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The North Horn Beckons

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The North Horn Beckons

Quest giver
Ketenramm
Location
North Horn (X:38.9, Y:38.7)
Quest line
Records of Unusual Endeavors Quests
┗ The Occult Crescent Quests
Level
100
Requirements
Any Disciple of War or Magic (excluding limited jobs)
Experience
Experience 0
Gil
Gil 737
Previous quest
Occult Reunion
Next quest
A Confluence Conundrum
Patch
7.55
Links
GT TC

Ketenramm has much to discuss with you.

— In-game description

Steps

  • Speak with the Archive.

Journal

  • Ketenramm has much to discuss with you.

Dialogue

In the Phantom Village

Optional dialogue
Speak with Jeffroy when yer ready to make for the North Horn. We can talk more when we get to the base camp.
I see that my initial assessment of “unfamiliar” still stands. What in the world is that irksome little rascal thinking?
You were guided to this isle...

Entering the North Horn

Optional dialogue
Hemmed in by imposing peaks on all sides... This region appears to be isolated from the rest of the island.
What will you see in these strange lands?

Accepting the quest

Start of cutscene.
Our goals here are twofold: uncover the truth of the Occult Crescent and ensure the crew makes it home in one piece.
Now, I reckon findin' the isle's architect is key to achievin' both. Given that he's probably holed up in the Tower of Magic, findin' a way in should be our first order of business.
Accordin' to our scouts, the fiends in this part of the island are a damn sight tougher than the beasties we've encountered so far. If ye find yerself strugglin', ye'd best head back to the South Horn for a spot of trainin'.
I should also mention that the surveyors have turned up some interestin' new trinkets. Speak with the crew if that tickles yer fancy.
Oh, and don't forget to attune with the camp's aetheryte while yer here.
My friend, I wish to have a quick word with you. Let me know once you've completed your preparations.
End of cutscene.
Optional dialogue
Ye'd best get prepared. There's no tellin' what's waitin' for us outside the camp.
This aetheryte won't provide passage to the South Horn...
Start of cutscene.
I was hoping we could discuss the soul shards—you know, those crystalline records of martial methods conceived by the twelve city-states of eld.
As you no doubt recall, I posited they would only function upon the isle itself. Was my hypothesis correct?
Part of me had wondered whether you in particular might be able to wield the shards' power beyond the ward. Evidently not...
In truth, I've also been pondering the reason you were summoned here in the first place.
If the voice you heard belongs to the island's architect, then seeking him out in the Tower of Magic ought to provide answers on that front too.
In other words, the time has come to venture forth once more!
End of cutscene.