However, opening it requires the use of specific words during a scripted interaction. That means you cannot open the door and enter the tower unless you have previously completed the Never Far from the Queen quest.
You will start off at #15 on the third floor map. At #16 you will find Aldhelm, now an undead Gul, standing next to what amounts to the console for an Engwithan soul machine. A Clever response is available when the conversation first starts.
At some point you'll have to press him about what happened. Diplomatic, Passionate and Rational responses then become available.
He explains that he was studying the machine when an apparent assassin snuck in and turned on the machine, leading to the current undead problem. Aggressive and Clever replies become available.
The dialogue ends with Aldhelm explaining that somebody named Icantha can provide the runes that will be needed to shut the machine down. *NOTE* He also drops a hint that if you bring him living victims to feed on, he can use the machine to empower you.
You will find some prisoners at #6. You can leave them here with no consequence.
Or you could also advise them to make for the district exit, which will result in earning a minor boost to positive reputation with Defiance Bay.
An alternative, if you had spoken to Aldhelm about the Engwithan Machine earlier during the quest, is to select the Deceptive option that urges them to find Aldhelm atop the Heritage Hill Tower. The objective would be to obtain the Gift of the Machine talent, which provides your main character with +1 Might and +5 Endurance. Doing so will, however, also earn you Cruel disposition.
At #8 is a Fampyr named Icantha. An extended dialogue with her will have the purpose of you being able to understand the Engwithan Runes necessary to operate the Engwithan Soul Machine at the top of the Heritage Hill Tower for purposes of the quest. Benevolent, Cruel, Diplomatic, Passionate and Stoic dialogue options are available during the conversation.
The conversation also leads to an Awakening of one of your past lives whereby you are now able to understand the ancient Engwithan language in its entirety. That in turn can help with other parts of the game. Examples include if you want to peacefully get past the Ancient Fampyr on the 8th level of Endless Paths, or learning the password for a certain door on the 13th level of Endless Paths.
Now it's time to see Aldhelm again. If you had previously misled Icantha's prisoners into coming too him, he'll have relieved his hunger enough that he'll be coherent enough to instruct you in the use of the machine so that you can acquire the Gift of the Machine talent. You will have the option of atacking him afterwards. If you kill him, he'll leave behind Vessel Flesh and Aldhelm's Journal.
If you did not provide him live victims to feed on, his mind will be completely lost by the time you come back. "Speak" to him enough times and he'll attack you, and leave behind the same items when you kill him.
Clicking on the console for the machine leads to a scripted interaction, with three possible choices:
Select the "End" option to end to turn the machine off, which will resolve the undead problem in Heritage Hill for the time being. This option leads to a major gain of positive reputation with Defiance Bay.
Throttle the machine with an overload of soul energy so that it becomes permanently destroyed and can never be used again. This option leads to an extraordinary gain of positive reputation with Defiance Bay.
If you had previously led Icantha's Prisoners to Aldhelm so that he was able to feed and instruct you on the use of the machine, you can now use it to channel energy into yourself. Doing so results in a minor increase in positive reputation with Defiance Bay, as well as the Gift of the Machine talent (+1 Might and +5% Maximum Endurance) for your main character. It also earns Cruel disposition.
If you had completed this quest before either The Man Who Waits or Through Death's Gate quests, then a Messenger of the Dunryd Row will speak to you in Heritage Hill once you leave the Tower. The dialogue will trigger the The Hermit of Hadret House quest.
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