Here you`ll find Knight-Commander Greagoir. It boils down to you offering to deal with the Abominations and Demons overrunning the tower for him. He warns you that once you go past the great doors, he`ll keep them sealed shut until he`s satisfied that the problem has been resolved.
Here is the Quartermaster. He sells a lot of items, some of the more notable ones being:
Here are the great doors. Once you go past them, the Templars will keep them shut until you've resolved this situation.
In this room you'll find a few containers with random items. Press your -tab- key so that you can also find an Apprentice's Footlocker that contains a journal entry for "Watchguard of the Reaching".
In this room are more containers with random items. You'll also notice a couple more Apprentice's Footlockers, one of which expands on the "Watchguard of the Reaching" and another opens up another line of notes about summoning.
Here you'll find Wynne. Wynne will need some assurance that you're here to help any survivors against the Abominations and Demons. Once she's assured, she will then join your party. Her presence in your party will become mandatory for this part of the game.
Another way to make progress is to declare your intention to destroy the Circle and provoke Wynne into a fight. This should not be a terribly difficult fight, and once it is over, Wynne's magical barrier will be lowered. Her sidekick, Kellis, will leave behind a Magic Staff (Grey Iron).
Here is the door to the basement. There will not be any getting through it however.
Here is a library that will have Abominations scattered throughout, as well as the odd Rage Demon. Abominations at this point won't be too difficult, but keep in mind that they will explode with fire damage in a certain radius once they are killed.
You are now in a Library that has a whole pile of books and tomes scattered about that have something to do with summoning spirits from the Fade. If you want to take advantage of this, first search the nearby Pile of Books to find the second half of the notes that are relevant to Summoning Science. These notes in your journal will give you the clues you need. You need to r-click on things in a precise order. Use your -tab- key if you're having trouble finding them, and then move your mouse around until your pointer turns into an eye. The order is as follows:
First Exercise
R-Click on the Summoning Font.
R-Click on Tome of the Spirit.
R-Click on the Flames that indicate Summon the First. A Spirit Hog will appear and quickly die. Loot its body for a gem.
Second Exercise
R-Click on the Summoning Font.
R-Click on Rodercom's Uncommon Calling.
R-Click on the statue of Mage Gorvish.
R-Click on the Flames that indicate Summon the Second. A spirit known as a Trickster Whim will appear briefly, and then fade away.
Third Exercise
R-Click on the Summoning Font.
R-Click on Elvarne's Grand Bestiary.
R-Click on the Common Table.
R-Click on the Spiritium Etherialis.
R-Click on the statue of the Mage Gorvish.
R-Click on the Novice Phylactery.
R-Click on the Flames that indicate Summon the Third. A Fade Rifter will appear, who is actually pretty easy to take on by himself. Once dead, it leaves behind the Charged Mitts (Hardened).
There's also a fourth possibility that isn't mentioned in the notes. Use this sequence:
R-Click on the Summoning Font.
R-Click on the Tome of Spirit Personages.
R-Click on Rodercoms Uncommon Calling.
R-Click on the Statue of Magus Gorvish.
R-Click on Elvorn's Grande Bestiary.
R-Click on the Common Table Carving Spot
R-Click on the Spiritorum Etherialis.
R-Click on the Statue of Magus Gorvish.
R-Click on the Novice Phylactery.
A mage named Arl Foreshadow will briefly appear, before quickly teleporting away. If you have a Rogue in your party, you have but a few seconds to pickpocket him. If your pickpocket succeeds, you'll get a book called "The Notes of Arl Foreshadow" which is apparently there more for humor then anything else.
There are a large number of Abominations in here, as well as a Greater Rage Demon. Try to cast spells that will keep them in the room, then cover the room with storm or area of effect spells. A charred corpse in here has the Apprentice's Amulet. Click on the chair here to expose a 'mystic site of power' for purposes of the Power of Places quest.
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