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Quick Summary: written by Enodoc, checked by MolagBallet
Quest Stages: written by F-Lambda, checked by MolagBallet |
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Explorers from the Mages Guild awoke an ancient threat at the Ossuary of Telacar. Undead creatures have slain or captured many within their expedition.
Quick WalkthroughEdit
- Find and free the acolytes.
- Examine the Bone Scepter in the Base Camp.
- Defeat the Pale Sentinel.
- Recover Vastarie's wards.
- Pursue Telacar.
- Decide who to bind with the Bone Sceptor.
Detailed WalkthroughEdit
Save the AcolytesEdit
You can start this quest by talking to Valarril while approaching the ossuary from Vinedeath Cave or by examining any of the dead Guild Acolytes scattered across the grounds. Alternatively, you can speak directly with Andewen at the Jade Dragoons' camp southeast of the ruin: the other two options would have sent you to her anyways.
Andewen tells you that the Mages Guild came to the ossuary investigating rumors that it was the final resting place for one of Mannimarco's most powerful disciples. When they began their excavation, spirits emerged from the ground in droves, and the soldiers rushed her back to camp. Plenty were killed, but she hopes that some of the acolytes are still alive. She asks you to head towards the ruin to investigate.
You'll find Eleril at the north end of the ruins, north of the location's map marker and south of the path leading south towards the ruin. Yalorasse is located just south of the Mage Mundus Stone. Once you rescue them, you can head southeast from Yalorasse's position to find Kelurmend. He prompts you to follow him a short ways northeast so he can have a word with you.
- "Research. All I want to do is research! Why do I always end up in life-or-death situations?
Either Andewen's cursed, or I am. Shades, boiling up from the ground? What next, trolls in heat?" - Tell me what happened.
- "We were excavating for artifacts when Dominion soldiers showed up, demanding we turn over anything we'd found.
Andewen showed them what we had, but Lieutenant Urien insisted we work faster. No protocols, no safeguards!" - Why?
- "I have no idea. The Mages Guild has procedures for a reason!
Not that the soldiers listened. We found an ancient scepter made from bone. But before we could properly contain the artifact, one of those idiots grabbed it." - Is that when the shades appeared?
- "That's right. And if it weren't for you, I'd have joined them.
I'm heading back to our base camp. You should speak with Andewen if you think you can help sort out this mess. You can't be any worse than Lieutenant Urien!" - I'll keep that in mind.
Kelurmend reveals that the Jade Dragoons demanded that the guild forfeit any artifacts that they had recovered from the ruin. Apparently, what they had wasn't satisfactory enough, so the lieutenant in charge ordered them to work faster. When the mages unearthed a strange scepter made of bone, one of the soldiers snatched it before the Guild could properly contain it. Kelurmend blames this disaster on the soldiers for ignoring the Mages Guild's safety protocols, and tells you to talk to Andewen back at the camp to figure out why the spirits are in such a twist.
Head back to the camp and talk to Andewen. She'll tell you that the bone scepter is in the backpack near her tent. You need to talk to her before taking it: she'll object to your snooping otherwise. With the scepter in-hand, talk to Andewen again.
- "That bone scepter is the only thing of note we've found. There's no end of trouble since we pulled it from the ruin.
It's not dangerous, not directly. What I mean to say is that holding it won't rot your hand off. At least, not immediately." - What does it do?
- "It summons all the shades, I suspect. It certainly doesn't control them. Not that I've found, anyway.
Although ... hmmm. The markings carved into the scepter are old Ayleid for "Pale Sentinel." Could that mean the creature at the heart of the ruin?" - What creature?
- "It's the only shade we've heard speak, though it mostly just wails. It is rather pale, come to think of it. And the scepter works obsidian into bone, which is an old form of necromantic control ….
Say, would you care to help prove a theory?" - What exactly do you have in mind?
- "If that shade is in fact the Pale Sentinel, that bone scepter may have some control over it. And if it's directing the rest of the shades, perhaps you could force it to stop.
Besides, we can't allow Telacar's ancient traps to remain active. Not this close to Elden Root." - All right, I'll test your theory.
Andewen hypothesizes that the scepter was intended to control a specter known as the Pale Sentinel. She asks that you find the spirit and test her theory. Head back to the ruins. Once you approach the corpse of a soldier, the Pale Sentinel will possess them. Weaken the soldier, then use the bone scepter on them: the Pale Sentinel will exit the corpse, fleeing for the center of the ruin complex. If you kill the Possessed Soldier without using the scepter, leaving the area and coming back will cause the Pale Sentinel to occupy another body for you to try again.
