Difference between revisions of "A Key to the Past"
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Revision as of 05:48, 16 May 2016
A Key to the Past is a quest given to you at the end of A mysterious letter.
Upon inspecting the body Magistrate , the inheritance letter caused a magical reaction and revealed a hidden key. As the only remaining clue to your family's past, hopefully it can unlock more than just a door.
- Receive key at the end of A mysterious letter.
- Search New Garand for the Great Library
- (Must complete Forgotten Lore to proceed further)
- Speak with Rur'azar about Tremadan
- Collect Minotaur horns
- Deliver the horns and learn more
- Travel to Northern Jabal Hills and find the tower
- Gain access to the tower
- Speak with Trix about key
- Explore The Flame Pits for fire crystal
- Enter the main tower with key and crystal
At the conclusion of A mysterious letter, you learned of your grandfather, Tremadan, who was a former Arch-Mage of the Empire. You also received an old key that opens his tower. The key has no markings, and nothing telling you where the tower the key belongs to may be located. In order to discover more, you will have to do some research. The Loreseekers have the most extensive collection of books, kept at the Great Library in New Garand. To find the library, head to the western side of the city, then travel south, where the library is located on the corner. This is also where you find Anton Gerdt at the conclusion of Forgotten Lore. If you have not completed this quest, your reputation with the Loreseekers will not be high enough to allowed access to the library's information.
Once you are friendly with the faction, speak with Rur'azar, the Master Librarian. He will be able to research two topics for you, the key you have and the girl you met in the dungeon, Amarisa. Make sure you ask Rur'azar to research Tremadan and not Amarisa. These are two separate quests requiring different things to be collected. Upon choosing to research Tremadan, Rur'azar will say he needs two Minotaur Horns as payment and the research may take a while. Despite what he says, there is no time restraint on his completion, we simply have to go collect the horns.
Minotaurs are primarily found in the Northern Jabal Hills and within the Maze of Lamth. The quickest route on foot to Jabal from New Garand is to head east into the desert, continuing northeast through Kingsbridge, the Deadwood, and the Rhoneis plains. Hunt the Minotaurs in the northwest, and enter the maze if you need more horns. With two in hand, make the trek back to the Great Library and speak again with Rur'azar.
Your grandfather was a very famous mage in the Empire, though in the days before the downfall, he had become more reclusive and distant from his guildmates. It was believed he died during the Fall of the Empire, but 50 years ago a Thurmian wizard mention an arch-mage living in a tower in the Jabal Hills. It is time to head back to the Northern Jabal Hills. This time you want to explore the arid region to the south. Look closely when where the rocks come together in the southwest corner of this area, and you will see a small path you can take. This leads to the front door of Tremadan's tower. The only way to enter the tower is to have the key on hand and speak the name of your grandfather, Tremadan. Now enter the tower.
Inside, you will be greeted by Trix, a creature who apparently served your grandfather for years, and now believes you are his master. He explains that the door to the main part of the tower is sealed by powerful magic that requires the key you have to be magically charged before it will work. Since you are not as powerful a wizard as Tremadan, you will have to use a crystal to help charge the key. The crystal you can retrieve is the Flame Crystal, located in The Flame Pits beneath where you stand. You may want to have a few fire resistance potions and beef up your fire defense armor. Downstairs, head into the western door to reach the pits.
Explore where you want, but your final destination should be the western corridor. The other passages lead to minor loot guarded by Hell Hounds and Imps. Be careful using flame based weapons here as it will heal both types of monsters. Running into the flames here also hurts you, so avoid it when possible and be quick when its not. As you go west, you will have to work around a line of flames, dealing with a Imp fire and Hell Hound bites. Rest up and down a resist potion before you head in. Here awaits Zeghast, a unique imp, and two Hell Hounds. Draw them out of the room so they do not get healed by the flames. On the corpse of Zeghast you will find the weapon Crushing Ember and the Crystal of Fire. Head back to the last room and quickly run across the fire to the chests and grab the loot. You're done here now, so head back to Trix.
Trix will take the crystal and key, and unlocks the door to the inner sanctum. Here you will find a free bed to recover and a permanent storage chest. Before you can fully explore, a Ghostly Figure will interrupt you. He is a phantom image of your grandfather and holds some of his memories. Despite his attitude, he is here to help. The Forsaken plan to open something called a Deep Gate, similar to the ones that destroyed the old empire. They require the blood of an Arch-Mage, and the only available source is you or your sister, Amarisa. Before doing more, he suggests you acquaint yourself with the tower, and join him upstairs when you are ready. You are rewarded 2000 XP at this point.
- Completing the research
- 300 XP
- Retrieving crystal
- 2000 Xp
- Being rude to Rur'azar during your first meeting will result in a loss of -3 Royal Loreseekers reputation.