked by a group of mages. Once you've dealt with them all, claim your reward.

Meeting with Magnus - There's a persuasion chance here so make sure you save. Go around and talk to the Champion and then head into the Arena to save your team. Just before you enter, a couple of guards will stop and attack you. Head inside the Arena and there will be two Trolls in here. If you have any Fate Potions, you may want to use one here, if not for the difficulty then for the XP.

The Championship Match - This is much the same as the other fights. It's a well-rounded battle with no other surprises. I would again recommend a Fate Potion if you have it because you can get upwards of 30,000 XP from this one fight with a Fate Shift. Once you have claimed your reward, check out your new housing and find Jokull at the top of the stairs.

Sidequests

Odarath - Gorhart

Building Bridges - Talk to the Warden of Gorhart. You must head N out of town and then W and come at the Quest Marker from the N (head S). Talk to the Fae there who will recommend that you try Mortal healing methods. Talk to Herc Adwold who will require a Greater Healing Potion. Bring him one and you can explore the conversation choices to the left which will present you with two options. You can talk to the House of Ballads or the Warsworn. The House of Ballads is the more sensible option but you can choose whichever one you wish to join first. Talk to them and it will easily be sorted out. Return to Herc and you will receive a reward for your efforts. A Sword and Shield and some experience.

Recipe for Trouble - Talk to Nanne Hanri in Golden Age Alchemy. Before taking this quest, pick up "The Commendation" from Ost Ordura in the Inn. The dungeon you are looking for is E of town and is called Agnur Farhal but you'll have to go N to get to it. Go inside and you'll talk to Karth in the very first room. Turns out that he's a bandit. Kill him and his friends and then make your way through the dungeon, breaking all the marked boxes. Eventually, you will come to a point where the paths splits. South has some Brownies and loot, N has Brownies, loot and a Lore Stone, and E is the path to more crates. Further on you will come to a two layered room. In the middle of the room are a group of Red Legion bandits. Kill them and clear the two crates. Under the upper platform are a chest and a Lorestone. Head West to exit. The rest of the crates are N of here. These will be in outdoor camps of the Red Legion. In one of the camps will be a Lorestone and at the big camp you will find one of the two targets for "The Commendation" quest. Once all the crates are destroyed, return to Nanne for your reward.

Homecoming - talk to Gizela Wulflac in town to get this quest to find out what happened to her Husband. Go to the Three Lanterns Inn in Didenhill and talk to Camden Wulflac. You will have a persuasion attempt with him. After the talk, return to Gizela for your reward.

Crisis of Faith - Father Dynwel will give you this quest in the NW part of town to look for Egan. You want to head N of town to find him and when you do, you'll have to accompany him into a dungeon in search of a gift for a couple of Fae. He will lead the way so just follow him. He will lead you into the Waterhall Down. This dungeon's loot piles and traps are leveled but the enemies are not. When you enter, there will be Loot Pile to the N. Follow Brother Egan S and through the first group of Bogarts. After that, you'll come to a stream. In the stream, avoid the lighted areas or you'll be hit by a trap. Also watch out for Egan who will set them off as he runs ahead of you.

After you come out of the water, you'll come to a room of Sprites and then another room of Sprites after that. After that you will find the final objective but watch out for traps. There are four traps immediately surrounding the artifact. Grab it and run so you don't get caught by any more traps. More Sprites will appear. Kill them and exit the ruin. Once you are outside, you will have to follow Egan to meet the Fae. Talk to them and you can attempt to persuade them that the veil is cursed. Otherwise, you'll have to fight them. Once you have dealt with them, follow Egan back to the Mission and talk to Father Dynwel for your reward.

The Commendation - Ost Ordura gives you this in the Inn and starts the Warsworn quest line. See that section for more details.

Out of the Past - Talk to Delf in St. Odwig's Reliquary for this quest. This quest will see you hunting down two of Delf's old bandit friends. It is prudent to save before meeting people in this quest line because there are a few persuasion chances here. With the bandits, this will keep everyone alive but when you go to talk to the bandit leader, it seems to do nothing. Kill the bandit leader and return to Delf to end this quest.

Members Only - You get this quest from Sister Zelda outside St. Odwig's.

Long Overdue - You get this quest from a bookshelf in St. Odwig's Reliquary. It requires that you return 10 books to the bookshelf.

