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|Name=The Ark of Lothasan
|Name=The Ark of Lothasan
|Groups=Main|QstNum=68
|Groups=Main|QstNum=68
|Giver=
|Giver=[[Ghostly Figure]]
|LocStart=[[Tower of Tremadan]]
|LocStart=[[Tower of Tremadan]]
|LocCmp1=|LocCmp2=
|LocCmp1=[[Friguld]]|LocCmp2=[[Dragon Coast]]
|LocCmp3=|LocCmp4=
|LocCmp3=[[Sunken Citadel]]|LocCmp4=[[Ashen Cape]]
|LocCmp5=|LocCmp6=
|LocCmp5=[[Ark of Lothasan]]|LocCmp6=[[Ark of Lothasan (Reactor)]]|LocEnd=[[Ark of Lothasan (Upper Deck)]]
|LocEnd=
|Steps=# Complete quest [[The Shards of Fate]]
|Steps=Completing the Ark involves completing the main story arc in Exiled Kingdoms.  The Ark is something that is literally out of this world and it is filled with enemies that will try to blast you out of this world.
# Wait for the arrival of a magical letter
|Walkthrough=While there is much in the ark for you to figure out, here are some tips to help you out:<br>
# Talk to Ghostly Figure in Tremadan's Tower
1. Try to avoid letting the enemies surround you or box you into a corner. Since each enemy explodes soon after you kill them, you want to be able to retreat as soon as you land a killing blow.  (Alternatively, you could try to land the killing blow with a ranged weapon.)<br>
# Talk to [[Captain Dorse]] in [[Friguld]]
2. Venturing into the ark without a scroll of recall on you is a death wish.  (It is highly unlikely that you will be able to complete the Ark all in one go, so having a means of escape is life-saving.<br>
# Move across [[Dragon Coast]], [[Southern Dragon Mountains]], [[Ashen Wastes]] and [[Sunken Citadel]] until gain acces to the Ark
3. You will need to collect the four colored key cards (Blue, Red, Orange, Green). There are about 4 or so computer terminals that require entering these cards in the proper sequence (each require a small battery to power the terminal). If the correct card sequence is entered, a barrier is lowered. Once all of the barriers that require key card access have been lowered, the cards will be removed from your inventory. This is not a bug, it is designed to free up slots in your inventory.<br>
# Find Blue, Red and Orange Key Cards
4. Finding the four cards: The first two cards you will be able to find are blue and red. The third card you will be able to find is orange. The fourth card you will be able to find is green. The blue card is on the level of the ark that you first board. It is not behind a secret door or a barrier; it is readily accessible. But the blue card by itself is useless, you will also need the red card.  The red key card is hidden behind a secret door. The secret door is at the start of the hallway on the west end of the area. The orange card is secured in a room behind a barrier that you need the blue and red card to access. The green card is secured in an area past barriers that you need the other three cards to access.<br>
# Talk to the [[Oracle]]
5. When you attach a battery to a key card access terminal, the terminal will show you up to four of the following words in a given sequence: Verification, Confirmation, Clearance, and Authentication. Each of these four words correspond to one of the four colors and thus you must enter the cards in the order indicated on the terminal. Red=Verification, Orange=Confirmation, Blue=Authentication, Green=Clearance. If you want to use mnemonics, then it's Red Velvet, Orange Crush, Blue Apron, and Green Clover. (R)ed (V)elvet to remember (R)ed=(V)erification, (OR)ange (C)rush to remember (Or)ange=(C)onfirmaton, (B)lue (A)pron to remember (B)lue=(A)uthentication, and (G)reen (Cl)over to remember (G)reen=(Cl)earance.<br>
# Activate the Reactor in lower deck
6. In the northeast corner of the main level is a machine that can convert 5 small batteries into 1 large battery. You need at least 2 large batteries for the main quest (there are other things you can do with large batteries, but you need to save at least 2 large batteries for the main quest).<br>
# Go back to the Oracle
7. Towards the northwest corner of the level is a barrier that can be unlocked with the access cards. Past that, you will find two staircases. Go up.<br>
# Find Green Card
8. When you find the Oracle upstairs, use a large battery. Interact with the Oracle and listen to his plans then go downstairs 2 levels to the reactor level.<br>
# (Optional) Acquire Data Pad
9. At the reactor level, use the password given to you by the Oracle.  Find the reactor and do what the Oracle told you to do.  Return to the Oracle...and find out how his plans worked out.<br>
# Enter Elevator to the upper deck
10. After completing the task for the Oracle and talking to the Oracle again, go back to the main level and look for the room that appears to have long rows of computer servers.  In ome row, you will encounter a terminal that appears to be dim.  If if's fed a battery, it will come to life. And if you can pass an Intellect 2 check, the terminal will spit out a data pad that you will need later on.<br>
# (Optional) Find Pointy Tool
11. There is no turning back once you go up the elevator.  The scroll of recall won't work, and going back down the elevator will not work.  You either have to complete the quest... or
# (Optional) Rescue [[Amarisa]]
die.  Or restore to a previous saved game.<br>
# Find Password and Control Module
12. If you are going up the elevator just to explore (and plan to restore to an earlier saved game), you don't need to worry about whether you are fully prepared or not for next phase.  But if you are going in all prepared, there's more that you will need beyond just having appropriate weapons, armors, potions, batteries, etc. for survival.  Specifically, for  challenges that you will face, you will want as many of the following conditions met as possible:
# Enter Command Bridge
(A and B) An INT score and PER score of at least 5 each (If your score is less than 5, but you have trait enhancing gear that raises your score to 5, you will need to wear it before a certain game encounter.)
(C) An AWA score of 5 (either raw score or gear-enhanced.)  On the upper deck, there is an important action you can take that you will only know about if you have strong awareness.  That action will help you prepare for the final challenge.
(D) You did NOT kill Valeran earlier in the game.  (If you killed Valeran, oops! The game is still winnable, but his death will make things more difficult.)  In addition to not killing Valeran, hopefully you acted in a way towards him where in hindsight he doesn't just think of you as pond scum.
(E) You have that data pad that was spat out by the dim computer console.
(F) You were informed earlier in the game about your *REAL* origins. (i.e. Something far more unexpected than having an archmage as a grandfather.)  (Unfortunately, this last item may be something that you might not be able to get retroactively if you already passed certain points in the game.  This is not a showstopper.) (There are multiple ways you can face the final challenge of the ark.  If you meet very few of these prerequisites,  you may only have the super hard option available to you.  If you meet several of these prerequisites, you will have the normal option available to you. (Normal is still pretty hard but better than the super hard option.) And if you meet all of the prerequisites or very, very close, the ideal option opens up to you.<br>
13. In the upper level, the main ark bridge room is protected by a password.  All that you have to do to get into the room is to rely on the fact that someone wrote down the password.  They didn't read the Secure Password Policy memo apparently.  But the document where they wrote it down is in a hidden location.  But once you find it, don't be in a rush.  Once you enter the bridge room, you cannot leave. The story will unfold in certain ways from which there is no turning back. The barrier shuts behind you and Scroll of Recall still does not work.  And so you can't go back and do anything left undone.  And there are tasks worth doing on the upper deck first.  (I.e. Find the item the Oracle told you to find.  In addition to that item, there is one other unique tool that  you can find. ( If you can find the use for that tool, you will be better prepared for the bridge.) And there also is one other quest in your journal other than the ark quest that you can optionally bring to a close <Br>
14. On the bridge, before interacting with any NPC's, make sure of the following: (a) Items that will help strengthen your case are in your possession.  (Items in the bag of holding are not considered to be in your possession.)  (b) If you need to equip certain gear to increase PER and/or INT, get them equipped. (c) Navigate your conversation choices carefully. If any conversation choices are associated with a trait check, such as Personality 5 or Intellect 5, those are the best options.<br>


