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Kingdoms of Amalur: Reckoning

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Kingdoms of Amalur: Reckoning - The Travelers

The Guided Hands
Talk to Grim Onwig in the pass between Glendara and Lorca-Rane or Between Haxhi and the Sidhe. This will start the quest line. Go into the nearby Star Camp and talk to Crilgarin who will send you to pray to the Hierophant at the S of the camp. This statue will send you on a quest to collect three items.

Draug's Toothpicks - You'll have to go to the Vorm Lodge in the Sidhe. Talk to Gunnar Frode about them. He will try to get you to pay a rather large sum of money up front. You can persuade him to cut it to half. If you pay up, he will give you a key to a lockbox upstairs. Open it for the map to the Toothpicks location. You will find the toothpicks buried in a pile of rocks in the NE part of the Sidhe.

St. Eadric's Pall - You'll find this at St. Eadric's Mission to the NW of Vorm Lodge in the Sidhe. Go there and in one of the buildings, you'll find the resting place of St. Eadric. There is usually an attendant there so you'll have to either wait until he leaves or wait until he isn't looking to snatch it. You only need the Pall. Grab it and get out. (There's a book in each of the other chests if you wanted to read them).

Grilricas Medallion - You will have to go to the Three Lantern Inn at Didenhil. You will find Grilricas himself there. Go into stealth and follow him out of the Inn. He will start walking out of town and over a small bridge. When he gets to the bridge, it is usually pretty easy to sneak up on him without anybody seeing you. Make sure he's unsuspecting and try and steal it. You may want to save just before because it's not an easy steal.

Return to Crilgarin at Star Camp to turn the quest in. You will be rewarded and sent to speak to the Hierophant again.

The Silent Step
You get this after the last quest by speaking to the Hierophant Statue. You will have to meet with Aergase in this middle of the Sidhe. You will meet her above the waterfall. She will send you to Arduath in the N of the Sidhe. Make your way there and enter. Not long after you enter, you will have a persuasion attempt and succeeding will grant you the Hunter's Friend, a necklace.

There are no monsters inside, just Ametair. When you get a little ways in, he will appear and you'll have a battle that sprawls across the entire dungeon. He'll appear and attack with Faeblades. He's rather harmless as long as you keep your wits about you and dodge when he appears. You can also activate an AoE attack and then release it when you see him or when your ability wheel shows up (meaning you're in battle). But he uses the Faeblades exclusively and if you don't do enough damage, he'll disappear and then reappear to attack you again. Once you've done some damage, he'll leave the area and move deeper into the dungeon. When you give chase, make sure you watch out for the snapping plant traps. They will be on either side of the dungeon and they can't be disarmed so give them plenty of space. Once you finally kill him, take his boots and return to Crilgarin.

Jailbreak
You will get this quest from Crilgarin at the completion of the last quest. It seems Grim, the man who recruited you, has been captured. You will have to travel to Lorca-Rane (not far at all). You are looking for Ohn's Stand in the S. You'll likely have to fight 3 Jottun as soon as you get there and then when you approach the door, three more will come up behind you. Make sure you take some potions and you use them. They can do a lot of damage with most of their attacks, they can sometimes cast lightning spells at you, and they are faster than they look. However, they are still slow enough that you can keep moving and kill them one at a time.

Inside, head W and then N to find Grim. There will be two gnomes nearby guarding his cell. Talk to Grim and he'll tell you how to get him out. I chose to get his things. You'll have to go NW and then work your way S to get to his things. Be careful since there are quite a few gnomes along this path. The Praetorians shouldn't be too difficult but they've got a fair number of sorcerers here as well. There are plenty of things to put between you and the sorcerers around here though so do that and then start thinning their numbers from cover. When you get to the SW corner, you will find his things in a chest. You can also pick the pocket of the gnome guard here too. Loot the chest or take the key, don't need to do both. Once you have either the key or his kit, head back E. Flip the lever by the door; it'll be on the right side wall. Make your way to Grim to get him out and then follow him back to the camp. You don't actually have to collect the book.


Something Borrowed
Crilgarin will send you to Moon Camp to find out what your next task is. Talk to the leader and he will send you to the statue of the Hierophant. She will send you on another item collection quest. You are looking for three new items. All the items are in Rathir.

The Chalice - Make your way to the Seafoam Tavern and talk to the peddler there to find out that he has it and won't hand it over. After you've talked to him, he'll head out of the Tavern. Follow him out and you'll find him again in the Lower City center. Wait for him to get up or talk to him to force him up. He'll start moving again. Wait for him to get some distance so that he doesn't suspect you and then close quickly to snag it. There's a pretty quiet section that he will pass by and you should have a good chance. If you don't get it then, just be patient and keep following at a safe distance until a chance arises.

The Cowl - This one is pretty easy actually. Head into the temple of Lyria and talk to Maire. You will get a persuasion option. If you succeed, you will get the cowl from her. Save just before you talk to her and reload if you fail the persuasion. You'll get a successful persuasion and take the easy road for this quest.