Yolvan

Red in the Tooth - Find Ainmhi along along the Yolvan road NE of Gorhart

Reprisal, Reprised - Talk to Penri Kell in the West of Yolvan. This quest requires you to kill an collect the heads of several antelope. You can just casually collect these as you go through the game. You can find antelope in many places (including just outside Allestar) and usually around uninhabited streams or ponds. Once you've collected the antelope heads, return to Penri. Go to the nearby column and place the four antelope heads on each of the sides of the column. Once that is done, Lekka the troll will appear which should be no tougher than the Troll you fought in Allestar. Kill it and talk to Penri Kell. You'll get a persuasion chance here so make sure you save before you talk to her.

Glendara - Didenhil

The Natural Order - Given by Kester Barclay. You must kill a Juttun in the Boggart Lair called Coilsbain Ruins. Make your way to the ruins and kill the Juttun in the cave. Enter the dungeon at the back of the cave and kill the rest of the Juttun there. Continue through the dungeon and on the way out will be a man who you can persuade to flee. Return to Kester to turn in the quest.

Plagueshield - Astrid Frisk gives this to you. She is sometimes in her healer's shop. You can find the Plagueshield in a Red Legion camp just north of the pass to Lorca-Rane. Kill the party of Red Legionnaires and you'll find it on one of their corpses. Bring it back to Astrid Frisk. You will still need to find the body of the Monk. Start by searching his Monestary.

Webwood

Resting the Bones - You'll find a large web and the bones of a dead farmer in the NW of Webwood. You will then be tasked with claiming the remains of 9 other farmers.

Webwood - Canneroc

The Tangled Web quest will reward you with a house to store things in.

A Tangled Web - You get this from a man named Garaner upon entering the village and killing all the spiders. Travel to Shade River Caves and you'll have to fight your way through the Spiders here. I highly recommend that you take the "Hair of the Dog" quest from the alchemist in town first. You should also bring fire based weaponry and spells with you before you go since the spiders are weak to it. The caves aren't particularly confusing, just watch out for the spiders which usually come in groups of three or four. They have close range attacks and a poison spit attack. They can also trap you in web which you will have to break yourself out of.

Inside the cave, you want to stick along the N tunnels to find Barten. When you find him, you can tell him that Garaner has betrayed him or you can choose not to. Either way, when you return to Canneroc, you'll be given the house Gossamer End.

Cutting the Threads - This follows after A Tangled Web.

Hair of the Dog - Syllareta Vauner will give this Kill quest.

Grim Harvest - Menri Togh will ask you to check on her family farm.

Ettinmere

Rallying Cry - You get this quest from a dead Warsworn body in the east part of the area.

Ettinmere - Holnstead

The Fisherman's Bride - This quest is started by talking to Holn himself. Follow the path out of Holnstead going clockwise. You'll come to a group of wolves. Kill them. Now head past them and up to a bridge going over the path. Kill the Ettin on the bridge and the Fisherman will appear. At the end of the conversation is a persuasion opportunity so save. Once you persuade him, kill the nearby Leanashe and return to the Fisherman.

Imelda's Charm - This quest immediately follows the Fisherman's Bridge. Travel to Delach on the other side of the lake. Go to the path and head S. Along the path should be the Ettin with the charm. Kill him and take the charm back to the Fisherman.

Shine and Shadow - This quest is started by talking to Avicenn Etelle. You will find this guarded by a group of the three Ettin just inside of Dellach, west of Avicenn. Go inside and kill the first group of Ettin and Wolves, then take a right and you'll come to a room with three Ettin. The one named Kurtorix will be carrying them. Kill him and take them back to Avicenne (or keep them, they are rather nice).

Dellach

Enchanted Chest after War Priest Boss. Right side room. Frost Weave Cowl +15% Mana Regen, +20 Mana, 14 AR, 4 part set (+1 Mana Regen, +2 Health Regen, +12 Armor) Description: The Order of Ash has prescribed enchanted armors like this as standard starting kit for apprentice spellcasters.

Sidhe

Aggressive Brownies - Sithric Vorm gives you this in Vorm Lodge. You'll find the brownies to the SE by the pass that leads to the Red Marches. There will be a group of about five on them around an overturned cart. Kill them and then report back to Sithric at the Lodge. He will send you to Rundamir, a Brownie Den and begin the quest by the same name.

The Brownie Den - You will have to go to Rundamir to rout a den of Brownies.

