Quest Eliocalypse

The Four Wills

Level 200 Eliocalypse quest, with Martalo at the Sanctuary of Last Hope at [15,-20]: gather the wills of the four Horsemen, then find the Twilight Booklet with Master Novowl. All the steps, the dialogue choices and the fight.

What to prepare

The bulk of the quest consists of completing the quest series of the four Horsemen, each of which rewards one will. Then plan for a big team for the fight against 8 adventurers.

Quest Resources, obtained along the way

  • War's Will icon1 × War's Willreward for Journey to the End of Externam
  • Corruption's Will icon1 × Corruption's Willreward for Death and Renewal
  • Misery's Will icon1 × Misery's Willreward for Storm Warning
  • Servitude's Will icon1 × Servitude's Willreward for One Box to Rule Them All

The 18 quest steps

  1. 1Talk to Martalo

    Dialogue · Martalo

    The quest starts right after the previous one, in the Sanctuary of Last Hope. Martalo is still trying to decipher the writings of the council members who opposed the four Horsemen.

    Dialogue

    1. “Talk about the mission Maysial entrusted to you”
  2. 2Consult the Council's Notes

    Go back to the right-hand library and click the half-open book. The Council's Notes indicate which Horseman's domain each council member was assigned to.

  3. 3Obtain War's Will

    Items

    To stop War from setting the Krosmoz ablaze, complete the quest series in its zone up to Journey to the End of Externam, which rewards War's Will.

    • War's Will iconWar's Willreceived
  4. 4Obtain Corruption's Will

    Items

    To foil Corruption's dark designs, complete the quest series in its zone up to Death and Renewal, which rewards Corruption's Will.

    • Corruption's Will iconCorruption's Willreceived
  5. 5Obtain Misery's Will

    Items

    To discover what Misery is hiding, complete the quest series in its zone up to Storm Warning, which rewards Misery's Will.

    • Misery's Will iconMisery's Willreceived
  6. 6Obtain Servitude's Will

    Items

    To thwart Servitude's plans, complete the quest series in its zone up to One Box to Rule Them All, which rewards Servitude's Will.

    • Servitude's Will iconServitude's Willreceived
  7. 7Show Maysial the four wills

    Items · Maysial

    Go to the right-hand room of the Eliotrope temple, reached through the portal to the right of the Sufokia zaap at . Tell Maysial that you have the wills of the four Horsemen. With Master Novowl, she has transcribed a page of the prophecies and hands it to you.

    • Transcription of Another Prophecy iconTranscription of Another Prophecyreceived
  8. 8Read the transcription

    Double-click the Transcription of Another Prophecy in your inventory to read it.

  9. 9Talk to Maysial again

    Dialogue · Maysial

    Maysial sent Novowl to look for the Twilight Booklet: according to Senga's prophecy, this book says where to learn the outcome of the Eliocalypse. She asks you to go help him.

  10. 10Ask Virgil for Novowl

    Dialogue · Virgil

    At the entrance of Lord Crow's maze, talk to Virgil. At the end of the dialogue, he tells you the room where Novowl is: it varies depending on your character.

    Dialogue

    1. “Say that you're looking for Archduke Novowl”

    If you forget the room, talk to Virgil again in any room of the dungeon and choose “Ask to be reminded where Novowl is.”

    Lord Crow's maze entrance, at [-15,-62] (The Crow's Domain)
    Lord Crow's maze entrance · [-15,-62]
  11. 11Join Master Novowl

    Movement

    Enter the dungeon and reach the indicated room: the Crowfox group leads to the right, the group with Drinkers goes down a room. Talk to Master Novowl, constantly disturbed by adventurers looking for a crow named Capssaloocke.

  12. 12Drive off the adventurers

    Combat

    A new group of adventurers arrives. Drive them off: a fight starts against 8 adventurers, doable in a group.

    Dialogue

    1. “Order the group of adventurers to clear out at once”

    Plan for a big team for this fight.

  13. 13Go back to see Master Novowl

    Dialogue · Master Novowl

    Novowl thanks you, but his research isn't getting anywhere: the booklet was written by Lord Crow himself, back when he was a Trépasseur, and he no longer remembers it.

  14. 14Have Folyo recite the booklet

    Dialogue · Folyo

    On the same map, talk to the goblin Folyo, then ask him to quote the Twilight Booklet. He has read it and recites the passage describing where to go.

    Dialogue

    1. “Ask him to recite an incipit”
  15. 15Inform Master Novowl

    Dialogue · Master Novowl

    Tell Novowl that the place is called the Petrified Hoarse Heath tower. He sends you there and warns Maysial so she can meet you.

    Dialogue

    1. “Accept”
  16. 16Meet Maysial at the Petrified Hoarse Heath tower

    Dialogue · Maysial

    Maysial senses ancient forces emanating from the place and asks you if you are ready to reveal the impossible.

    Dialogue

    1. “Take a deep breath and nod”
    Maysial, at [-10,-31] (Cania Massif)
    Maysial · [-10,-31]
  17. 17Share Maysial's vision

    Dialogue · Thanatena

    You are teleported to the heart of the mountain, facing the four Horsemen. Talk to Servitude, who summons someone in exchange for the blood of the Kanigs and the matriarch. Thanatena, queen of Externam, appears above the well: talk to Servitude again, who asks her to become the fifth Horseman, Death, then talk to Thanatena.