Signet Ring - Go into the Wyvyrn-Girfe House and talk to the person marked. Ask for the ring and he'll tell you to buzz off. He'll then go and stand by one of the tables with his back turned to the rest of the room. Move away and let him lose his suspicion. Wait for the two women in the room to situate themselves so that the one sweeping the floor is looking away and the other is standing at the far back of the room. She'll be too far to see even if it indicates that she can. Now just lift the ring from him.

Report back Irion who will direct you back to the Hierophant.


Going Rogue
The Hierophant will send you to Rithen with a companion, Phasmer Humm, to steal an Amulet. When you get inside, talk to Phasmer who will open a door for you with a lever on his side. Make your way down the hall to the S. When you get to an intersection, there will be a hidden door to your right but you won't be able to open it. Going left, you'll enter a room with Freemen Deserters. They will be a lot tougher than your regular Freemen and some of them will even be mages. It is possible to sneak up on them here so take your time and try to thin them out before fighting.

Once you've cleared this room, head for the NE hallway. You'll see Phasmer again who will need you to pull a lever this time. The lever is at the end of the hallway. Pull it to open a door for him. Take the path to your right and watch for the Freemen in the hall. You should come across three of them but they are all melee and shouldn't pose too much of a problem. Kill them and make your way to the room at the end of the hall.

In that room, watch out for spike traps on the floor. Talk to Phasmer in the NW corner. He'll ask you to search for a lever and there will be on just to your right. This will unleash some Freemen on him so hurry to the S. In the next room, you'll come to a group of three Freeman that you should easily be able to assassinate. Sneak up on them and kill them all. The only person to watch out for is one that is patrolling in a small circle at one end of this room.

Exit the room to the SE and meet up with Phasmer in the next room. You'll have to stand on a pressure plate while he stands on another to open the door. Go into the room and he'll pick up the amulet. When he does, he'll be cursed and frozen. Leave him there and exit the room through the door to the W. You'll go up one hallway to a small room with some treasure. The next hallway will have blade traps in it. You won't be able to deactivate them so you'll just have to dodge past them. The first two will be easy to time. The third trap swings twice, then has a gap. The last one is just faster than the others. Get past them and you'll come to another treasure room and that hidden door that you couldn't open before. Go through the door and you'll be greeted by a friendly face. Talk to him and get something to help Phasmer.

Take the shard back to Phasmer, all the blade traps are off so it's an easy trip. Save him and then talk to your friend again. He'll send you to the Blackened Halls for a Glass.


Mirror, Mirror
You'll find the Blackened Halls almost directly S from Rithen. Go inside and make sure you loot the sack just inside the door for Buru's Boots. Put the boots on and take the first right. You'll see that the floor is covered with flame traps. Make sure you have the boots on and run across them. Then across the next section too. You'll come to a final section but your boots may have worn away by this point. Try to walk between the tiles on one side. If the trap activates, try and run to the end before it circles around. At the end of this hallway will be an Erathi Sigil-Stone. Activating it will deactivate the fire traps behind you.

Just after that, you'll be attacked by Niskaru. Kill them and then proceed E (to the W is a treasure room if you can disarm traps). In the first stretch of hallway will be a hidden door to the right. Check that out and then you will enter the labyrinth. At most rooms, you'll have to fight Niskaru and usually in groups of three.

The first room is circular, go S. The next room is a square. Take the NE exit. Then go N. At the T intersection, go E and then take your first left (N). This will take you along a hallway with a small round room in the middle. In this room will be a normal door. The next section of hallway will have a wall that will move for you. You will come to a round room with a large pit in the middle. From here, go S. Follow this hallway to a T intersection and then go E.

This will take you out of the labyrinth and to a long hallway. You'll have to fight your way past some Niskaru until you come to a larger room. In this room, you'll have to fight a Niskaru Tyrant. Kill it and then quickly examine it's corpse to place the amulet on it before it revives. As long as you do that then you are safe. It will revive but instantly be frozen. Take the Glass from the pedestal and loot the two chests here. You'll have to leave the way you came. Thankfully, the labyrinth is open and the fire traps are off so, while it's a long trip, it'll be an easy trip. When you get to the end, talk to Grim again. He'll send you to Sun Camp.

Outside the Box
Make your way to Sun Camp just NE of Adessa. Talk to the leader of Sun Camp and then pray at the Hierophant statue. The Hierophant will send you to Adessa to steal the Master's Pick. Go to Adessa and talk to the woman who is supposed to have the pick, Eloren Criet. If you talk to her, you'll get a persuasion option. If you succeed, you will move on to the next step. (Funny note, if you do persuade her, the quest page will still insist that you pick-pocketed her for a note)

You now need to rob the Adessa Armory to collect the box that was confiscated. Just be quick and the guards won't attack, despite trespassing. Grab the box from the chest and then head back to Sun Camp. Argine will not take the box and will insist that you get it opened by the Arrivus Engine in Guian's Lab just NW of the camp.

Go to the Motus Mining Headquarters and talk to the gnome. He won't let you use his machine so go downstairs, pick the door, kill the Faer Grota, watch out for the spike traps and use the machine anyway. Take the pick back to Argine.