|Walkthrough=#The Ark of Lothasan automatically starts after completing [[The Shards of Fate]] quest.
:
Reaching the Ark
#A few in-game days after completing the [[The Shards of Fate]] quest you receive a magical letter requesting you talk to Tremadan's Ghostly Figure at the Tower of Tremadan as soon as possible. (There is no in-game time limit on when you talk to him).
#When you return to talk to the Ghostly Figure, you can pass an [[Intellect]] 5 or [[Personality]] 6 check to learn about your true heritage. Having found out the truth of archmage blood from the Undermother should also work to prompt the Ghostly Figure to tell you the truth of your heritage. Passing an Intellect 2 trait check will reveal more details about how to find the Ark.
#Travel to [[Friguld]] and talk to [[Captain Dorse]] by the docks. He'll take you to [[Dragon Coast]].
#On the [[Dragon Coast]] you will be confronted by sir [[Valeran]], a [[Forsaken]] member. How you resolve the interaction with [[Valeran]] greatly impacts the ending of the game. NOTE: Fighting and killing Valeran will prevent you from accessing the EVIL ENDING of the game, prevent his presence in the final debate, and prevent him from helping you in the final optional fight.
#If you choose to fight Valeran, it doesn't matter how you trigger the fight. Either be polite to him at first, choose an aggressive option or lie to him. All result in a fight.
#To continue the conversation with Valeran, choose the dialogue option to be remain on your guard.
#For the EVIL ENDING of the game, you must know your true heritage. Tell Valeran you want to talk to the Magister, and truthfully tell him you want to join the [[Forsaken]]. This will lock you into the path to the EVIL ENDING of the game. Valeran will leave you to brave the wastelands to prove your strength. He departs.
#For the other endings of the game, you can pass a Personality 3, Intellect 2, and Personality 5 trait check for more obvious dialogue options to let Valeran leave without a fight. Otherwise you can make statements that cast doubt on the Magister's plan. You can also simply flee off the map to avoid killing Valeran. Note: You can still get the GOOD ENDING if you kill Valeran, but you won't be able to get the peaceful ending if you kill him.
#The area to the south is the [[Southern Dragon Mountains]]. It's guarded by [[Zealot]]s, enemies that burst into flames when killed. On the map you can rest at a camp to the south, or explore [[Bappasalar Cave]] for equipment that can aid your journey (such as the [[Strange Hood]]).
# After the Southern Dragon Mountains, you will enter the [[Ashen Wastes]]. Here balls of radiation float around. They will cause serious damage if they hit you. Wearing equipment that has the [[Anti-rad Armor]] attribute will greatly reduce the damage.
# On the south side of the Ashen Wastes, you'll find the entrance to the [[Sunken Citadel]]. Inside the Sunken Citadel, you can find a second Strange Hood behind a secret door, and equipment and potions that will help you in the upcoming Ark.
#Optionally, you can defeat [[The Underking]] to unlock a short cut between [[Northern Inori]] and the Sunken Citadel.
:
Quick Reference to Keycards
BLUE = Authentication, RED = Validation, ORANGE = Confirmation, GREEN = Clearance.
#The BLUE Keycard (Authentication) is located on a corpse in the third room on the eastern corridor.
#The RED Keycard (Validation) is located in a chest behind a secret door on the south side on the western corridor.
#The ORANGE Keycard (Confirmation) is located on a corpse in the computer room north of the first Medical Bay.
#The GREEN Keycard (Clearance) is located on a corpse near the reactor on the reactor level.
#Note: Each attempt to unlock a security barrier requires a small ancient battery. An incorrect keycard entry results in shock damage to the player.
:
Getting the Keycards
#After the Sunken Citadel, you reach the Ark. In the foyer you'll find a barrier that prevents your Companion from following you. From here on, it's just you.
#You need to acquire four color-coded keycards to gain full access to the Ark. You'll also need to acquire small [[Ancient Battery]]s and [[Large Battery]]s. The four keys are hidden around the Ark. See above for a quick reference guide. Small and large batteries are found as loot drops from enemies and chests. In addition, a machine in the north-east corner of the first floor of the Ark will convert 5 ancient batteries into a single large battery.
#Get the Blue and Red keycards from their perspective locations.
#Use the Blue and Red keycards, in that order, to unlock the light barrier the middle of the Ark (You'll need to interact with the small podium console next to the barrier). A corpse along the south wall of the ark has a Handwritten Note for an in-game hint that says "I don't think red goes first...". That tip is the in-game method of teaching you the correlation between the color of the keycard in the noun name requested by the security consoles.
#If you choose to join the Forsaken, [[Valeran]] will met you in the Medical Bay in the center of the map. He'll update you on the situation in the Ark. Namely the robots are out of control and there's something going on with the Emergency Reactor. If you killed Valeran or didn't choose to join the Forsaken, no one will met you in the Medical Bay.
#Obtain the Orange Keycard from the corpse in the computer room just north of the Medical Bay.
#Interact with the console on the northernmost row of computers. If you found out about the Emergency Reactor from Valeran, you can research the topic and learn the password, SCOTTY, to the reactor level.
#Use the Red, Orange, Blue keycards, in that order, to unlock the red security barriers on the southeast corner of the ark. Note, you can run through the red barriers, but will get hit with severe shock damage that will kill most players in a few hits.
# Use the Orange and Blue keycards, in that order, to unlock the security barrier on the northeast corner of the Ark.
# Go upstairs to reach a small section of the [[Ark of Lothasan (Upper_Deck)]]. If you chose to join the Forsaken, a blue barrier will present you from exploring further. Otherwise, you can use a large battery to talk to the Oracle. It will tell you need to turn on the emergency reactor in the reactor level of the [[Ark of Lothasan (Reactor)]]. The Oracle will give you the password, SCOTTY, to the reactor level.
#Go downstairs to the [[Ark of Lothasan (Reactor)]]. Use the SCOTTY password to unlock the barrier.
