The Hunters Hunted
Hunters hunted 1.png
Quest Giver Agarth
Location Didenhill
Prerequisite Completion of Into the Light
Next Quest The Coming Storm
Reward Loot from the Hunter's Pit

Random ring

Faction No
Type Main

The Hunters Hunted is a quest available in Kingdoms of Amalur: Reckoning.

The Hunters Hunted is the third quest available as part of the main storyline.

Background[edit | edit source]

Agarth suggests the Fateless One that, since the Tuatha have a way of finding them wherever they may be, they may have developed a tracking system focused on them. He promises to investigate on the matter, and asks the Fateless One to meet with him in Didenhil, a village within Glendara.

Walkthrough[edit | edit source]

Enter the Three Lamps Inn at Didenhil and talk to Agarth. You will receive a random ring, and then Agarth will lead you to the Hunter's Pit.

Note that there are two ways of completing this mission, depending on your preferences and playstyle: the "direct" approach, where you will face the bulk of the Tuatha (Hunter's Pit - West); and the "subtle" approach, where the enemies are not as abundant, but several traps can be found along the way (Hunter's Pit - East). You will discuss with Agarth about this, and be given an opportunity to decide your approach. Whatever your choice, he will agree and go the other way.

Hunter's Pit - West (Main Gate)[edit | edit source]

If you chose to take the front gate, expect quite a few enemies. You will notice two Tuatha guards, who will turn around and run as soon as they spot you, expecting aid from their brethren. This first camp is littered with foes, so using Reckoning here is a useful choice. Loot the chest on the west end, then continue north. As you turn the corner, you will encounter three more Tuatha and two more treasures: one is a chest to your left, the other is a pile of rocks to the right (obtainable with Detect Hidden 2+). Continue along the path and, as you break the crates along the bridge, the door at the other end will open, revealing two more Tuatha Raiders. Once past this point, there is a small alley to the south; it conceals a Hidden Door, that is only accesible if your Detect Hidden is high enough to discover it (at least five skill points are needed). You can find three chests behind it (one of them will need to be disenchanted).

Further east you will find a lone Tuatha. Follow the left path, or jump down through the right (if you are interested and able to harvest Cripplespore Caps) into the next camp, where a large group will attack you - make sure you pay them back in kind. Break the crates to discover a chest, and move up the ramp to find more piles of rock, keeping in mind that you need Detect Hidden 2+ to do so. The path will then widen, and yet another group of Tuatha will show up, and once you are done, continue forward. You are now in the main room, where a Tuatha wizard is tampering with the Eyes of Tirnoch; deal with him, now with Agarth's help. After the battle, he will talk to you, commending you to break the device (just attack the small reddish crystal hovering in front of you). Gadflow will then be summoned, and a short scene occurs. After another conversation with him, Agarth suggests you take up the offer Alyn Shir had earlier (if you haven't completed her mission Old Friends, New Foes yet). Loot the chest nearby and search the other half of the Pit before leaving.

Hunter's Pit - East (Escape Route)[edit | edit source]

Instead of it being the enemy-infested passageways that you might expect in a Tuatha hideout, this "back door" access provides a stealthy, sneaky-assassin approach, with fewer, more scattered enemies. It does feature a large number of traps, that can be seen and even disarmed, depending on your Detect Hidden skill.

Upon entering, you will notice a single Tuatha Raider, begging for a stealthy takedown. Eliminate him and proceed forward, where a group of three enemies can be found sitting by a fire. As soon as you deal with them, you may notice two different paths: one to the east, filled with enemies (and a Blacksmithing Forge), one patrolling while the others are resting (making easy targets for assassinations); and another to the north, essentially a jump. Choosing this last one will present you with some unusual allies: Barghests, who, when freed, will engage nearby enemies automatically, and will not attack you under any circumstance. This provides you with a golden opportunity to sneak past the troubled Tuatha (maybe using the elevated wooden path in the Barghest room), engaging them while distracted, or a mixture of both (pickpocketing an enemy in the midst of combat causes some amusing reactions) without forgetting to loot the nearby chest.

Pressing forward, you will find more trapped Barghests, that can be useful yet again. Behind the closed gate to the north (average lock) you will find your objective: the Eyes of Tirnoch, surrounded by enemies. As you enter, Agarth will make an appearance across the room, calling the Tuatha's attention. Aid him, and once finished, smash the red crystal in front of the Eyes, shattering them. For the first time, an image of Gadflow will appear and threaten you. Then, a conversation with Agarth ensues, urging you to meet with Alyn Shir. Before exiting, remember to scour the other half of the dungeon for loot.

Loot[edit | edit source]

  • Various random loot found inside Hunter's Pit dungeon and on the bodies of the slain Tuatha
  • There are 4 traps (disarmable with Detect Hidden 4+) and a hidden door (openable with Detect Hidden 5+) with 3 chests in the hidden room
  • Quest completion : Level-dependant XP (about 4500 at level 20), but no Gold

Notes[edit | edit source]

Sometimes, when you start talking to Agarth in the Three Lamps Inn, a GAME BREAKING bug can occur preventing him from starting quest dialog. There is NO solution to fix this quest and you must revert to a previous save or restart the game.

Another bug that can occur with this quest is that Agarth may not show up at the Three Lamps Inn. If he doesn't appear at that location, try going back to the Theatre of Fate (where you uncovered the Codex of Fate); Agarth may still be wandering there. Speak to him and the quest dialogue should still initiate as if he were at the Inn. Now go back to Didenhil, enter the Inn (Agarth won't be inside), but when you exit, you should find Agarth outside, at which point you can follow him as he makes a beeline for the Hunter's Pit.

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