Dangers of the Sidhe - Arhaus Vorm gives you this in Vorm Lodge

The Wolds - Ayten

One Man's Trash - As you walk into town from the W, you will likely run into a man named Ratofer. He wants you to sell his things for him. You can take the items one at a time or take them all at once. You can sell the items to the blacksmith, apothecary, the town warden Iver and to Singing Nell. Before you sell the ring to Singing Nell, you can go to the Inn, up the stairs and on the right will be a chest with an Acid Solution in it. If you use the Acid Solution on the ring (may require that you take the items separately instead of as a group), you'll polish it and get more gold. Even if you don't, you will still make a profit just as Ratofer promised.

Erathell's Blessings - You can receive this quest from the woman on the E side of time, Singing Nell.

Strict Accounts - Sigra Thorin asks you to collect 5 Invoices. Four of them are in the village and will be pointed out by Quest Markers. One is on the first floor of Iver House, one in the inn on the second floor, one is in a sack in Singing Nell's Camp

Bandit Bounty - You get this from the Bounty Board in the middle of town. It's a continuous quest where you can get paid gold for trophies you collect from Bandits. After 10 armbands, you will get a large sum of gold. You can continue to collect armbands afterward and it's a decent source of extra money.

The Bandit Leader/Castor's Wrath - You get this from the Bounty Board in the middle of town. For this, you need to kill the Bandit leader, Castor. You will find Castor in the NW section of Tala-Rane. There will be a small bandit camp with a couple of buildings. Castor will be accompanied by a couple of Freeman, including an archer. Kill them all and then head back to the Warden of Ayten for your reward. 0169FyusfnfQipcjb

Tala-Rane

Naihm's Labor - You get this quest from Naihm, a member of the Warsworn in the middle N part of Tala-Rane.

Kandrian

NOTE: Both these quests can be stacked with the Bandit Bounty in Ayten. You will get a lot of bands from these. The Best Defense - Corporal Ivar on the main road will give you this quest to wipe out a Bandit Camp. Before you go, pick up the other quest from this camp. A gnome will give you the quest to Save Julia. Take the quest and head south to the Bandit Camp. There are quite a few bandits and using a Fate Shift will probably be a good idea. The leader, Connovar, is a rather tough fight. He uses a spear with a long reach and he's prone to big jumping lunges. Stay on the move and watch out for him. Once he's dead, head into the dungeons below to do "The Tinker's Daughter" and then return to turn these quests in.

The Tinker's Daughter - Barden Tam gives you this quest. Speak with Corporal Ivar for another quest that goes together. Do the Best Defense and then enter Caer Tosai beneath the camp to start this quest. You will find a bunch of Freeman in the dungeon and each group that you clear out releases some hostages. You will find a small storeroom to the SW with some breakables and a weapons rack. The daughter you are looking for is to the NW and there is a chest in the NE. You can just free the daughter or explore, you're choice. When you are done clearing out the Freemen in here, head back to turn in the quest.

Forsaken Plains

They Walk Among Us - Elrod Edman will give you this quest. He will be sitting along the main road SE of Emaire. You must deal with three spies. The first I found in the Emaire Inn. Just talk to him and attempt the persuasion. Even if you fail, he'll simply attack you allowing you to kill him with no penalty.

Forsaken Plains - Emaire

Life's Work - You receive this quest from Odwald Bynothas at the inn.

Unlucky Charm - you can get this from Edwin Hoswig at the NE boarder of Emaire. You will have to track down his old partner in the Cradle of Summer to the NW. In the NW part of the Cradle will be his camp. Talk to him and then travel to Syl's Hollow in the SE. All attacks, including ranged, abilities and damage done when Fate Shifted run the risk of you being hit with one of the elements while holding the amulet. With that said, I'd recommend sticking to abilities since it will require less hits for each kill, limiting the damage done by the amulet. In Syl's Hollow, the first room will have a pack of wolves and a dispellable chest to the SW. NW will be another chest and your path. Open the chest and travel NE from there to the next room. In the next room, you'll find four wolves but they are all preoccupied with their meals so you can go for some surprise attacks. Clear this room and in the NW corner will be another chest. If you go NW, you will find a room with a chest and a dispel chest. Travel NE and you'll come to an empty room. When you try to cross it, sprites will appear. This will also happen in the next room. Make sure to check the chests scattered between these two rooms and make your way to the jump off point to the SE. The last room will have some Boggarts and a Bog Thresh. The Bog Thresh has some ranged attacks to watch out for and will continue to spawn Boggarts throughout the fight but the boggarts aren't particularly threatening. Use fire on them all. I Fate Shifted for this one and just used a couple of abilities to take out the Thresh quickly. When it's dead, loot the chest and the dispel chest. Approach the altar to cleanse the amulet. Now you simply have to go to Emaire and return it to either the original owner, Wane Emundas , or Edwin Hoswig the bandit.