Speak with the wraith in the center of the ruins.
- "Stop! Don't make me go back. I was so close to escaping him forever!"
- Escaping from who?
- "Telacar.
A bad man, who sleeps inside these ruins. When he wakes, I'll be trapped here forever. I'll do everything I can to get away!" - Is that why you attacked the Mages Guild acolytes?
- "I did not! Telacar's servants hurt those people. They don't like you if you aren't from here.
When he wakes, he'll control them completely. Just like me." - Why should I trust you?
- "The bone scepter holds power over Telacar's monsters. Over me. I can't lie to you.
Besides, lying is wrong." - Who are you?
- "One of Telacar's victims.
But I don't have to be. If you can free me before he wakes, I'll leave. Then he'll go back to sleep, forever!" - Then I'll do what I can to set you free.
- "Hooray!
Follow me inside the ruin. We don't want the shades to hear us. They're his spies, you know."
The spirit's voice is rather youthful, and its speech simple. It has no love for Telacar, informing you that the bone scepter is capable of controlling Telacar's abominations. He claims he didn't attack any of the mages: the shades did, and if Telacar awakens, he'll control them completely. The Sentinel wishes desperately to flee the ossuary, and implores you to assist it. Once you agree, you'll need to descend the staircase and enter the crypt.
Ossuary CryptEdit
Once inside, talk to the Pale Sentinel.
- "Shhh … be quiet in here. Telacar's servants don't like things with blood inside them. And they really don't like noise."
- How can we keep Telacar from waking?
- "There's a big sparkly door inside the Constellation Room. It's this big lock Vastarie made, to keep him asleep inside.
She doesn't come around anymore. I think that's why the door isn't so sparkly."
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- How do we reinforce the lock?
- "Vastarie left three of the things we need in special rooms around the ruins. The fourth is stuck inside some of Telacar's servants. If you smash them open, I won't tell.
But about all the pieces … I don't know how to make them work together. I'm sorry." - Where are these special rooms?
- "That's easy. The Moaning Room, the Smelly Room, and … the Forbidden Room! But don't worry, I can keep you safe.
We should just go there. I'll point out what we need."
You need to find four items: a stone, a skull, a vial, and a journal. The Pale Sentinel will fight for you within the crypt. During combat, you can use an on-screen prompt to use the bone scepter on a spirit: the Sentinel will hold them in place with a spell, giving you time to beat the spirit down before it gets back up to retaliate.
The stone can be found by looting slain spirits within the crypt. Head down the hallway and make a right turn to enter the Forbidden Room. The Boring Seneschal guards the entrance to a short corridor where you'll find Vastarie's Journal sitting on a short table. Head back into the main hallway and make way for the eastern section of the ruins. To the north, you'll find the Smelly Room, where you'll loot the vial off of a stone altar in the northwest corner of the room. The Creepy Alchemist guards this component. At the end of the south section of this hallway, you'll find the Spooky Bailiff standing vigil over the skull.
Now that you have all the components, it's time to reinforce the ward. The Constellation Room can be accessed via the southern branch of the main hallway. You must use Vastarie's Journal in order to begin reinforcing the ward. The round room in the center of the Ossuary of Telacar has many altars, but only four are needed to place keys upon. Each time you place one of the keys, the altar will light up with a blue flame. If you place an item on the wrong altar, you'll be stunned for three seconds.
- Place the Old Skull on The Lord's Altar.
- Place the Milky Rock on The Atronach's Altar.
- Place the Glowy Vial on The Apprentice's Altar.
When you are done, Telacar's spirit appears in front of a door. Speak to him.
- "Who are you? Why have you invaded my home?"
- Your undead servants attacked Mages Guild explorers.
- "The shades defend my home from thieves. Neither I nor my servants bear any interest in the living. My work concerns one who died long ago.
And now, I would know why this creature travels with you." - It wanted to seal you away.
- "Simple-minded thing. Those wards haven't contained me for decades. I remain within by choice.
Now, I'm at a critical juncture in my research and I need this creature to complete it. If you interfere, I'll drive you from my home. Now, begone!"
The ghost of Telacar then drags the Pale Sentinel off to Telacar's Inner Sanctum. You are tasked with defeating Calion's Husk within the Inner Sanctum, so follow them through the door. The next room you enter contains the boss, Calion's Husk, as well as eight bookshelves. Make sure to read them for those lorebook achievements. Once the husk is dead, you must go to the throne room, still moving south.
You will find Telacar and the Pale Sentinel within the throne room. Talk to Telacar.
- "Again, you trouble me at a critical juncture? What must I do to hasten your departure?"