# If you choose to join Forsaken, you'll find [[Amarisa]] by the emergency reactor in a large room near the center of the map. She knows your decision and attacks you.
# Interact with the console for the reactor and do one of the following two things: If you choose to join the Forsaken, you'll have to smash the reactor. That will cause a leak to deal 350 toxic damage to you, and a Battle Droid to appear. Passing an Intellect 4 check will allow you to safely disable the reactor using a large battery. Alternatively, if you did NOT choose to join the Forsaken, attaching a large battery will get the reactor up and running.
#Collect the Green Keycard from the skeleton in the reactor room.
:Get to the Elevator
#If you did NOT choose to join the Forsaken, return to the Oracle. Ask him about the Horrors to learn about [[Dimensional Parasite|Dimensional Parasites]]. Pass an Intellect 1 check to gain a Skill Point for explaining magic to the Oracle. The Oracle will direct you to find a Control Module and insert into the Main Computer on the Command Bridge. If you chose to join the Forsaken, you won't be able to access the Oracle.
#Return to the computer room on the main floor of the Ark.
#Use the Blue, Red, Green, Orange, in that order, to unlock the last security door located in the computer room. All four keycards will be consumed by the last console. They are removed from your inventory.
#If you did NOT choose to join the forsaken, access the library via the Console on the back row of computers. You can now research [[Dimensional Parasite|Dimensional Parasites]]. Passing an Intellect 2 check will allow you to obtain a Data Pad, an optional item for the final debate.
#Make your way to the elevator guarded by the Battle Droid.
:
The Final Area
#Going up in the elevator will trigger an auto-save. You can neither save nor teleport after entering the elevator. If you die (or reload) you'll spawn standing before the elevator.
#Take the elevator to the main area of the [[Ark of Lothasan (Upper Deck)]]. Once there, you use the elevator to flee at anytime. However, fleeing will give you the BAD ENDING.
#If you chose to join the Forsaken, the [[Magister]] will greet you as you exit the elevator. He'll instruct you to kill Lady Calenda, who is in a room to the southeast.
#If you did NOT choose to join the Forsaken, no one will greet you as you exit the elevator.
#The lone normal doorway in the room by the elevator is trapped. Going through it will result in an ambush. There's a secret door in the room with the elevator that lets you bypass the ambush.
#The [[Pointy Tool]] can be found in a chest behind a secret door in the northwest corner of the area.
#Optional (but required for some endings): Passing an Awareness 5 trait check at the Medical Bay terminal with the Pointy Tool will provide you information about immortality.
#If you did NOT choose to join the Forsaken, you'll find Amarisa in in a cell to the northwest. The console to free her is hidden behind a nearby secret door.
#You can instruct Amarisa to flee the Ark by herself, flee with her, or have her join you. If she dies, she permanently dies. If you flee with her, you trigger the BAD ENDING. You can clear out enemies than come back for her to ensure she's alive for the final debate / final fight.
#A podium and an unusual chest are located behind a secret door to the southwest. The podium contains the password, Noutamet, to access the Command Bridge. The chest contains the Control Module (if you chose to join the Forsaken, the chest is empty).
#If you chose to join the Forsaken, you can find Lady Calenda and two other Forsaken in a room to the southwest. If you did NOT choose to join the Forsaken, Lady Caldenda will not be in the room (she will be found at the debate).
#Once you enter the Command Bridge, a barrier appears that prevents you from leaving.
#Proceed fully into the room. There the Forsaken have gathered to discuss the next step of their plan.
#If you chose to join the Forsaken (and have already killed Lady Calenda), you immediately follow the Forsaken through the Deep Gate. The game ends with the EVIL ENDING sequence.
#If you did NOT choose to join the Forsken, a debate will start. The outcome of the debate will determine the ending of the game. See below to review Debate Scoring.
#After winning the fight, or peacefully winning the debate, insert the Control Module into the Main Computer. The game ends with the GOOD ENDING sequence.
:
How the Final Debate is Scored:
#Starting the debate by speaking politely via “It will be my greatest pleasure to take part in your debate…”: +1
#Sir Valeran is there (you did not kill him): +1
#Having the Data Pad in your inventory and showing it to the group: +2
#Passing an Intellect 5 trait check: +1
#Knowing the truth of your heritage and stating "I’m as Muud’ari as you are…”: +1
#Passing a Personality 5 trait check: +1
#Knowing immortality is flawed and sharing that information with the group: +3
#"This 'creature' is tired of your games...": -1
#"I admit I am not sure whether they are real or not.": -1
#"You are putting too much faith in old texts...": -1
#"I am a mere human being that tries to save his own people...": -1
#Choosing any of the Attack Dialogue options will result in a massive fight between you and all the Forsaken, a nearly impossible fight.
:
Based on your Debate Score, one of the outcomes will occur:
#Debate Score of 0 to 3: The Forsaken will cross the Deep Gate and you'll have to fight the [[Dimensional Parasite|Horror]].
#Debate Score of 4 to 8: You win the debate, but the [[Magister]] crosses the Deep Gate anyway. [[Lady Calenda]] will help you fight the [[Dimensional Parasite|Horror]]. If Sir [[Valeran]] is present at the debate, he will help fight the [[Dimensional Parasite|Horror]].
#Debate Score of 9 to 10: You unanimously win the debate, including convincing the Magister. No one enters the Deep Gate. No [[Dimensional Parasite|Horror]] appears.
:
Endings
#GOOD ENDING: "You run out of the Ark in time to see the Escape Pod taking off at incredible speed. An explosion brighter than the sun marks the destruction of the Deep Gate, and your victory. Congratulations, you saved the world!"
#BAD ENDING: "Only a few days later, you realize your quest failed and humanity is doomed. One town is destroyed after another, and finally there is nowhere to run; you lose your life in a valiant last stand against the Horros.
#EVIL ENDING: "You travel through the Deep Gate, after the promise of eternal life and endless adventures in a new world; but that is a story yet to be told. Maybe one the nightmares of a dying world world consumed by the Horrors will go away....."
#Note: Fighting the [[Dimensional Parasite|Horror]], or peacefully winning the debate results in the same ending sequence.