Classic Misdirection
Pray to the Hierophant again. She will send you to Convict's Cavern to get a key from Muan Cointaker who is about to be executed. He will give you part of the key and then send you to his hideout in Snaketail Grotto. Inside, you will find groups of outlaws fighting amongst themselves. There won't be any mages, just melee and marksman type enemies. Since they will be fighting themselves for the most part, you should be able to kill them easily or even run right by them.

To get through here, go N from the start, then W and then S. Take the first left (E) and then S through the boxes. Go left first and get the first piece of key, then go right and S to get the second key. Head back to the giant door you just passed, open the door and loot the chest for a note. Take the note back to Argine. On the way out, you'll bump into Grim again who will send you to Adessa.

The Purloined Letters
Head to the Adessa Livrarium on the Isles. You'll meet up Phasmer again. Next to Phasmer will be a grate in the floor that leads to the vaults under the Livrarium.

Once inside the vault, head NW. If you pickpocket or kill the guards here, you will find a letter that may help you. From here, go SW and get the key off the keymaster for the door to the NE. Go through that door and there will be a few gnomes in here. Use the lever in the middle of this room to open the wall to the NE which has ladder to the Forums. Take the path SE. In the next room is only one gnome despite what the map seems to tell you. Go through this room to the next which has a pedestal and a book in the middle with three big gates.

Take the gate that leads NE and follow that hallway as it comes under the room you were just in. You'll find some Giant Rats in the basement with a bunch of boxes. Take it to the W and it'll bring you through some sleeping quarters and behind the gate that is to the W of the room with the three gates. Use the lever to open this door and then pick the look for the door leading SE.

Go down the hallway sneaking past or killing the sentries as you go. Keep going until you have a hallway to the SW. This will lead to a room with a warded chest in the middle. Around the chest will be 8 torches. The puzzle is to light all of the torches in a circle. Light one torch and then activate the second torch even though it is already lit. This will turn off this torch and the previous torch but turn on the next torch. Activate that torch and so on. Make sure you don't skip any of the torches, whether they are lit or not. You want to hit all 8 torches in a circle. Once you activate the 8th torch, the chest will dispel and you can loot the key from it. Use it to unlock the door to the SW (explore the SE area from here if you like).

You'll find two gnomes in the room beyond. Get past them and you'll find the Missive. Put the shroud over it and take it. Head back out to the ladder to the forums that you lowered earlier. There will be more sentries here and you can sneak by or kill them as you see fit. Once you get to the forum, follow the quest marker back to the Hospitalis Quarter. Grim will be upstairs. Talk to him and he'll lay the plan on you of how you will take down the Hierophant.


Thick as Thieves
Leave the Hospitalis Quarters and head to Sun Camp. Find the grave in the camp and go down to the Sun Camp Ruins. You'll bump into Argine almost as soon as you get in there. She will try to convince you to betray Grim. Finish talking to her and then make your way to the S to find Crilgarin. After you talk to her, the hall turns E. Follow it to a room with three of Argine's guards. You can kill them or just sneak past them. Take the path that leads S.

This will lead you to another similar room except it will be a little tougher to sneak by. Take your time and you shouldn't have a problem. Make your way out of the far side of the room and follow the hallway. You'll find the guard with the Bag of Wind by himself in a room at the far end. Just pickpocket it from him (unless you really want to kill him). Turn around and leave. You may or may not come across guards rushing to his aid. Get back to the room that had the first set of guards in it and take the door to the E.

This hallway will curve N to a large round room and two torches by the doorway. Almost as soon as you cross the doorway, go into your inventory under consumables and use the Bag of Wind. This will blow out the torches. Now cross the room. The next room will branch E and W. Going E will betray Grim and going W will bring you to Argine so you can frame her. Take whichever path you like and frame the person of your choice. Framing Argine will grant you +6% piercing damage Twist of Fate while betraying Grim will get you +6% piercing resistance Twist of Fate. Once you've actually framed them, you can just run towards the exit. They will turn to fight you but you don't have to. Just high tail it and meet up with the other party. Just before you leave, they will grant you your Twist of Fate and an Armor Set.

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Kingdoms of Amalur: Reckoning Walkthrough

Out of the Darkness

Into the Light

Old Friends, New Foes

The Coming Storm

Hunters Hunted

An Old Friend

Enemies in High Places

The Great General

Breaking the Siege

Silence Falls

Echoes of the Past

Pride Before the Fall

Taking Vengeance

Reckoning

Factions

Warsworn Scholia Arcania The Travelers The House of Sorrows The House of Ballads The House of Valor

Side Quests

Lorestones

3.96/5
385 ratings

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Quick Details

Franchise(s)
Kingdoms of Amalur
Developer(s)
38 Studios
Publisher(s)
Electronic Arts
Spike
Release Dates
PlayStation 3

Feb 7, 2012

Feb 10, 2012

Sep 20, 2012

Xbox 360

Feb 7, 2012

Feb 10, 2012

Sep 20, 2012

Microsoft Windows

Feb 7, 2012

Feb 10, 2012

Genre Role-Playing

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