Cradle of Summer

Sisterly Love - You will meet Lila Janick wandering in the Cradle of Summer. She will ask you to clear some Spiders for her so she can get to a field of unpicked Sativa Fiber. Apparently chewing this makes her invulnerable. You will find the spiders in a little nest in the SW corner of the map. Go there, kill them and then loot the bodies of their prey. Now head back to Lila and turn in the quest for some XP and reduced prices.

Rivener Tarsis - Lord Callor will give you this by the big tree, Deep Slumber.

Rathir

Every Sparrow's Fallen - You get this from a man on the path just E of the Customs House.

Adessa

Paper Trail - You get this quest by picking up a book in the Livrarium on the Isles of Adessa. This will lead you around collecting eight chapters of a book. I believe each one counts as an individual book for your book count. Just continue to follow the quest markers and your prize will be a skill book on Persuasion.

The Keening

Witch Knight of Ghennig - Audra Firan gives you this just outside Ghennig. Follow the road west a little and then take the first right turn (N). Follow the path to a group of four Jottun. Kill them and one will have a key. Go back and free her. She'll then ask you to accompany her on her mission in to Ghennig to kill a Witch Knight.

Caeled Coast - Seawatch Castle

Ghosts of Seawatch - In Seawatch Castle, kill the three large Bolgan and then head SW to find the butler of the castle. This will start renovations on the castle. You will have to participate in these renovatings. The first task is to find Conni the alchemist.

Ironfast Keep

A Master's Touch - You get this from the gnome Gavroche Valle in the S end of the keep. He will ask you to seek out the Old Hermit Master so that he may repair his own Master's sword. Head to the S end of Menetyre to find the Hermit. He will send you to collect some ingredients for him scattered across the area. Most of these shouldn't be difficult except one which has you raiding a Juttun camp. Once you have all of the ingredients, return to him and he will send you to collect some Master's Tallow from a ruin W of Ironfast Keep.

Inside Hurvar's Doorsill will be plenty of Faer Grota and traps. Make sure you keep an eye out because most of the traps are bomb traps and can do massive damage. The dungeon is actually very linear and arranged in a figure eight. You'll find the Master's Tallow in the NW corner. When you go to leave through the other path, be careful because you will come across a Tyrant and some Niskaru. Get past them and out of the dungeon. Head to Ironfast Keep and hand the Tallow over to the Hermit who will fix the sword and give it to you. He will also offer to train you in mid-range blacksmithing.

Lorestones

Dalentarth

Dalentarth Lorestone - This first lorestone is passed on your way to Gorhart for the first time. It will be on your left in a little stone area with a chest nearby.

Dalentarth Lorestone - This Lorestone is in the far NE part of Odarath. You'll find this particular stone in an occupied bandit camp.

Dalentarth Lorestone - You'll find this Lorestone in the E part of Lorca-Rane, just along the N side of the river.

Dalentarth Lorestone - You'll find this Lorestone in Ysa.

Dalentarth Lorestone - You'll find this last stone in Caer Nyralim

Odarath

Lorestone 1 - This stone is on a ridge above Gorhart to the NW

Lorestone 2 - You'll find this stone just outside of Agnur Farhal, E of Gorhart.

Lorestone 3 - You'll find this lorestone NW of Gorhart and SW of the large bandit camp in the N part of the region. It is surrounded by the river after it splits.

Lorestone 4 - This Lorstone is directly E of the House of Ballads on a ridge.

Lorestone 5 - This lorestone is SE of the House of Ballads.

Glendara

Lorestone 1 - This stone is in the W part of Glendara along the N side of the main road, on a ridge.

Lorestone 2 - This stone is NW of the large lake in Glendara near the secondary road leading out of the region to the W.

Lorestone 3 - From the E part of the main road, just before it leaves the region, travel N along the E most minor road and you'll find this in the NE part of the region.

Lorestone 4 - From the same starting point as the previous stone, head directly south and off the path towards the river. You should find this stone along the river at its E most point in this region.

Lorestone 5 - You'll find this stone in the SW most part of Glendara.

The Sidhe

Lorestone 1 - Exit the Gardens of Ysa and follow the road SW. You should see this on a small island in the water to the S.