|Video=*[https://www.youtube.com/watch?v=3kPce5hRxN0 Exiled Kingdoms Quest Walkthrough - The Ark of Lothasan Part 1]
*[https://www.youtube.com/watch?v=julVsYIVk0Y Exiled Kingdoms Quest Walkthrough - The Ark of Lothasan Part 2]
*[https://www.youtube.com/watch?v=LitZbuxTHBw Exiled Kingdoms Quest Walkthrough - The Ark of Lothasan Part 3]
*[https://www.youtube.com/watch?v=NMzD2aiU4ms Exiled Kingdoms Quest Walkthrough - The Ark of Lothasan Part 4]
*[https://www.youtube.com/watch?v=HQof2X_hwec Exiled Kingdoms Quest Walkthrough - The Ark of Lothasan Part 5]
*[https://www.youtube.com/watch?v=3EoZ3XwiLJk Exiled Kingdoms Quest Walkthrough - The Ark of Lothasan Part 6]
*[https://www.youtube.com/watch?v=W0ek0cXTj_4 Exiled Kingdoms Quest Walkthrough - The Ark of Lothasan Part 7]
*[https://www.youtube.com/watch?v=Q5elCY2KTeU Exiled Kingdoms Quest Walkthrough - The Ark of Lothasan Part 8 (Bad Ending)]
*[https://www.youtube.com/watch?v=jmcUY1c0yJA Exiled Kingdoms Quest Walkthrough - The Ark of Lothasan Part 9 (Good Ending)]
|Outcome1=
|Outcome1=
|Reputation1=
|Reputation1=
|Reward1=Unknown
|Reward1= 61,500 XP;
|Outcome2=
|Outcome2=For convincing the Magister to destroy the Deep Gate:
|Reputation2=|Reward2=
|Reputation2=|Reward2=[[Magister Pendant]]
|Outcome3=
|Outcome3=
|Reputation3=|Reward3=
|Reputation3=|Reward3=
Line 54: Line 143:
|Reputation8=|Reward8=
|Reputation8=|Reward8=
|Related=[[The Shards of Fate]]
|Related=[[The Shards of Fate]]
|Long_Description= Tremadan will give you this quest after the Shards of Fate quest has been completed.  When you enter the ark, none of your companions can join you and so you must face the terrible dangers within... alone. The difficulty of this quest is best summed up by the following:<br>
|Long_Description= Completing the Ark quest involves completing the main story arc of Exiled Kingdoms.  
<br>
* * * The Ark of Lothasan FAQ: * * *<br>
Q: Am I ready to face the Ark of Lothasan?<br>
A: No.<br>
<br>
|Completable=Yes
|Completable=Yes
|Notes=If you use the Ark's medical facilities or if you travel in the elevator, the auto-save slot will be used. This is the same save-game slot that is used whenever you sleep at an inn. If you are going to use the medical facilities or travel in the elevator, it's a good idea to have a recent manual save game slot where the game was saved in a safe location that is NOT inside the Ark. That way you have a known game restore point outside of the ark that you can return to if you need to (of course, if you are playing Ironman mode in the Ark, you won't have this option and the enemies in the Ark will still be merciless).
|Notes=* If you use the Ark's medical facilities or travel in the elevator, the auto-save slot will be used. This is the same save-game slot that is used whenever you sleep at an inn.
*Steel Spiders and Steel Wizards are weak against shock damage. Both can stun. Steel Wizards exclusively deal shock damage. Steel Spiders only do physical damage. This make shock damage and shock resistance important. Stun immunity and spirit resistance is very useful.
*You can use trait bonuses from equipment to pass any of the trait checks in quest, including trait checks in the final debate. Such items must be equipped prior to starting the debate as you will not have a break in the dialogue to swap equipment.
*If you're having trouble remembering, the card colors match their names in alphabetical order. Blue = Authentication; Green = Clearance; Orange = Confirmation; Red = Validation.
}}
}}