- Tell me what you're doing here.
- "Attempting to restore my son, despite your interruptions!
That creature is a piece of him, an imperfect piece. If I reunite flesh and spirit, I can revive my son." - Why are you doing this?
- "He's my son. I'd do anything to restore him to a fraction of himself. With refinement, I can make him whole again.
Vastarie thought this hubris. If she hadn't left this world, I'd try to make her understand." - What didn't she understand?
- "That we could one day be a family again. I needed time to refine my methods, and time I have had. And now, I have his spirit.
I don't wish to harm this creature. But without the bone scepter to control it, I must resort to cruder methods." - I have the bone scepter.
- "You what? That scepter is crafted from my own bones. It can bind the creature to his immortal husk!
Once Calion's wounds knit, I'll summon him here. You must bind the creature to his husk. Set things to how they should be!" - Why should I do that for you?
- "You fear I would raise an undead army to march through Grahtwood? My wife and I spurned Mannimarco for a reason.
But in return for binding this creature to my son's husk, I pledge we will remain within our home, forever."
At this point there are three questions you can ask: "Why shouldn't I set your son's spirit free?" , "How do I know you won't leave this place?" , and "Why did you use your own bones to make the bone scepter?" Telecar assures you of his good intentions: all he wants is to remain with his son in the ruins. Once you're done talking to the spirit, you will see that the Pale Sentinel is now named Calion and has chains spinning around it. Calion's Husk is also in the room, standing about.
You can speak to Calion for further information.
- "No … please, you can't make me be a monster again!"
- What do you want, Calion?
- "I don't want to be here anymore. It hurt when I was a monster, it hurt worse than these chains.
I want my father to sleep so I can go away." - How can I make your father sleep?
- "I don't know.
I wish you could use the bone scepter on him. Point it at his body, there on the throne, and tell him to go to sleep. Then I could finally leave." - Where would you go?
- "Far away from here, somewhere safe and warm. Somewhere where I'd have friends."
If you have done Vastarie's quest:
- Vastarie returned to Laeloria. You could go there.
- "Do you think I could go there? Would she be happy to see me? Or would it be like the last time, when she thought I was a monster? I don't want to be a monster. Please, make my father go back to sleep, so I can be free."
You now have a choice: bind Calion's spirit to his husk as his father requests, or bind Telecar to his skeleton, freeing Calion.
Binding CalionEdit
Use the Bone Scepter on the Husk. When you do, Calion will plea for you not to let the Husk take him. The two are merged into one, leaving the Husk standing and assuming the spirit's name. Talk to Telacar once more to receive the reward for this quest.
- "Finally, my child is restored to me! There's still much to be done, but you start with clay before moving on to marble.
Vastarie, if only you could see how wrong you were." - The Mages Guild will expect you keep your promise.
- "I'll open a portal so you can tell them directly. My servants will defend our home from trespassers, but shall not stray beyond the ruins above.
If they seek lost knowledge, the Reliquary of Stars is a wonderful old ruin. And it isn't here."
Binding Telacar and Freeing CalionEdit
Use the Bone Scepter on Telecar, whose skeletal remains are sitting on the throne at the far end of the room. Telecar's spirit will be drawn back into his skeleton and Calion's Husk will collapse. Speak to the spirit of Calion to complete the quest and receive your reward.
- "You did it. You did it! I'm free. I'm finally free!
Thank you, thank you!" - What will you do now?
- "I don't know. But whatever it is, I'll be far away from here. Telacar can't hurt me anymore.
Here, I can open a portal so you can be with your friends. Tell them I'm sorry about the shades. As long as they stay away, they should be fine."
NotesEdit
- The captured acolytes won't exist in the ruins before starting the quest.
- The interactible items related to the scepter won't exist in the camp before reaching the related objective during the quest.
- The items mentioned by the Pale Sentinel won't appear inside the crypt until speaking with it.
- The shades in the ruins become neutral after completing the quest and clearing the location.
- Depending on whom you choose to bind, Vastarie will have differing dialogue during Eyes of Azura.
BugsEdit
- Occasionally, you won't be able to place the three items on their respective platforms despite having them in your inventory. The prompt will only display a "Goodbye" option.
- To get around this, stand directly in front of the platform. Then, move the camera downward and click on it again.
- The prompt to interact with Telacar's skeleton appears and can be used through the ward before speaking with him, though to no effect. The same occurs again after completing the binding.
Quest StagesEdit
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) is dynamically set by the game and will be filled in with the appropriate word(s) when seen in game.
- Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
- Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in any order. Some stages may therefore repeat objectives seen in other stages.