Breaking Fate

IMG
Type Main Quest
Location Mithros
Quest Giver Drystan Rydder
Prerequisite The New God
Next Quest Smuggler's Run
Reward ??

Breaking Fate is a Quest in Kingdoms of Amalur: Re-Reckoning. Breaking Fate is the Third Main Quest available to the player in the Fatesworn DLC. Completing  Breaking Fate will progress the story forward.

 

Agarth has continued on to the village of Gale Crossing. I should resupply in Revival and then move to intercept Agarth.

 

Breaking Fate Quest Giver

 

Breaking Fate Objectives

  • Find Agarth in Gale Crossing
  • Gain entry into Madding Wind
  • Find Agarth
  • Find a way to the levers.
  • Advance to the high security area
  • Unlock the upper control rooms
  • Free Agarth
  • Close the Chaos Rift
  • Defeat Telogrus
  • Follow Telogrus
  • Escape the Chaos Realm
  • Retrieve the Chaos Sword
  • Destroy the Chaos Node
  • Follow Agarth to his safehouse

 

Breaking Fate Walkthrough

  • This quest begins immediately after The New God.
  • After leaving the Freehold, you are to travel all the way north to the village of Gale Crossing.
  • From the Revival camp, take the western exit and walk north towards the enormous gates. Upon approach, a short cutscene will play, introducing Telogrus the new "god". The gates will open afterwards.
  • Travel along towards the northwest while being mindful of the powerful wildlife and monsters roaming the area.
  • Once you reach Gale Crossing, head to the Gemstone Tavern in the northeastern portion of the village.
  • Speak to Mallory Grieves at the counter.
  • You will need to find a way into the Madding Wind prison. One option is to travel north of the village and finding Warden Blackwood. Pay him 20,000 Gold and he will hand you the key to the prison. (Other options to be added)
  • Once you find a way in, head for Madding Wind to the west. This is a fairly long trek with plenty of dangerous enemies along the way.
  • Once you reach the prison, unlock the gates with your key and enter.
  • You will have to navigate the prison to find Agarth. Be mindful that the guards will be hostile to you.
  • Upon approaching the southwest door, you will find that it needs to be unlocked via some nearby levers.
  • The levers can be found on raised platforms on either side of the door. Take the northwest path first as the southeastern path is locked behind yet another door.
  • Follow the path until it branches into a large hall on the left. In this hall, inspect the chest in the western corner for the key to the southeastern path. Before heading there, take the southeast door in this hall to get to the first lever and activate it. Jump down into the main hall and unlock the southeastern door.
  • This path is a bit busier than the first one and you will need to find another key to unlock the path towards the lever. The key is in the hall area to the southeast. Fight your way through to the quest marker and loot the key from the chest.
  • Return to the lever control room's door and unlock it. Fight through several more enemies and then activate the lever. Jump back down to the main hall and head through the now opened gate to the southwest.
  • In the next large hall is another locked door in the southwest. You will need to activate more levers to unlock this.
  • 4 markers will appear on your map but most of these will require unlocking sequentially. Head back down the staircase you took to this hall and take the first right. Interact with the door and a new marker will pop up in the southeast pointing to a key. Make your way to the area, being mindful of the traps and large amounts of Sons of Laz enemies. At the end of the path is a door, be careful of the spiked traps in front of it. Loot the chest inside for a key. Head back to the locked door and open it for another chest with another key.
  • Go back to the main hall and unlock the southeastern door and trigger the lever within.
  • Head back down the main hall's staircase and take the left corridor this time. Continue along moving west until you encounter a large Heavy Knight guarding a door. Defeat this difficult enemy and head through the door to continue along the path. You will eventually reach a room with another chest with a key inside. Note that you can jump down from the side of this room to more quickly get back to the left corridor you entered from.
  • Get back to the main hall and unlock the final door and activate the lever to open the southwest door. Head through for another fight with another Heavy Knight. Heading through the door here will lead to the outdoor path to the high security wing.
  • Inside, a short cutscene plays as some cultists summon a Niskaru Tyrant which subsequently kills them all. Watch out for its Nova attack and tail sweep attacks which hit for heavy damage around melee range.
  • Upon defeating the Tyrant and closing the rift, Telogrus will appear for a short conversation and then you will have to fight him.
  • You will not be able to damage Telogrus and the fight will end with a cutscene after a little while. Telogrus will summon a portal and escape and you will have to follow him through.
  • After another short cutscene, speak to Telogrus once more and you will receive Agarth's Cell Key and will have to escape this Chaos Realm.
  • Follow the fairly linear path until you reach a human corpse near a pedestal. Note that you cannot damage any enemies here normally as they are shielded by Chaos energy. However, the Chaos Critters can be baited to explode, killing themselves.
  • Approach the corpse and retrieve the Chaos Sword. Equip it and it will allow you to tear through the enemies' Chaos Shields.
  • Go back to where you entered this realm through the portal. There will now be a few Chaos Critters around this area. Defeat them and then destroy the Chaos Node. Your Chaos Sword will break and you will be teleported back to the prison and awarded the Chaos Thrall Twist of Fate. Remember to equip a weapon as you will be weaponless after returning.
  • Back at the prison, head west and free Agarth from his cell. After a brief conversation, follow him to his hideout. Speak with Agarth at his safehouse to complete the quest.

 

Breaking Fate Rewards

Completing Breaking Fate rewards the following:

  • ??