Latest revision as of 19:51, 15 October 2022


Exiled Kingdoms: Quests
StoryCompanionGuildSideTown Hall
Main Quest: The Ark of Lothasan
The Ark of Lothasan.png
Starting Location
Tower of Tremadan
Given By
Ghostly Figure
Rewards
Upon completion:
61,500 XP ♦

For convincing the Magister to destroy the Deep Gate:
Magister Pendant

Related Quests
The Shards of Fate

The Ark of Lothasan is a quest given to you by Ghostly Figure at Tower of Tremadan.

Quest Overview

Quest #: 68 - Completable

Completing the Ark quest involves completing the main story arc of Exiled Kingdoms.

Quest Steps

  1. Complete quest The Shards of Fate
  2. Wait for the arrival of a magical letter
  3. Talk to Ghostly Figure in Tremadan's Tower
  4. Talk to Captain Dorse in Friguld
  5. Move across Dragon Coast, Southern Dragon Mountains, Ashen Wastes and Sunken Citadel until gain acces to the Ark
  6. Find Blue, Red and Orange Key Cards
  7. Talk to the Oracle
  8. Activate the Reactor in lower deck
  9. Go back to the Oracle
  10. Find Green Card
  11. (Optional) Acquire Data Pad
  12. Enter Elevator to the upper deck
  13. (Optional) Find Pointy Tool
  14. (Optional) Rescue Amarisa
  15. Find Password and Control Module
  16. Enter Command Bridge

Path

Tower of TremadanFriguldDragon CoastSunken CitadelAshen CapeArk of LothasanArk of Lothasan (Reactor)Ark of Lothasan (Upper Deck)