Lorestone 2 - From the previous lorestone, follow the river as it heads S to a small pond. Just before the pond and S of the river is this lorestone.

Lorestone 3 - From the previous lorestone, this stone is directly W of the pond in the middle of the Sidhe.

Lorestone 4 - From the location of lorestone 2, this stone is directly S of it, just past a road.

Lorestone 5 - This lorestone is in a little hidden cave to the S. Follow the S border of the Sidhe and about 3/4 of the way to the E will be this hidden cave.

Haxhi

Lorestone 1 - From the Sidhe, follow the main path W. You will come to a four way intersection before the path leads over the river below. Follow the path NW and you will find this stone. It will be off the left side of the path.

Lorestone 2 - From Lorestone 1, continue along the path to find this stone. It will be off the left side of the path.

Lorestone 3 - Follow the main path from earlier as it goes over the river towards the Haxhi Dam. After it goes over the river, it will fork. Take the S path and you will find this on the left.

Lorestone 4 - Further along the same path, you will find the fourth stone to the right.

Lorestone 5 - You will find this last stone at the very end of this road just after it re-crosses the river. It will be on your left.

Webwood

Lorestone 1 - Following the S path from Haxhi to Webwood, you'll find a path that leads S almost immediately after leaving Haxhi. Far to the S of the main road, this minor road will end and beyond that will be your first Lorestone for this region.

Lorestone 2 - Following the S path from Haxhi to Webwood, you will actually find this stone on your left before you get to the region proper.

Lorestone 3 - Continue along this main road and when the road splits at a T-intersection, take the left path. All the way to the S and off the path will be this stone in a little hidden valley.

Lorestone 4 - Head back to the path you were on and continue W until you run out of road. Then go NW and you'll find this Lorestone.

Lorestone 5 - From Canneroc, travel along the W road out of town and you should find this lorestone just after you cross the river on your left.

Ettinmere

Lorestone 1 - Just as you enter Ettinmere from the NE, you should see this stone on a hill.

Lore Stone 2 - Just before the bridge to Dellach.

Lorestone 3 - You'll find this lorestone SSE of Holnstead, just W of the main road leading S.

Lorestone 4 - Following that main road as it curves W, you'll find this lorestone just off a minor road leading N.

Lorestone 5 - You'll find this lorestone in the NW section of Ettinmere on a small island.

Agnur Farhal

Fall Lorestone - From the entrance, head E until the path splits. There will be a S path and then a little further ahead will be a N path. The N path has a lorestone in it.

Fall Lorestone - Towards the end of the dungeon, you will come to a large two tier room. Below where you enter the room will be a little alcove which houses this Lorestone.

Gorguath

Gorguath Lorestone - You'll find this lorestone inside Gorguath by taking the NW path and revealing this hidden door at the end. The stone is just beyond that.

Garguath Lorestone - You'll find this lorestone inside Gorguath just as you come in on the right.

Garguath Lorestone - You'll find this lorestone inside Gorguath if you take a right at the big intersection. The Stone is in the SE corner of the dungeon.

Garguath Lorestone - You will find this stone just after killing the Grave Thresh during the Song of Sagrell quest for the House of Ballads faction.

Garguath Lorestone - This last lorestone is NE after discovering Sir Sagrell's body.

Windmere

Windemere Lorestone - You will find this near Sir Creth and Sir Almair during "the Champion" from the House of Ballads quest line.

Windemere Lorestone - You'll pass this lorestone during "the Champion" quest during the section where you must cross the gorge. It's just before you go over a bridge above the plains.

Windemere Lorestone - In the village with the pacified beasts, you'll find this stone towards the middle of the village.

Windemere Lorestone - You'll find this lorestone next to one of the prismere crystals in the far E part of the village.

Windemere Lorestone - You'll find this lorestone next to another prismere crystal in the S part of the village.

Windmere Castle

Windemere Castle Lorestone - You'll find this immediately as you come into the castle.

Windemere Castle Lorestone - You'll find this lorestone to the right in a small crevice in the room where you face Farrara.

Windemere Castle Lorestone - This lorestone will be in the wing of the castle where you find King Wencen. Just as you enter the room which has almost the entire floor covered in corrosive poison, you'll see the Lorestone directly in front of you. You'll have to cross a rather large pool to get there so heal up.

Windemere Castle Lorestone - You'll find this lorestone in the room with Queen Belmaide.

Windemere Castle Lorestone - This lorestone appears in the room where you fight the Maid of Windemere.

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