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Kingdoms of Amalur: Reckoning Walkthrough Part 14 - The Hunters Hunted

Check out part 14 and discover your fate with this online demo of Kingdoms of Amalur: Reckoning, the action RPG from 38 Studios and Big Huge Games.

Transcript

Townsman: What do you mean?

I'm sorry, but there's no Plagueshield left.

Man: Ah. The castle! This tell me that...your tavern will be a part of Loch Diden for decades to comes?

Woman: Last month you told me that the plague would take us all.

Woman 2: Oho.

Man 2: It's your fault that I can't pay any tab, you know. I wasn't even supposed to come back here in the first place.

I've spent the last twenty years knowing what fate had in store for me. And then you...

Dammit, I thought I had my life figured out!

Not for a Fateweaver, it isn't! But that's just the problem - when I was young, I thought I could overcome anything. Now I know otherwise.

I fought beasts the size of trees; was celebrated by mortals and Fae alike. When I was initiated into the Fateweavers, I thought it was a reward for my good deeds.

The first time I saw my own fate, I realized it was nothing but a curse.

Naturally. But it wasn't a hero's death, like I'd always assumed. It was a coward's death, old and alone. Like any mortal, I tried to avoid it, but I know it's find me.

It was terrible, but I knew it was part of Fate's greater plan. Then you cam and changed that future. You stole my part in the tapestry.

I was at peace with knowing the worst. But what do I do now that there's nothing to know?

I don't doubt your intentions...Just realize that we Fateweavers have long accepted that the reason for some things were beyond our understanding.

Not everyone would trust your intentions, or your foresight. Your freedom means living with a lot of responsibility.

I can't help you with that, but maybe this will help lessen the other dangers you face. Take it with my thanks.

Oh, of course....There's still a band of Tuatha tracking you, but as I was about say, I've found where they're set up.

It's a cavern to the north of town, complete with some way of scrying your location. That's how they found you so easily.

I have a plan, but it'll take the both of us to work.

They took a big risk getting across Erathell undetected. All to attack one single objective: you.

They're using something big to track you. They call it the Eyes of Tirnoch; smash it, and they won't be following you any more.

The main entrance is heavily guarded and it will require a strong attack. The other route is trapped; it'll need a subtler approach.

I don't have an answer for that. I can't imagine what about you made Gadflow send his troops across the continent.

Good. Good. I'll charge in the front and get their attention. You slip in and smash the Eyes of Tirnoch.

That way, we'll make sure they can't escape to report back to whoever sent them here.

Good luck.

Man 3: Brother Fallon should've come. Astrid needs that medicine.

Townsman: I'd love to chat, but don't we have more pressing matters?

I don't have an answer for that. I can't imagine what about you made Gadflow send his troops across the continent.

His army is locked in the siege in Kluridon, but small groups sometimes make their way to Erathell. I don't think they've ever been this far inland.

Let's track down some trouble!

Another victory!

This is their escape route. It'll have traps, but few guards. You might be able to use their defenses against them, if you're cleaver.

I'll distract the guards at the front, and make sure none of them escape.

Good luck. I'll see you inside.

Tuatha Raider: Have you come to die?

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