Todo:
Where |
|
Using |
Seal of passage (You could also come ready to fight so you can go when Baba mentions it.) |
The moonclan found a man washed ashore as if from a shipwreck. He's lying on a bed in Baba Yaga's walking house (how he's resting, I have no idea). You can try talking to him or ask Baba about him directly. She hasn't a clue of his problems and asks you for help. On agreeing to do so, she believes the only way to help is to go into his dreams and find out whats going on. Given the physically hazardous nature of people's dreams you should be ready to fight. If you have not gotten ready she gives you the chance to go and get your things together now. When you tell her you are ready, you will move straight away into the man's dreams. |
Where |
Examining Silas' Dreams |
Using |
Combat equipment, Food |
Concerns |
Melee level 90, range level 88 Dagganoth, mage level 98 Wallasalki |
After telling Baba Yaga you are ready, you transition to the brazier where she has prepared the potions necessary and you both enter the man's dreams. It's the deck of a mighty ship ... no, its a floating platform ... actually it's the dream version of the lighthouse and the man who's head you are in is Silas. As Baba suggests, try listening to him. It doesn't make much sense but the context is disturbing. After listening in, you can examine the room. There is a prophecy tablet on the bookshelf, much like the young Fremennick heroes were looking for in Glorious Memories. The only other thing here that's useful is the stairwell which you can only go up.
The dream takes a nasty turn now. Below you, scores of dagganoth march by while across the path on a second ledge, a new dagganoth mother is gloating to Silas. You can eavesdrop-on their conversation. This new mother is more powerful than the last you defeated and she has given new strengths to her offspring as well. She has a plan to destroy Rellekka and has already captured King Vargas of Miscellenia. Now Baba and you are the only ones who know about it. You move the the next arch looking for an exit. You find Silas alone near a lectern. Having found a way out, you try to leave but reading the book does not free you. Silas, believing the mother is preventing your escape, conjures up the army he thinks is coming. Now it's your role to allow Baba Yaga to repair the exit by fending off the dagganoth horde Silas' mind has created. Four or five will assault you by melee on this platform while a couple of mages and a pair of rangers will hit you from the second platform. Baba occasionally gives you vengeance and heals you with some of her hp, eating food to keep her strength up. Keep up the attack and eventually she will get the book working and you arrive back in her house. Suddenly the Oneiromancer arrives and she and Baba share a short mental chat. It seems the Rellekkan's have come under attack by the dagganoth. You must go to their aid with all speed and Baba has a way to get you there quickly. She lets you choose to go to the bank and prepare before going back or go now using her method. When you say you are ready, she asks for your seal of passage. Turning it over, she looks at you evily, calls you a Fremennick and teleports you to the town. Cute. |
Where |
Rellekka (This is a closed Rellekka for the quest. You will only see other players if they are doing the quest at the same time as you.) |
Using |
Combat equipment, food |
Concerns |
Level 88, 90 Dagganoth (10-15 before moving on) |
Unlocks "Jaws of the Dagganoth" Level 88 and level 90 dagganoth are everywhere. Start negotiating with your weapon. You must aid the Fremennick in turning back the assault. This means killing a certain number of the beasts. The amount is not in the diary, nor do any of the fighters tell you, assuming you can talk to one ... for everyone is engaged in battle. The number is probably in the range of 10-15, just kill them as quickly as you can. When you have done enough, Chieftain Brundt will call out to you to get to his boat so that you both can reach a longboat cresting the horizon. (There will be a minimap arrow to point the way.) The ship is Miscellenian. Queen Sigrid, Prince Brand and Princess Astrid are all there with Brundt. The queen tells of King Vargas going missing while searching for treasure in the Waterbirth caves. She also gives you a powerful 2-handed axe, Balmung. It is especially good for killing the dagganoth. Whether it's the prince or the princess, your fiance will mention getting your marriage finalized quickly, considering all this emminent disaster about.
