The Frore Quest

In-game Quest Guides: Obi-Wan

Minimum requirement - LEVEL 20

Introduction:

  This was the first major quest introduced into the game Asheron's Call.  The original quest was well conceived and executed by the staff at Turbine games.  The adventurers who wished to accomplish the quest had to follow in the footsteps of Sir Joffrey Tremblant and his ill-fated party.  Clues as to the whereabouts of Sir Joffrey Tremblant and his party were available from town criers and various other personas within the game Asheron's Call.

Step 0: Preparation

  1. Fire-sword (for dispatching the undead)

  2. Cold Protection - Frore will cause constant cold damage to you

Step 1: The Standing Stones

 The first part of this quest involves collecting and combining 3 rune scrolls.  These scrolls may be found within standing stones at the following locations:

  • Bandit Castle - 66.1N 51.4E

  • Neydisa Castle - 69.2N 15.3E

  • Stonehold - 72.0N 22.0W

  The standing stone in the first location (Bandit Castle) is locked and will require a lich seal to unlock it.  The information on how to unlock the standing stone is contained within the note that rests on the ground at the base of the standing stone.  Lich seals are a random drop from Lich Lords, Revenants, and Dark Revenants.

  To combine the 3 rune scrolls, you must double click on one scroll to 'use' it and then click on the second scroll in the series.  Once you have combined all three scrolls take the finished product to the translator in Zaikhal.  The translator in Zaikhal will return to you a set of portal coordinates and request that you take them to his friend at Plateau Village.

Part 2: Plateau Village

To get to Plateau Village, you may run either NW along the mountain ridges from Zaikhal, or pretty much straight west from Glenden Woods.  Once there, run around the base of the butte until you find either the slope that allows you access to the top of the plateau, or the portal that will take you directly into town.

If you take the portal into town, you are deposited right next to the Zaikhal translator's friend.  Hand the lady your translated parchment.  She will hand you back a key that will allow you to access the chest in the next to last room within the dungeon.  After she hands you the key, she will turn around and open a portal that will take you to the entrance portal to the first portion of the quest.

NOTE: Previously, any parties attempting to enter Frore had to make sure that there was no one standing where the portal would appear or it would not summon correctly.  Turbine has stated that this bug was fixed, but it is still a good idea to ensure that all people are behind the lady when she goes to summon the portal.

The portal which is summoned will take you to the top of a mountain where exists the entrance portal to the antechambers of the Lost City of Frore.  There are several ice golems that spawn at the exit of the portal which the lady summons.  But any party capable of entering the Lost City of Frore should easily dispatch these.

Part 3: Antechambers of the Lost City of Frore

  Welcome to the first portion of the Lost City of Frore.  In this section, you will begin to notice the icy winds that are prevalent throughout the Lost City.  These winds will cause cold damage at a consistent rate, so be sure to bring some cold protection clothing or jewelry and watch your health.  First off, take a look at this map, and then we will give you the walk-thru.

  In the opening room there is a small shrine.  Exit this room into the passage and you come to the first major challenge of the quest.  At the end of the passage is a door that leads to a rather large drop.  Those with low hit points or poor jumping skills beware.  The damage from the fall can range from 30 to about 50 hit points depending on your jumping skill and protections.

  Once the party is gathered at the bottom of the shaft, the real challenge of this stage of the quest begins.  The tunnels you see before you are actually a fairly confusing maze with tunnels reconnecting at odd angles.  It is quite east to get turned around and lost in this section for a goodly period of time.  The only monsters you will face in the maze portion of this section are the Gelidite Initiates (lvl 9).  The Initiate's attacks are weak and consistent with the general zombie look that they have.

  To get through the maze, the party should follow the Right-Hand-Rule.  In the right hand rule the guide will place his right hand in contact with the wall and keep on following it.  While doing this, you will come upon two circular rooms.  In the first room just keep on following the wall around and continue on through the corridor.  In the second circular room you come to, there will be skulls and other bones littered about on the floor.  At this point, you must leave the room, go to the base of the ramp and look to your left.  There will be a ramp leading up on your right.  Take this ramp and you will enter a series of chambers containing a pair of standing stones along with some Gelidite Acolytes (lvl 2?).  As you pass through the center of each room, you will hear a faint clicking sound.  The center of each room is a pressure plate that opens a door lower down in the dungeon.  There are three of these rooms that you will go through before the scenery changes.