Detailed Walkthrough

  1. The Ark of Lothasan automatically starts after completing The Shards of Fate quest.

Reaching the Ark

  1. A few in-game days after completing the The Shards of Fate quest you receive a magical letter requesting you talk to Tremadan's Ghostly Figure at the Tower of Tremadan as soon as possible. (There is no in-game time limit on when you talk to him).
  2. When you return to talk to the Ghostly Figure, you can pass an Intellect 5 or Personality 6 check to learn about your true heritage. Having found out the truth of archmage blood from the Undermother should also work to prompt the Ghostly Figure to tell you the truth of your heritage. Passing an Intellect 2 trait check will reveal more details about how to find the Ark.
  3. Travel to Friguld and talk to Captain Dorse by the docks. He'll take you to Dragon Coast.
  4. On the Dragon Coast you will be confronted by sir Valeran, a Forsaken member. How you resolve the interaction with Valeran greatly impacts the ending of the game. NOTE: Fighting and killing Valeran will prevent you from accessing the EVIL ENDING of the game, prevent his presence in the final debate, and prevent him from helping you in the final optional fight.
  5. If you choose to fight Valeran, it doesn't matter how you trigger the fight. Either be polite to him at first, choose an aggressive option or lie to him. All result in a fight.
  6. To continue the conversation with Valeran, choose the dialogue option to be remain on your guard.
  7. For the EVIL ENDING of the game, you must know your true heritage. Tell Valeran you want to talk to the Magister, and truthfully tell him you want to join the Forsaken. This will lock you into the path to the EVIL ENDING of the game. Valeran will leave you to brave the wastelands to prove your strength. He departs.
  8. For the other endings of the game, you can pass a Personality 3, Intellect 2, and Personality 5 trait check for more obvious dialogue options to let Valeran leave without a fight. Otherwise you can make statements that cast doubt on the Magister's plan. You can also simply flee off the map to avoid killing Valeran. Note: You can still get the GOOD ENDING if you kill Valeran, but you won't be able to get the peaceful ending if you kill him.
  9. The area to the south is the Southern Dragon Mountains. It's guarded by Zealots, enemies that burst into flames when killed. On the map you can rest at a camp to the south, or explore Bappasalar Cave for equipment that can aid your journey (such as the Strange Hood).
  10. After the Southern Dragon Mountains, you will enter the Ashen Wastes. Here balls of radiation float around. They will cause serious damage if they hit you. Wearing equipment that has the Anti-rad Armor attribute will greatly reduce the damage.
  11. On the south side of the Ashen Wastes, you'll find the entrance to the Sunken Citadel. Inside the Sunken Citadel, you can find a second Strange Hood behind a secret door, and equipment and potions that will help you in the upcoming Ark.
  12. Optionally, you can defeat The Underking to unlock a short cut between Northern Inori and the Sunken Citadel.

Quick Reference to Keycards BLUE = Authentication, RED = Validation, ORANGE = Confirmation, GREEN = Clearance.

  1. The BLUE Keycard (Authentication) is located on a corpse in the third room on the eastern corridor.
  2. The RED Keycard (Validation) is located in a chest behind a secret door on the south side on the western corridor.
  3. The ORANGE Keycard (Confirmation) is located on a corpse in the computer room north of the first Medical Bay.
  4. The GREEN Keycard (Clearance) is located on a corpse near the reactor on the reactor level.
  5. Note: Each attempt to unlock a security barrier requires a small ancient battery. An incorrect keycard entry results in shock damage to the player.

Getting the Keycards

  1. After the Sunken Citadel, you reach the Ark. In the foyer you'll find a barrier that prevents your Companion from following you. From here on, it's just you.
  2. You need to acquire four color-coded keycards to gain full access to the Ark. You'll also need to acquire small Ancient Batterys and Large Batterys. The four keys are hidden around the Ark. See above for a quick reference guide. Small and large batteries are found as loot drops from enemies and chests. In addition, a machine in the north-east corner of the first floor of the Ark will convert 5 ancient batteries into a single large battery.
  3. Get the Blue and Red keycards from their perspective locations.
  4. Use the Blue and Red keycards, in that order, to unlock the light barrier the middle of the Ark (You'll need to interact with the small podium console next to the barrier). A corpse along the south wall of the ark has a Handwritten Note for an in-game hint that says "I don't think red goes first...". That tip is the in-game method of teaching you the correlation between the color of the keycard in the noun name requested by the security consoles.
  5. If you choose to join the Forsaken, Valeran will met you in the Medical Bay in the center of the map. He'll update you on the situation in the Ark. Namely the robots are out of control and there's something going on with the Emergency Reactor. If you killed Valeran or didn't choose to join the Forsaken, no one will met you in the Medical Bay.
  6. Obtain the Orange Keycard from the corpse in the computer room just north of the Medical Bay.
  7. Interact with the console on the northernmost row of computers. If you found out about the Emergency Reactor from Valeran, you can research the topic and learn the password, SCOTTY, to the reactor level.
  8. Use the Red, Orange, Blue keycards, in that order, to unlock the red security barriers on the southeast corner of the ark. Note, you can run through the red barriers, but will get hit with severe shock damage that will kill most players in a few hits.
  9. Use the Orange and Blue keycards, in that order, to unlock the security barrier on the northeast corner of the Ark.
  10. Go upstairs to reach a small section of the Ark of Lothasan (Upper_Deck). If you chose to join the Forsaken, a blue barrier will present you from exploring further. Otherwise, you can use a large battery to talk to the Oracle. It will tell you need to turn on the emergency reactor in the reactor level of the Ark of Lothasan (Reactor). The Oracle will give you the password, SCOTTY, to the reactor level.
  11. Go downstairs to the Ark of Lothasan (Reactor). Use the SCOTTY password to unlock the barrier.
  12. If you choose to join Forsaken, you'll find Amarisa by the emergency reactor in a large room near the center of the map. She knows your decision and attacks you.
  13. Interact with the console for the reactor and do one of the following two things: If you choose to join the Forsaken, you'll have to smash the reactor. That will cause a leak to deal 350 toxic damage to you, and a Battle Droid to appear. Passing an Intellect 4 check will allow you to safely disable the reactor using a large battery. Alternatively, if you did NOT choose to join the Forsaken, attaching a large battery will get the reactor up and running.
  14. Collect the Green Keycard from the skeleton in the reactor room.
Get to the Elevator
  1. If you did NOT choose to join the Forsaken, return to the Oracle. Ask him about the Horrors to learn about Dimensional Parasites. Pass an Intellect 1 check to gain a Skill Point for explaining magic to the Oracle. The Oracle will direct you to find a Control Module and insert into the Main Computer on the Command Bridge. If you chose to join the Forsaken, you won't be able to access the Oracle.
  2. Return to the computer room on the main floor of the Ark.
  3. Use the Blue, Red, Green, Orange, in that order, to unlock the last security door located in the computer room. All four keycards will be consumed by the last console. They are removed from your inventory.
  4. If you did NOT choose to join the forsaken, access the library via the Console on the back row of computers. You can now research Dimensional Parasites. Passing an Intellect 2 check will allow you to obtain a Data Pad, an optional item for the final debate.
  5. Make your way to the elevator guarded by the Battle Droid.