Finally, besides providing a new seal of passage, Brundt lets you choose to go with him back to Rellekka or on to the Etceteran bank to prepare. If you have a lyre charged, you can use the Fremennick boots with it to get right to the Waterbirth Isle and save Vargas. (Your lyre teleport can be set to Waterbirth Isle and will only go there while wearing the boots.) Whether you head to a bank or not, you will need a rope for the next chapter. A free one will be provided so leave a space for it amongst any food or other things you bring. |
Where |
|
Using |
Combat equipment, food, (leave space for a rope given by Bardur), lyre and Fremennick sea boots |
Concerns |
Level 90 Dagganoth, level 98 Wallasalki, level _ Rock lobster |
The Fremennick Bardur can tell you of an old man's voice he heard that might have been coming from underground. He also noticed a hole he'd never seen before to the south. This sounds like a fair lead. He will give you a rope to get down if you need it and have room. Head to the south and west out on the penninsula there where a rocky outcrop has a hole into the caves below. Use a rope on the hole and then climb in. The hole leads to a room where Vargas is being held. He's repeatedly tried to escape and the attempts have left him weak and injured. (Take note of the "Aliens" TM movie reference.) Bardur breaks in to the conversation from above. The dagganoth have overrun the surface of the island so there's no escape back the way you came. Vargas mentions the south exit is the mother's lair. You'll have to deal with her later though, with help. The only way out is through the Waterbirth caves to the lighthouse exit; through hordes of enemies. So King Vargas is moving at about half walking speed. You can feed him to keep his strength up by using food on him. The room exits on level 4 of the caverns just above the large level 5 cathedral over the level 6 dagganoth king's hall. The lighthouse escape is up several levels that start at a ladder on the opposite side of the level 5 cathedral from where you enter. You must draw all fire from Vargas. The easiest way is attacking any hostiles before they notice him and walk at a staggered pace to allow him to keep up. Use whatever prayer as necessary to limit the damage you take. Fight only when waiting for Vargas to catch up, otherwise keep heading for the next ladder. If you stay and fight too long you might use up food or prayer and have to leave and try again.
Near the end of your escape, after making your way up a couple levels from the large level 5 room, three dagganoth will target Vargas deliberately. You should attack them straight away so that he's not taken. At the last you reach the final ladder and a cutscene begins. Vargas goes up first, but he notices strange markings about the rocks overhead, as if they are intentionally weakened. You call for him to clear himself just before rubble comes crushing down on you ... |
Where |
The Fremennick Afterlife |
Unlocks "The Fallen Hero" You arrive in a pastoral setting, pleasant beauty surrounds you ... something's not right. You can talk to a woman nearby named Eir. Well, it seems you did in fact die. But fortunately, you're early and Eir will send you back after a moment. Before you can go, speak to Asleif Hamalsdotter and Nial Swiftling. (And now, an "Empire Strikes Back" TM reference.) Eir won't give you the option to leave until you've talked to them. After conversing with the other two, Eir puts you back ... on a boat. You are not allowed to enter the grand hall. You're not dead enough yet. |
Where |
Brundt's Longboat, somewhere at sea |
You're back on the boat, ... Brundt's boat this time. King Vargas let them know what befell you and the others recovered your body. The Miscellenian ruler also found another prophecy tablet which he turns over to you. Now after all this has happened the King and Queen have a different favor to ask of you. They wish for you to perform their marriage ceremony. Just step through whatever choices you wish. As King Vargas says, the words don't matter so much. With those two barely hitched, your Miscellenian fiance' also wants to have the marriage done here. So Brundt as Captain and far from shore uses his authority to marry you off (to Brand or Astrid, you have to be the gender you were when you did the Throne of Miscellenia quest). Step through the vows and married you are! Now you again get to choose to move on to the final assault on the dagganoth mother by heading to Rellekka or to bank in Etcetera to prepare. Either way, speak to Brundt in the long hall after you have prepared. Remember for the battle versus the dagganoth mother, you have to use all varieties of elemental magic, ranged and melee based on what her weakness is. For melee, bring the Balmung. Bring runes for the best elemental magic you can cast and a staff for autocasting. Powerful ranged like a crystal bow or diamond or ruby tipped bolts should also be used. |
Where |
Waterbirth Assault Armada, closing on the Isle |
Using |
Combat equipment all styles for Dagganoth mother including Balmung, pray potions |
You should be prepared for the fight against the dagganoth mother. It's a fair guess that you had to go and bank since the last thing you did was pulling King Vargas from the caves. Head to Rellekka and speak to Brundt in the long hall. Tell him you're ready for the trip and you fade to a quick cutscene flying through the armada of longboats now sailing to assault Waterbirth Isle. It closes on the boat with Brundt, yourself ... and Baba Yaga! Seems she's turned up to see the prophecy turn out. After Brundt has a few words with the moonclan woman, you all begin to riddle out the prophecy tablets. Even if you get it wrong, Baba steps in and sorts them out.
