The Ark of Lothasan

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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 ♦ 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

The Ark of Lothasan quest is obtained from Ghostly Figure in the Tower of Tremadan, a few days after completing The Shards of Fate. The game will alert you that Tremadan's Ghostly Figure has discovered new information and you should go to the Tower of Tremadan as soon as possible.

This conversation with Ghostly Figure is your only chance to learn about your true heritage by passing an Intellect 4 check. Additionally, you can pass an Intellect 2 check to learn more about how to find the Ark, through Captain Dorse in Friguld.

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.

Quest Steps

  1. Find Blue, Red and Orange Key Cards
  2. Talk to the Oracle
  3. Activate the Reactor in lower deck
  4. Go back to the Oracle
  5. Find Green Card
  6. (Optional) Acquire Data Pad
  7. Enter Elevator to the upper deck
  8. (Optional) Find Pointy Tool
  9. (Optional) Rescue Amarisa
  10. Find Password and Control Module
  11. Enter Command Bridge

Path

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

Detailed Walkthrough

  1. Once inside the Ark, you need to pass a security barrier that allow your entrance only, meaning it’s time to send your companion back home in order to proceed. Your main enemies will be Steel Spider and Steel Wizard. At first your main goal will be to collect four colored key cards (Blue, Red, Orange, Green). There are 4 computer terminals that require entering these cards in the proper sequence (each require a small Ancient Battery to power the terminal). If the correct card sequence is entered, a barrier is lowered. If sequence is wrong, you receive lightning damage.
  2. The first card you will be able to find is Blue. It’s in a corpse on the floor of the third room of the east corridor. In the end of this same corridor, at the northeast corner, there’s a machine that can convert 5 small batteries into 1 large battery. You need at least 2 large batteries for the main quest, meaning you have either to collect at least 10 small batteries from loots or crates. More rarely, a crate or enemy may drop a large battery. In possession of the Blue keycard, head west to a room whose door to the west corridor is blocked by a barrier. In this room there will be one steel spider roaming free while two others are avoidable. Access the computer terminal and it will require Authentication. Insert Blue keycard and lower the barrier. At the start of this hallway you gained access, the Red keycard is in a crate hidden behind a secret door. Now go back and access the computer next to the remaining barrier. It will require Authentication, Validation. Insert Blue card and then Red card. In a room that appears to have long rows of computer servers, you will find the Orange key card in a corpse on floor. Now proceed towards the northwest corner of the level where is a barrier that can be unlocked with the required sequence Validation, Confirmation and Authentication. Insert Red, Orange and then Blue cards. Past that, you will find two staircases. Go up.
  3. When you find the Oracle upstairs, use a large battery. Interact with the Oracle and he tells the Ark is actually a Space Ship manned by an alien race called Muud’ari that fell on this planet a long time ago. He also informs that intruders opened a dimensional wormhole which he fears may destroy the Ark. But since it’s placed in an Escape Pod, he plans to detach it from the ship towards the space, but it requires you to activate the Ark’s Emergency Reactor in the lower deck. He also warns you that this task requires one large battery. From the upper level, go downstairs 2 levels to the reactor level. This level requires anti-radiation protection. Use the password given to you by the Oracle to lower a barrier. Find the reactor, a large yellow machine, and activate it using a large battery. At the reactor room you will also find the Green key card in a corpse on the floor. Return to the Oracle. This time he requires you to access the upper deck to retrieve the Control Module and insert it back in the Main Computer in the Command Bridge. If you pass an Intellect check you are granted +1 skill point.
  4. Go back to the room with rows of computers. The last barrier, that gives access to the elevator, will require a sequence. Green key card goes for Clearance. Once all of the barriers have been lowered, the cards will be removed from your inventory. Optionally, in this same room, you will encounter a terminal that appears to be dim. If if's fed a battery, it will come to life and display info about the existence of the Horrors, Dimensional Parasites capable of devastating planets that are released whenever a wormhole is opened. And if you can pass an Intellect 2 check, the terminal will spit out a Data Pad with info on it.