 

Breaking Fate Notes & Tips

 

 

 

 
Quests in KoA: Re-Reckoning
A Brutal Contract  ♦  A Master's Touch  ♦  A Page-Turner  ♦  A Pilgrim's Setback  ♦  A Preordained Encounter  ♦  A Second to a Duel  ♦  A Silver Tongue  ♦  A Small Favor  ♦  A Tangled Web  ♦  Aggressive Brownies  ♦  An Old Bond  ♦  An Old Friend  ♦  Antelope Racing  ♦  Applied Science  ♦  Aron Excavations  ♦  Ashes to Ashes  ♦  Back to Basics  ♦  Bad Blood  ♦  Ballad of Bloody Bones  ♦  Band of Brother Monks  ♦  Bell, Book and Candle  ♦  Beyond the Barricades  ♦  Bloodbane  ♦  Bone Town  ♦  Breaking The Siege  ♦  Brother Fallon's Beads  ♦  Building Bridges  ♦  Buried Alive  ♦  Castor's Wrath  ♦  Chaos Matter Delivery  ♦  Circles of Strife  ♦  Collections  ♦  Community Service  ♦  Crafting Made Simple  ♦  Crisis of Faith  ♦  Crucible  ♦  Cursed Kingdom  ♦  Cutting the Threads  ♦  Dangerous Games  ♦  Dangers of the Sidhe  ♦  Deserters' Deserts  ♦  Dramatis Personae  ♦  Echoes of the Past  ♦  Enemies in High Places  ♦  Every Sparrow Fallen  ♦  Executive Orders  ♦  Fae at the Mine  ♦  False Prophets  ♦  Fellfire Bloom  ♦  Floodgates  ♦  Going Primal  ♦  Good with Locks  ♦  Gossamer End  ♦  Grim Harvest  ♦  Guard Down  ♦  Hair of the Dog  ♦  Hand-Delivered  ♦  Headhunters  ♦  Hearts of Chaos  ♦  Her Righteous Fury  ♦  His Brother's Keeper  ♦  Hoarders in the Sewer  ♦  Homecoming  ♦  Hope of the Fatesworn  ♦  Hunting the Thresh  ♦  Imelda's Charm  ♦  Into the Breach  ♦  Into the Light  ♦  Invasive Species  ♦  Keeper of the Keys  ♦  Kidnapped  ♦  Knowledge Lost  ♦  Lab Assistant  ♦  Labor of Love  ♦  Last Breath  ♦  Leaky Faucets  ♦  Learning Curve  ♦  Lesson of the Bones  ♦  Lone Survivor  ♦  Lost  ♦  Lost in the Sewers  ♦  Lucky Charm  ♦  Making Enemies  ♦  Members Only  ♦  Miners in the Sand  ♦  Missing Keys  ♦  Mixing Business  ♦  Myrrine's Burden  ♦  Mysterious Monoliths  ♦  New Horizons  ♦  Niahm's Labors  ♦  Night Barghest  ♦  Niskaru Fangs  ♦  Of Life and Death  ♦  Of My Own Invention  ♦  Oh, the Indignitaries  ♦  Old Friends, New Foes  ♦  One Drop  ♦  Opening a Vein  ♦  Order of Operations  ♦  Out of the Darkness  ♦  Out of the Past  ♦  Out of the Ruins  ♦  Outcast's Revenge  ♦  Paper Trail  ♦  Payback  ♦  Plagueshield  ♦  Pride Before a Fall  ♦  Raising the Dead  ♦  Rallying Cry  ♦  Rat Plague  ♦  Ratofer's Pawns  ♦  Recipe for Trouble  ♦  Reckoning  ♦  Red in Tooth and Claw  ♦  Reprisal, Reprised  ♦  Resting the Bones  ♦  Return to Sender  ♦  Rivener Tarsus (Quest)  ♦  Rock Collection  ♦  Rogue Harvest  ♦  Runaways  ♦  Running with Scalpels  ♦  School of Hard Knocks  ♦  Shine and Shadow (Quest)  ♦  Shipping Error  ♦  Silence Falls  ♦  Sins of the Father  ♦  Sisterly Love  ♦  Smuggler's Run  ♦  Song of Sir Sagrell  ♦  Spider Season  ♦  Stolen Ticket  ♦  Stowaway  ♦  Strict Accounts  ♦  Taking Vengeance  ♦  The Antelope  ♦  The Best Defense  ♦  The Broken Crown  ♦  The Brownie Den  ♦  The Champions  ♦  The Coming Storm  ♦  The Commendation  ♦  The Crossing  ♦  The Cursed Grove  ♦  The Cynrics  ♦  The Darkvari  ♦  The Erathell's Blessing  ♦  The Fisherman's Bride  ♦  The Flowering  ♦  The Giant Killer  ♦  The Great Game  ♦  The Great General  ♦  The Guided Hands  ♦  The Heart of Sibun  ♦  The Height of Crime  ♦  The Hero and the Maid  ♦  The Hunters Hunted  ♦  The Lord Kandrian  ♦  The Lost Litanies  ♦  The Messenger  ♦  The Natural Order  ♦  The New God  ♦  The Orison  ♦  The Road Patrol  ♦  The Sewer Run  ♦  The Sound of Mithros  ♦  The Taken  ♦  The Tinker's Daughter  ♦  The Tithes that Bind  ♦  The Treasures of Culn  ♦  The Tree and the Branches  ♦  The Valley of the Blessed  ♦  The Waters of Madness  ♦  The Widow's Wrath  ♦  The Zungars  ♦  They Walk Among Us  ♦  Tidings of War  ♦  Time of Need  ♦  Tirin's Secret  ♦  Trial by Fire  ♦  Two Knights and a Troll  ♦  Ungentle Beasts  ♦  Unlucky Charm  ♦  Unsettling News  ♦  Uprising  ♦  Vane's Luck  ♦  What Ales You  ♦  What Lies Beneath  ♦  Whereabouts Unknown  ♦  Will and Waters  ♦  Worth Fighting For  ♦  Wrest from Peace

 




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