So the results of Horror from the Deep were that your killing the mother freed the daughter and she made the Waterbirth colony stronger. Yep ... your bad. Now, you have to help fix it, ... who else? The important point here is that this mother must be trapped but not killed. Brundt decides you will take a team to assault the new mother in her lair that King Vargas pointed out. He will lead the rest of the Fremennick in a frontal attack to cause damage and buy your group time. If you want to wait before disembarking, you are given that choice. The next step is the assault on the mother. Tell Brundt you are ready and you land on the Isle. Descend the rope into the room as before (it's still there). Koshei the Deathless joins you with Baba, Astrid and Brand. Koshei stays behind as a rear guard. As you start to move into the Mother's caves to the south, a tumult behind you heralds the arrival of all of the Dagganoth Kings. Even Koshei cannot manage alone. In order to hold them off, everyone else remains behind. It's up to you to proceed alone and capture the mother. |
Where |
Mother's caves, Waterbirth Isle |
Concerns |
level 148 Dagganoth guardian, level 193 Dagganoth sentinel, level 353 Dagganoth mother |
The dagganoth mother is first protected by a pair of level 193 dagganoth sentinels. The problem with them is that they have magic to heal one another. If you only attack the one, the other will heal its counterpart. The key is to attack both of them, hitting once or twice then switching to the other so they can't break to perform a healing. Just keep your hits up and the fight is fairly easy. Now you pass the unguarded portal into a maze protected by several level 148 dagganoth guardians. Fighting them will just waste time and any food you brought with you. Head to the east until you find an obstruction that you can climb over. Head back to the west, then southeast and northeast around a wall until you find a tunnel entrance in an east wall that you can enter. After that, bear south and you will find the tunnel to the Mother's chamber. Note that the rocks on the floor near this entrance keep the guardians away. If you die during the mother fight, this is where your grave maker will be. You enter her lair, move through the antechamber with piles of rock near the arch, and then you here her speak.
Unlocks "Maiasaura" The Mother fight is the same as the Horror for the Deep fight, except in magnitude. She hits far harder, is much harder to hit and has plenty more hits that she can take. She can use all combat styles but is particularly effective with melee. Pray against melee with range and stat boosting gear is suggested. Beyond that, keep a close eye on your hits and change styles as fast as you can. You may only get a one to three hits and three is only if your lucky or very fast at changing style. Also try to make sure you can see her back easily for the style weakness hint color. Brown and orange can be mixed up easily if you're looking at her from an off-angle. Remember the colors for her weaknesses: White: Air magic
Blue: Water magic
Brown: Earth magic
Red: Fire magic
Orange: Melee
Green: Range
When you've defeated her, back up to the entry where pillars of stone are piled to either side of the door. Pick up the pickaxe, the plank and the tinderbox. Now collapse the pillar. You attempt to plan a get-away, but your work on the rocks causes the whole set to cascade down on you. |
The rest of the quest is a series of closures. You will be moved place to place and scenes will play out as you read through them. You return to the afterlife. Two selfless acts of sacrifice and you're still not ready to die! Eir will send you back immediately when you say you are ready. Koshei and Baba recovered you from the caves but two weren't so lucky. Both Brand and Astrid perished in the fight, dying bravely alongside the others. Koshei is reeling in a combat induced stupor, but Baba is genuniely appologetic at the loss of your betrothed and their sibling. When you make to climb up the rope, Cheiftain Brundt calls down to hurry for the offensive is waining. You return to Brundt's longboat and relate the casualties along with the bittersweet victory. Another tablet was found in the fighting: "Wits and Skills will bring the Light; fate does not dictate." Brundt sourly plans to discard the tablet and its innane phophecy and suggests you do the same with any tablets you kept. The Chieftain and you travel to Miscellenia with the tidings. A cutscene plays of you both along with King Vargas and Queen Sigrid witnessing the Fremennick burial of Brand and Astrid. After being returned to Rellekka at the end, speak to Chieftain Brundt to be trained in the combat skills three times (not including summoning, 150k experience each). |
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