    Dialogue

    1. “Stay silent”
    2. “Close your eyes”
    Thanatena, at [-10,-30] (Cania Massif)
    Thanatena · [-10,-30]
  18. 18Check in with Maysial

    · Maysial

    Back outside the vision, Maysial tells you that the Horsemen want to start a war in Cania to win over Thanatena. She goes off to inform the Watchers and Xelor. The quest ends.

The fights

Group of adventurers

In Master Novowl's room, in Lord Crow's maze. 8 adventurers, fight doable in a group: bring plenty of people. Spells seen in the fight:

  • Flaming Attack

    400 Fire and steals 60 Intelligence for 3 turns. Up to 8 range.

  • Spout

    400 Air in a line of 3 cut and steals 60 Agility for 3 turns. In a line up to 2 range.

  • Stockade

    Becomes invulnerable in melee for 1 turn; gains 1 MP for each hit received at range.

  • Backlash

    400 Earth and steals 80 Strength for 3 turns. Diagonally up to 3 range.

  • Goliath Mask

    Psychopath State (infinite): +150 Power for 3 turns to itself and to allies in contact with it.

  • Furor

    Pulls itself 2 cells toward the target, hits for 600 Earth and gains 40 Damage (60 on a critical hit) for 2 turns. In a line up to 3 range.

  • Somersault

    Teleports to a cell on its diagonal, hits characters in contact for 500 Air and gains 60 Power (72 on a critical hit) for 2 turns. Diagonally at 1 range.

  • Ruemant

    Pulls itself 6 cells toward the target. In a line from 2 to 7 range.

  • Boomerang Knives

    300 Air in a half-circle of radius 2. In a line from 3 to 8 range.

  • Wiliness

    Places 4 illusions: only one is the real caster, the others vanish with each hit received.

  • Whack o' Fire

    500 Fire. From 3 to 6 range.

  • Flintlock

    300 Air. Diagonally up to 8 range.

  • Speculative Claw

    400 Earth in a line of 4 cut. In a line up to 5 range.

  • Repercussion

    Gains 7,425 Vitality for 2 turns.

  • Scraper Tongue

    400 Fire in a cross of size 1 and removes 5 range for 1 turn. Up to 4 range.

  • Absorbent Stroke

    500 Air as life steal. Range 6 to 8.

  • Powerful Projectile

    Gives 250 Power to its spells for 3 turns.

  • Harassing Stoke

    300 Air. Up to 12 range without line of sight.

  • Blade of Judgement

    450 Air and 350 Fire as life steal. Up to 5 range.

  • Tension

    400 Earth and 15% erosion for 2 turns. Up to 3 range.

  • Acrobatics

    Teleports and applies 115% of damage taken for 1 turn to characters in contact with the targeted cell. Up to 6 range.

  • Ghostly Spade

    300 Fire and reduces the duration of the target's effects by 1. From 4 to 9 range.

  • Kama Throw

    150 Water. Up to 12 range.

  • Rapacity

    +150 Power for 2 turns to everyone, allies and enemies alike.

  • Miner's Living Bag

    Summons a living bag that absorbs the damage of targeted allies.

  • Damaging Word

    250 Air. Up to 8 range.

  • Exciting Word

    +2 AP for 4 turns to an ally.

  • Restoring Word

    Heals an ally for about 500 HP.

  • Cellular Regeneration

    Heals the caster or an ally for 50% of their maximum HP.

The rewards

  • XP3,150,000 experience points
  • Kamas52,776 kamas

Related quests

The quest follows Warpaths and unlocks A Matter for Death; the game also requires it for The Wokening. It is part of the Future Fantastic achievement, which groups five quests, and on its own makes up the Fantastic Voyage achievement.

Previous quest

Warpaths

Level 200 quest · Eliocalypse

Start
Maysial

Next quest

The Wokening

Level 200 quest · Cania Plains

Start
Maysial
Fantastic Voyage achievement icon

Achievements · General

Fantastic Voyage

1 quest · level 200 · 30 achievement points

Complete the following achievements and finish a quest.

Achievement completed? What's next: 3 achievements

All achievements
Future Fantastic achievement icon

Achievements · Eliocalypse

Future Fantastic

Quest 2 of 5 · 10 achievement points

Complete the series of main quests involving the four Horsemen.

  1. WarpathsLvl. 200
  2. The Four WillsLvl. 200
  3. A Matter for DeathLvl. 200
  4. The War in Cania Won't HappenLvl. 200
  5. The WokeningLvl. 200

WarpathsNext quest: A Matter for Death

Where does the quest The Four Wills start?

With Martalo, at the Sanctuary of Last Hope at . You must have completed Warpaths.

How do I get the wills of the four Horsemen?

By completing each Horseman's quest series. Journey to the End of Externam, Death and Renewal, Storm Warning and One Box to Rule Them All each reward one will.

Where can I find Maysial?

In the right-hand room of the Eliotrope temple, at . It is reached through the portal to the right of the Sufokia zaap, at .

Where is Master Novowl in Lord Crow's maze?

In a room that varies depending on your character. Virgil tells you at the entrance, at , and reminds you of it in any room of the dungeon.

Is the fight against the adventurers done in a group?

Yes, and a big team is recommended: it pits 8 adventurers against you.

Which quest follows The Four Wills?

A Matter for Death. The game also requires The Four Wills to start The Wokening.

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The Four Wills

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