The Final Area

  1. Going up in the elevator will trigger an auto-save. You can neither save nor teleport after entering the elevator. If you die (or reload) you'll spawn standing before the elevator.
  2. Take the elevator to the main area of the Ark of Lothasan (Upper Deck). Once there, you use the elevator to flee at anytime. However, fleeing will give you the BAD ENDING.
  3. If you chose to join the Forsaken, the Magister will greet you as you exit the elevator. He'll instruct you to kill Lady Calenda, who is in a room to the southeast.
  4. If you did NOT choose to join the Forsaken, no one will greet you as you exit the elevator.
  5. The lone normal doorway in the room by the elevator is trapped. Going through it will result in an ambush. There's a secret door in the room with the elevator that lets you bypass the ambush.
  6. The Pointy Tool can be found in a chest behind a secret door in the northwest corner of the area.
  7. Optional (but required for some endings): Passing an Awareness 5 trait check at the Medical Bay terminal with the Pointy Tool will provide you information about immortality.
  8. If you did NOT choose to join the Forsaken, you'll find Amarisa in in a cell to the northwest. The console to free her is hidden behind a nearby secret door.
  9. You can instruct Amarisa to flee the Ark by herself, flee with her, or have her join you. If she dies, she permanently dies. If you flee with her, you trigger the BAD ENDING. You can clear out enemies than come back for her to ensure she's alive for the final debate / final fight.
  10. A podium and an unusual chest are located behind a secret door to the southwest. The podium contains the password, Noutamet, to access the Command Bridge. The chest contains the Control Module (if you chose to join the Forsaken, the chest is empty).
  11. If you chose to join the Forsaken, you can find Lady Calenda and two other Forsaken in a room to the southwest. If you did NOT choose to join the Forsaken, Lady Caldenda will not be in the room (she will be found at the debate).
  12. Once you enter the Command Bridge, a barrier appears that prevents you from leaving.
  13. Proceed fully into the room. There the Forsaken have gathered to discuss the next step of their plan.
  14. If you chose to join the Forsaken (and have already killed Lady Calenda), you immediately follow the Forsaken through the Deep Gate. The game ends with the EVIL ENDING sequence.
  15. If you did NOT choose to join the Forsken, a debate will start. The outcome of the debate will determine the ending of the game. See below to review Debate Scoring.
  16. After winning the fight, or peacefully winning the debate, insert the Control Module into the Main Computer. The game ends with the GOOD ENDING sequence.

How the Final Debate is Scored:

  1. Starting the debate by speaking politely via “It will be my greatest pleasure to take part in your debate…”: +1
  2. Sir Valeran is there (you did not kill him): +1
  3. Having the Data Pad in your inventory and showing it to the group: +2
  4. Passing an Intellect 5 trait check: +1
  5. Knowing the truth of your heritage and stating "I’m as Muud’ari as you are…”: +1
  6. Passing a Personality 5 trait check: +1
  7. Knowing immortality is flawed and sharing that information with the group: +3
  8. "This 'creature' is tired of your games...": -1
  9. "I admit I am not sure whether they are real or not.": -1
  10. "You are putting too much faith in old texts...": -1
  11. "I am a mere human being that tries to save his own people...": -1
  12. Choosing any of the Attack Dialogue options will result in a massive fight between you and all the Forsaken, a nearly impossible fight.

Based on your Debate Score, one of the outcomes will occur:

  1. Debate Score of 0 to 3: The Forsaken will cross the Deep Gate and you'll have to fight the Horror.
  2. Debate Score of 4 to 8: You win the debate, but the Magister crosses the Deep Gate anyway. Lady Calenda will help you fight the Horror. If Sir Valeran is present at the debate, he will help fight the Horror.
  3. Debate Score of 9 to 10: You unanimously win the debate, including convincing the Magister. No one enters the Deep Gate. No Horror appears.