  Proceed ever downwards at this point through the three rooms containing standing stones and the cave textures will be replaced by what appears to be brickwork.  There are two rooms like this and the second one contains a door that must be picked.

 NOTE: Be sure to include a person with either a fairly good lockpick skill or have an item mage weaken the lock for him.

In the second of the brick rooms, just before the locked door you will encounter your first Gelidite Lord (lvl 46??).  This room contains at least a couple of initiates, an acolyte, and a lord.  Once you kill the creatures in this room, unlock the door and you will be presented with the first of the two door puzzles within the Lost City of Frore.

Behind the locked door, are a series of locked grates and one way portals.  The party should stay at the locked grate and select one person to go through the portals (this should be the fastest person).  The first portal will take the runner to the first of the rooms with the standing stones and trip the pressure plate which opens the grate for the rest of the party.  The runner will be facing the downward ramp, and may immediately begin running back to the rest of the party.  Meanwhile, the rest of the party should advance through the now open gate.  There is a switch on the wall that will open this gate once you are through, in the case that the runner does not make it back before the gate closes.  This process is then repeated for the second and third locked gates.

NOTE: When the runner portals to the third room to trip the pressure plate switch, unlike in the other two rooms, he WILL NOT be facing the correct way.  Turn to your right to continue back to the rest of your party.

Once you are through all three of the locked grates, you will be in the final room containing the portal that will lead you into the city proper.

 

Part 4: The Lost City of Frore

Welcome to the lost city of Frore.  Please refer to this map for the visuals of the below walk-thru:

After downloading, you will see that you are in a large room with two small buildings.  The one to your right contains a portal that takes you outside the dungeon for those that do NOT want to go on t finish the quest.  There is also an ice golem in the room with the portal.  However, you can generally destroy him through the door if you really want to leave at this point.

Directly ahead of you is another locked grate.  Once more your lockpicker will earn his keep to get you on into the final stage of the quest.  Once through the grate go up the ramp and you will be at a large bowl-like structure with a ramp leading down in the center of the bowl.  Jump on into the bowl, and take the ramp leading down.  You are now in what looks to be the sewers of the city of Frore.  In this section, once more you will follow the right hand rule to get into the city proper.

Emerging from the sewers, you will see before you a grand city.  Gelidite Initiates, Acolytes, a couple of Lords, and ice golems populate this city.  This section contains the second of the lever/switch puzzles within the city.  Battle your way along following the raised pathways till you come to a door.  Send your runner back to ascend the raised pathway.  At the end of the pathway is a lever that will open the door for the rest of your party.  The runner will just need to jump off the raised pathway to rejoin his party.

From here, you enter a second section of the city.  At the rear left of this section is a set of regular double doors.  Go through these doors and you the pathway to the final chest is now open to you.  The chest room will contain the chest highlighted by a beam of light from the ceiling shining upon the chest.  There are several Gelidite Lords in here as well as a couple more ice golems.  Once these have been disposed of, you are free to use your key (given to you by the lady who opened the portal) to unlock the chest of Frore.

For those with a little adventure in their souls, the double doors at the end of the chest room lead to the room formerly populated by the Great Work of Frore.  This room is also great for summoning a portal back to your home.  It used to have some fragments in it, but I have recently received reports that this is no longer the case.

Congratulations, you have recovered the treasure of Frore.

Treasure of Frore

Hammer of FroreGelidite RobeIce Heaume of Frore
Value150013502100
Burden8006751100
Abilities
  • 8-16 Cold Damage
  • Speed: 65
  • Armor Level - 0
  • Covers - All but Hands
  • Spells - Flame Bane III, Frost Lure II
  • Spellcraft: 150
  • Mana: 360
  • Uses: 1pt. per 10 Sec.
  • Difficulty: 50
  • Armor Level: 160
  • Covers: Head
  • Spells: None
  • Special Abilities: Unparalleled Fire and Frost Protection

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