Difference between revisions of "A Key to the Past"

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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 which 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. Currently the only 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.
 
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 which 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. Currently the only 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 [[Canine#Hell Hound|Hell Hounds]] and [[Imps]]. Be careful using flame based weapons here as they 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 Imp fire and Hell Hound bites. Rest up and down a resist potion before you head in. Here awaits [[Imps#Zeghast|Zeghast]], a unique imp, and two [[Canine#Hell Hound|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.
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Explore where you want, but your final destination should be the western corridor.  The other passages lead to minor loot guarded by [[Canine#Hell Hound|Hell Hounds]] and [[Imps]]. Be careful using flame based weapons here as they 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 Imp fire and Hell Hound bites. Rest up and quaff a resist potion before you head in. Here awaits [[Imps#Zeghast|Zeghast]], a unique imp, and two [[Canine#Hell Hound|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.  
 
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.  

Revision as of 04:33, 30 July 2016