Endings

  1. GOOD ENDING: "You run out of the Ark in time to see the Escape Pod taking off at incredible speed. An explosion brighter than the sun marks the destruction of the Deep Gate, and your victory. Congratulations, you saved the world!"
  2. BAD ENDING: "Only a few days later, you realize your quest failed and humanity is doomed. One town is destroyed after another, and finally there is nowhere to run; you lose your life in a valiant last stand against the Horros.
  3. EVIL ENDING: "You travel through the Deep Gate, after the promise of eternal life and endless adventures in a new world; but that is a story yet to be told. Maybe one the nightmares of a dying world world consumed by the Horrors will go away....."
  4. Note: Fighting the Horror, or peacefully winning the debate results in the same ending sequence.

Video

Trait Checks

The following Trait checks are associated with this quest. Those marked with Decisive.png are mandatory for achieving certain outcomes or rewards which can not be accomplished otherwise.

Trait RequirementNPC / ObjectArea Description
Agility 7Lady CalendaArk of Lothasan (Upper Deck) Only when joining the Forsaken: Needed for dealing 200 initial damage to Lady Calenda, making the subsequent fight a bit easier.
Decisive.png Awareness 2ConsoleArk of Lothasan Necessary for learning about the Oracle when searching the library console, thus gaining 2,500 + 1,000 XP.
Decisive.png Awareness 5ConsoleArk of Lothasan (Upper Deck) Mandatory for opening the medical console and learning about life extension (immortality), thus gaining 8,000 XP. This is one piece of a puzzle toward a peaceful ending of the game. Without passing this check it is impossible to score high enough on the debate with the Forsaken to avoid fighting the Horror
Decisive.png Intellect 2ConsoleArk of Lothasan Necessary for obtaining the Data Pad from the library console. This is one piece of a puzzle toward a peaceful ending of the game.
Intellect 2Ghostly FigureTower of Tremadan Needed for obtaining an optional hint on where to head next in the quest.
Intellect 3ValeranDragon Coast Provides a quicker dialogue option toward a peaceful outcome during your first encounter with Valeran. Note: Only available after passing a preceding Personality 3 check.
Decisive.png Intellect 3OracleArk of Lothasan (Upper Deck) Necessary for teaching the Oracle the true nature of magic, thus gaining 1 additional Skill point.
Intellect 4ConsoleArk of Lothasan (Reactor) Only when joining the Forsaken: Required to destroy the reactor without taking harm, thus gaining 2,000 XP. Otherwise you receive 350 Toxic damage and have to fight a Battle Droid. Note: Only available when having a Large Battery in your inventory.
Decisive.png Intellect 4ConsoleArk of Lothasan (Reactor) Needed for obtaining the Force Belt from the vending machine. Alternative: Strength 4.
Decisive.png Intellect 5MagisterArk of Lothasan (Upper Deck) Mandatory for being convincing during the final debate with the Forsaken Council. This is one piece of a puzzle toward a peaceful ending of the game. Alternative: Personality 5.
Decisive.png Intellect 5Ghostly FigureTower of Tremadan Mandatory for learning the truth about your ancestry, thus being able to join the Forsaken. Alternative: Personality 6 or learning the truth from The Undermother by killing Zuz'sare during The Prodigal Daughter.
Decisive.png Personality 3ValeranDragon Coast Required to achieve a peaceful outcome during your first encounter with Valeran. Otherwise you have to fight him and he will not assist you in the final battle. Alternative: Personality 5 (only when knowing the truth about your ancestry).
Decisive.png Personality 5ValeranDragon Coast When knowing the truth about your ancestry: Required to achieve a peaceful outcome during your first encounter with Valeran without having to join the Forsaken. Alternative: Personality 3.
Personality 5ValeranDragon Coast Provides a more obvious dialogue option toward a peaceful outcome during your first encounter with Valeran. Note: Only available after passing a preceding Personality 3 check.
Decisive.png Personality 5MagisterArk of Lothasan (Upper Deck) Mandatory for being convincing during the final debate with the Forsaken Council. This is one piece of a puzzle toward a peaceful ending of the game. Alternative: Intellect 5.
Decisive.png Personality 6Ghostly FigureTower of Tremadan Mandatory for learning the truth about your ancestry, thus being able to join the Forsaken. Alternative: Intellect 5 or learning the truth from The Undermother by killing Zuz'sare during The Prodigal Daughter.
Decisive.png Strength 4ConsoleArk of Lothasan (Reactor) Needed for obtaining the Force Belt from the vending machine. Alternative: Intellect 4.

Quest Rewards

For completing The Ark of Lothasan:

Reward

  • 61,500 XP

For convincing the Magister to destroy the Deep Gate:

Reward

Related Quests

Notes

  • If you use the Ark's medical facilities or travel in the elevator, the auto-save slot will be used. This is the same save-game slot that is used whenever you sleep at an inn.
  • Steel Spiders and Steel Wizards are weak against shock damage. Both can stun. Steel Wizards exclusively deal shock damage. Steel Spiders only do physical damage. This make shock damage and shock resistance important. Stun immunity and spirit resistance is very useful.
  • You can use trait bonuses from equipment to pass any of the trait checks in quest, including trait checks in the final debate. Such items must be equipped prior to starting the debate as you will not have a break in the dialogue to swap equipment.
  • If you're having trouble remembering, the card colors match their names in alphabetical order. Blue = Authentication; Green = Clearance; Orange = Confirmation; Red = Validation.