
Objectives
Isbrand has been carried to the derelict fortress — Lacra believes she can aid him and requested a day; Coen ought to come back on the morrow.
Lacra has spent time privately with Isbrand seeking what might cure him; Coen ought to rejoin them.
Isbrand cannot speak to them; their best hope is to find his memories and peer into them for answers or hidden clues.
They need to pass the gate and behold what waits past it.
Lacra claims the approaching sandstorm hides a memory of Isbrand's — they have to step inside it.
Their arrival has attracted this plane's hostile beasts; the creatures must die before they slay the pair.
A further sandstorm howls beside an ancient mansion's echo — it calls for investigation within.
A fresh wave of foes rises from the plane's sands; they must fight and win — dying here is not an option.
Whatever the next sandstorm hides, Lacra would rather Coen not see it.
One last sandstorm ahead; its echoes rendered it momentous — as if it contains their quarry. Not a moment to lose.
Time to move — they must linger here no longer than needed.
Isbrand's surviving soul-shard took them for foes and struck; fighting back is the sole option.
Isbrand cannot speak to them; their best hope is to find his memories and peer into them for answers or hidden clues.
Isbrand cannot speak to them; their best hope is to find his memories and peer into them for answers or hidden clues.
Isbrand cannot speak to them; their best hope is to find his memories and peer into them for answers or hidden clues.
Isbrand cannot speak to them; their best hope is to find his memories and peer into them for answers or hidden clues.
- 1 Give Lacra a day Isbrand has been carried to the derelict fortress — Lacra believes she can aid him and requested a day; Coen ought to come back on the morrow.
- 2 Meet Lacra in the fort at night Lacra has spent time privately with Isbrand seeking what might cure him; Coen ought to rejoin them. Night only
- 3 Search for Isbrand's memories Isbrand cannot speak to them; their best hope is to find his memories and peer into them for answers or hidden clues. 4 time segments
- 4 Pass the gate They need to pass the gate and behold what waits past it.
- 5 Enter the sandstorm Lacra claims the approaching sandstorm hides a memory of Isbrand's — they have to step inside it.
- 6 Defeat the creatures Their arrival has attracted this plane's hostile beasts; the creatures must die before they slay the pair.
- 7 Enter the sandstorm A further sandstorm howls beside an ancient mansion's echo — it calls for investigation within.
- 8 Defeat the wave of creatures A fresh wave of foes rises from the plane's sands; they must fight and win — dying here is not an option.
- 9 Enter the sandstorm alone Whatever the next sandstorm hides, Lacra would rather Coen not see it. Optional
- 10 Enter the sandstorm with Lacra One last sandstorm ahead; its echoes rendered it momentous — as if it contains their quarry. Not a moment to lose.
- 11 Step out of the sandstorm Time to move — they must linger here no longer than needed.
- 12 Defeat the echo of Isbrand Isbrand's surviving soul-shard took them for foes and struck; fighting back is the sole option.
- 13 Search for the first of Isbrand's memories Isbrand cannot speak to them; their best hope is to find his memories and peer into them for answers or hidden clues.
- 14 Search for the second memory Isbrand cannot speak to them; their best hope is to find his memories and peer into them for answers or hidden clues.
- 15 Search for more of Isbrand's memories Isbrand cannot speak to them; their best hope is to find his memories and peer into them for answers or hidden clues.
- 16 Search for the last memory Isbrand cannot speak to them; their best hope is to find his memories and peer into them for answers or hidden clues.