  5. Once you go up the elevator, your game will be automatically saved a moment before. From this point on the scroll of recall won't work and going back down the elevator will result in a bad ending. You either have to complete the quest... or die trying. You also may restore to a previous saved game. In the beginning of the upper level, there’s a trap set on floor that can be bypassed by finding a secret passage. Optionally, in northwest corner, you will find Ponty Tool in a secret room. In possession of the Pointy Tool, you have to access the medical bay terminal and pass an Awareness 5 check in order to learn that achieving immortality also comes with side effects. Optionally, in northeast corner, you will find Amarisa jailed in a cell. There’s a secret room at the wall behind her where you activate a terminal that releases her. Once she is free, you will have to choose to send her back home, run away together or join you. You may free her any time before entering Command Bridge.
  6. The Command Bridge entrance is protected by a password that can be uncovered in southwest corner written in a document in a secret room and, next to it, a chest that contains the Control Module. Once you enter the Command Bridge, a barrier will be materialized behind preventing you to leave. Proceed and you will find the Forsaken members gathered. They’re actually descendants of the Muud’ari who survived the Ark’s fall and are debating if they should cross the wormhole to go back to their world Notunamet where it's said they could achieve immortality. A dialogue will begin.
  7. The debate has a series of possible answers that add or remove from a “score”
    1. speaking politely “It will be my greatest pleasure to take part in your debate…” +1
    2. sir Valeran is there +1
    3. show Data Pad. +2
    4. pass INT 5 check +1
    5. know that you are Muud'ari and say so “I’m as Muud’ari as you are…” +1
    6. pass PER 5 check +1
    7. prove immortality is flawed (info acquired using Pointy Tool in Medical Bay) +3
    8. "This 'creature' is tired of your games..." -1
    9. "I admit I am not sure wether 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. Dialogue options “I don’t care, you’re all gonna die now. (Attack)” or “I am your death (Attack)” will pick a fight with the whole Forsaken.
  8. Depending on your score you will receive different outcomes.
    1. By achieving a score of 1-3, the Forsaken will cross the wormhole releasing the Horror which you have to fight against. You may receive Amarisa’s aid If you freed her and didn’t send her away.
    2. By achieving a score of 4-8 you win the debate. If so, the Magister will betrayal the vote of the council and cross the wormhole releasing the Horror anyway, but Lady Calenda will help you in fight. If Sir Valeran is alive, he will help you too.
    3. By achieving a score of 9-10, you also convince the Magister. This way, the Forsaken agree to part ways forever, never speaking of their ancient origins and mixing once more with humans. the wormhole remains sealed and you don't get to fight the Horror
  9. Endings:
    1. Good Ending: after defeating the Horror or winning the Magister’s favor, insert the Control Module in Main Computer triggering the launching sequece. 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 you victory. Congratulations, you saved the wolrd!
    2. Bad Ending: Flee using the elevator or choose to flee with Amarisa. You discover the Horrors are real and now they feast on this damned world.
    3. Evil Ending: it requires, beforehand, to have chosen to kill the Flame Prophet in Prodigal Daughter quest and have passed an Int 5 check in Tower of Tremadan in order to acquire info on your Muud’ari lineage being your Archmage grandfather an ex Forsaken member himself. It will add a new dialogue option with Sir Valeran in Dragon Coast and during the debate dialogue you will be given the option to join the Forsaken.

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, thus gaining 8,000 XP. This is one piece of a puzzle toward a peaceful ending of the game.
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

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.
  • It's highly recommended to use weapons that deal lightning damage and to bring high protection against lightning and spirit damage.
  • There are items specially helpful in order to fulfill Trait checks in the Forsaken Council, like the Crown of Galade (+2 Intellect), Bishop Ring (+2 Personality). These items may be equipped before the debate dialogue begins.
  • Goggled Helmet (+2 Awareness) may help pass the Trait check necessary to use the Pointy Tool in Medical Bay.