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Kingdoms of Amalur Reckoning Walkthrough Part 3 – Into the Light

Kingdoms of Amalur Reckoning Walkthrough Part 3 – Into the Light

Start heading south from Arden's Hut. Once you enter into Webwood, start on a southwestern bearing. As you head to the west, through the passage between areas, you will be attacked by groups of giant spiders and vemon spitters. Keep your eyes open as you move into Ettinmere as there is a Lorestone along the path and numerous hidden treasures.

Ettinmere
Head a little more to the west to find a Lorestone for Ettinmere. Follow the path north and to the west to find the first village of the area, Holnstead. You can get two quests here, one from talking with Enconeg Holn, “The Fisherman's Bride” and from Avicenn Etelle, “Shine and Shadow”.

Continue on to the west to find the area you are looking for. Inspect the area before heading to Agarth to find a corpse with warsworn ledger on it. This will unlock the sidequest “Rallying Cry”. Head on to the east from the corpse, across the bridge, to find your destination. Agarth will welcome you to the ruins of Dellach.

Dellach
Follow Agarth to the south to the massive double doors. Open them up to move forward. Head south then west. Follow this passage. As you enter the first chamber to the west, you will encounter a pack of wolves and an ettin brute. Use Area of effect attacks to quickly defeat the wolves so you can focus on the ettin. After that continue west to the next door.

Head into the next room and go along the southern edge of it. You will find a chest with some nice loot along this path. Just continue to the west after that. None to far away, you will find a trio of Kobolds, one of which is a savage. Kill them and move on.

Head around the next corner into the next chamber. Approach the lone kobold and you will find a qhole group of them attacking you. Area of effect attacks work great in the crowded situation, as does Reckoning Mode. Deal with them, check the western wall to collect a chest then open the door to move on.

Head into the next chamber to begin truly closing in on the marker. On the far side of the bridge you will find a pair of Kobold Rogues waiting for you. Kill them quickly so they cannot backstab or get many hits off. Just head down the stairs past them after that.

In this chamber you have a good eight kobolds spread out across the room. You can easily deal with the first five that are in the closest part of the chamber. Now close in and kill the remaining three kobolds. After that head to the east toward the next one.

This chamber is harder to deal with. There are a number of kobolds (how many depends on what the ettins have not killed) and a pair of ettins. You can sneak down the side using the stairs or just jump into the fray using the jump point that is on the left-hand side of the walkway. Once everything is dead, head to the northern door and head through.

Head down the stairs and to the left. An ettin War-priest will roar and Agarth will tell you that he has gone as far as he can. Deal with the War-priest. Kill it to defy fate and stop it from killing Agarth. He is torn between being grateful and concerned about the rippling after-effects of killing someone who was not supposed to die in that fight. Head on to the west, after the conversation, into the next chamber.

This chamber is vacant. Explore the rooms to the north and the south for some treasure. After that, continue west, up the stairs on either side. Head into the follow chamber to encounter a group of kobolds. Kill all six of them then continue to the south. Go through the next door and Agarth will announce that you have arrived at the theater of fates.

Head on forward. As you cross the walkway, and pass over the first symbol on the floor, you will be attacked by another group of kobolds. Kill the six quickly then continue forward. Head up the stairs and through the door on the left.

Through the door you will find not much initial resistance. Once you start getting closer you will encounter a pair of niskaru bloodhunters. These are considered fearsome enemies. Warriors should be able to do good damage while mages and rogues will need to strike appropriately. Defeat them then listen to Agarth and interact with the Destiny Stone. With this you will gain the codex of destiny and you are offered the aid of the mysterious woman, Alyn Shir. Now the story line offers two quest, “Old Friends, New Foes” and “The Hunters Hunted”.