Enderal:The Word of the Dead

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< Enderal < Quests < Main Quest
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The Word of the Dead
Quest Giver: Grandmaster Tealor Arantheal
Location(s): Ark, Sun Temple (Emporium)
Prerequisite Quest: Shards of the Past
Next Quest: Deus Ex Machina, Shards of the Past
Rewards: 500 XP, 500 gold, Shard of the Sigil Stone
Difficulty: EN-Quest-Ornament-Difficulty02.pngEN-Quest-Ornament-Difficulty02.pngEN-Quest-Ornament-Difficulty01.pngEN-Quest-Ornament-Difficulty01.png Medium
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Summary

Background

The stone fragments which Lishari and the hero saved in Old Rashêngrad, together result in a Sigil Stone which is supposed to protect the Order from the Red Madness. The problem is; to bring the fragments together, they need the words of a ritual which only the high priests of the Pyreans knew. The key for this mission's success lies in a frozen Pyrean, whose body was protected from withering by the ice. The hero needs to go into the dead Pyrean's mind and find the information he seeks.

Objectives

Step 1

  • Talk with Archmagister Merrâyil in the Chronicum's basement (**)

The hero goes to the Sun Temple, Chronicum and walks to the Archive room. There he will meet with Archmagister Lexil Merrâyil, Grandmaster Tealor Arantheal and Jespar Dal'Varek. The body of the dead Pyrean is also in the room in an ice block.

To be able to enter the mind of the entity, the hero is informed that he will need to find an artifact called Word of the Dead which is rumoured that some kind of collecter called Aged Man possess. The Aged Man is a mysterious person and maybe even dangerous and Grandmaster warns the hero that no violent course of action should be taken against him. When he finds the artifact, the hero will teleport the Pyrean to himself, use the Word of the Dead to enter the mind of the dead Pyrean and look for the last words of the ritual.

Jespar Dal'Varek will encompany the hero on his journey, so he offers to meet at Western Cliff's Myrad tower.

Step 2

  • Meet Jespar at the Western Cliff's Myrad tower (**)

When the hero meet with him, Jespar will point where the Aged Man's manor is on hero's map and will begin to follow him.

  • Travel to the Aged Man's manor (**)

When they arrived at the manor gates, Jespar will ask the hero to wait for nightfall as they planned.

  • Investigate the manor

After the waiting, the hero returns to the gates and use Falcon's Head to ring the door bell, and eventually a servant will show up. When the hero shows the pendant Grandmaster Arantheal gave him and adds that he wants to sell it, servant will let them in to the manor.

  • Follow the Aged Man's attendant into the manor

When the group inside the manor, Aged Man's attendant will inform them that the Aged Man, Master Gajus, is planning to play music all night long and will see them at the next dawn. While the attendant escort the group to their rooms, he advises that they should listen to the music carefully as it will be the best they can hear in all Vyn.

When they arrive to the room that group will stay the night, the attendant will leave. The hero and Jespar will chat while they are waiting, and when the music comes, they will leave the room to find the relic.

  • Find the Word of the Dead (**)

They will begin to look around in the manor and their research will take them to the left wing, where the Aged Man's study is. The hero will find a letter signed by Master Gajus on the desk.

The hero notices strange named 4 books, three on the fireplace side and one at the left of the door on a wall shelf. Some of the words on the books' name was written with uppercase letters against others. Suspicious about these books may trigger something secret, the hero touches each book with the order as the letter on the desk suggested: PRIDE WAS MY FALL. Then he pulls the chain in front of the fireplace and activate the mechanism.

Suddenly floor gives way and the hero fells down through a trap door! The moving floor carries him to an underground sanctum.

In the sanctum, the hero see the Woman in the Water. Then he hears a rattling sound and move to the circular platform at the middle of the sanctum. While standing on the platform he uses the button the south of it. Platform takes the hero to a room with an altar.

The Word of the Dead is standing at the bottom of the altar in a safe.

  • Use Merrâyil's spell and fetch the Pyrean (**)

The hero casts Conjure Pyrean spell from his spellbook while he is standing in front of the altar.

  • Open the Word of the Dead (**)

After he casts the conjuration spell, hero goes back to the altar and opens the safe box.

  • Search the memories of the Pyrean for the glyph scroll

The hero finds himself at a farm like area surrounded by a mysterious fog that he cannot bypass. He is inside of the dead Pyrean's mind. He goes to the cottage and knocks the door.

The hero begin to relive the dead Pyrean's memories. He finds out that the Pyreans lost the war against High Ones but still there may be a chance according to the ghostly voice that speaks for the hero during the scene.

The hero gets the key from the room a wall desk where Kurmar prays and goes to the bedroom where Liljana sleeps and opens the locked chest in that room. He gets the Scroll with Glyphs.

  • Ward off Jakal's soldiers (**)

The hero, using his surroundings carefully to fights off 3 waves of enemies consist of warriors, archers and mages. After he finishes the defending against these groups, he hears that the house is breached. He rushes back to the home only to be shot by a spell of a Battlemage. He begs for his life, but mercy will not be shown.

The hero wakes up in the Manor's room, the Servant meets him and Jespar's no where to be seen. When the hero asked how he gets here, Servant claims that he took him here after he found the hero at the altar and tells him that he knows that the hero is the Prophet and can see the Echo of the Future. He introduces himself as Aged Man.

He claims that he is observing the Cycle and accepts that the hero may have a chance against it. Then he interrupts the conversation and cast a spell. The hero find himself at the garden but the manor is completely disappeared.

  • Search Jespar (**)

The hero finds Jespar the the gates of the manor garden. He quickly explains what happened to Jespar and suddenly Jespar notices a safe box on the floor. It seems the Aged Man left behind the Word of the Dead for them.

Jespar gives a teleportation scroll to the hero and teleports back to Ark, asking him to do the same to meet with Grandmaster Arantheal.

  • Tell Arantheal about the occurrences (**)

The hero find the Grandmaster in the Sun Temple, Emporium and explains him what happened at the manor of the Aged Man. Grandmaster claims that finally the enemy has a name: High Ones.

  • Bring the drawing of the glyphs to Archmagister Merrâyil (**)

The hero finds the Archmagister and Constantin Firespark in the Sun Temple, Chronicum. When he arrives, it seems the mages are preparing already for using the glyphs on the Sigil Stone. Constantin Firespark rushes to use the glyph and when he chants the words, the stone shatters. He asks the hero to touch the shards.

  • Touch one of the sigil shards

The hero touches one of the shards and gets a new spell protection called Sigil Stone Shard.

Notes

  • In the mind of the dead Pyrean, if the hero loots items, they will stay with him after he returned back.