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Merlin’s Research

It’s been a little while since Jafar appeared in person and then barricaded himself inside the Eternity Isle Temple, leaving behind the information that he was looking for The Spark of Imagination. Merlin has been doing a lot of research and has finally come up with some information which points to the Sunken Ruins in Ancient’s Landing. It’s time to embark on the next phase of your mission to save Eternity Isle. Join us as we begin A Rift in Time Act II – A Spark of Imagination.

Recap

At the close of Act I of A Rift in Time, you rescued Jafar, who was trapped in the Eternity Isle Temple. Unfortunately, Jafar immediately turned against you, demanding and almost taking the Royal Hourglass from you.

Your Eternity Isle friends came to the rescue and Jafar retreated back inside the Temple, barring the door behind him. Nevertheless, before he left, you found out that what he is really after is a treasure that lies deep beneath Eternity Isle known as The Spark of Imagination. A treasure so powerful that, once obtained, it could bend all of reality to the holders’ whim.

Since that fateful day, Merlin has been doing what Merlin does best – researching.

As we rejoin the adventure, Merlin is waiting for you in his Library. As always, his research has been a success. He’s found something important!!

Quest Task: Merlin is deep in his research. Wait a bit before talking to him.

Quest Task: Meet with Merlin in his Library.

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The Sunken Ruins

Merlin has traced The Spark of Imagination to an Ancient Temple, which now stands as sunken ruins in the waters of Ancient’s Landings.

But hope is not lost.

Merlin has also found that there are tiny Flickers of the Spark of Imagination scattered around Dreamlight Valley, the Realms and Eternity Isle. Combining the Flickers with the power of the Royal Hourglass will surely allow you to turn back time and raise the Ancient Temple from the sunken ruins.

Quest Task: Talk to Merlin.

Quest Task: Find Flickers using your Hourglass:

  • In the Moana, Ratatouille or WALL-E Realms – 3
  • In Dreamlight Valley where Villagers first arrive from Realms – 4
  • On Eternity Isle, in a similar place – 4

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Finding the Flickers

You have the Flicker Merlin found during his research. Now you just need to find the rest of them.

Head to the Plaza in Dreamlight Valley and use your Royal Hourglass to find the Flickers hidden there.

Your next destination is Dream Castle. You can choose any one of the main floor doors, which lead to the Moana, WALL-E and Ratatouille Realms. The nice thing is that you only need to go to one of the Realms to find all of the Realm Flickers, so the choice of which one you enter is entirely up to you!

Head to The Docks on Eternity Isle to find the last group of Flickers. Your Royal Hourglass is coming in very handy indeed.

Quest Task: Make sure you have the Flickers in your Inventory.

  • Flicker – 1
  • Dreamlight Flicker – 4
  • Eternity Flicker – 4
  • Realm Flicker – 3

Flicker

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Dreamlight Flicker

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Eternity Flicker

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Realm Flicker

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The Ancient Ruins

Give Merlin all the Flickers that you collected and head to The Docks in Ancient’s Landing. It’s time to raise the sunken ruins!

Quest Task: Bring all the Flickers to Merlin.

Quest Task: Return to Eternity Isle with Merlin.

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Raise the Sunken Ruins

Join Merlin on the water’s edge, close to EVE’s House. You can see the entrance to the sunken ruins submerged in the water.

It’s Magic Time! Combine the Flickers from the Spark of Imagination with Merlin’s magic and the power of your Royal Hourglass.

Before your eyes, the Sunken Ruins rises out of the water and the bridge leading to it is repaired. The Entrance to the Ancient Ruins is accessible. Good deal!

A new adventure awaits!!

Quest Task: Follow Merlin to the Ancient Ruins.

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Inside The Ancient Ruins

Not surprising, the Ancient Ruins is a large place. Splinters of Fate are everywhere and there is a lot of rubble lying around, but at this point your Royals tools are not able to do much about them.

Head over to talk to Merlin. Together you can figure out what to do next.

Quest Task: Enter the Ancient Ruins.

Quest Task: Talk to Merlin in the Ancient Ruins.

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Investigate the Chambers

There appear to be three chambers leading off of the main room of the Ancient Ruins. Each of the chambers appears to be connected, via some ancient technology embedded in the floor, to a trap door in the middle of the main room.

Merlin is confident that The Spark of Imagination is beneath the trap door.

Check out each of the Chambers and take a few pictures. The chambers must hold the secret to opening the trap door.

Quest Task: Take a picture of each chamber in the Ancient Ruins.

  • A mysterious pedestal in the West Chamber
  • An ancient computer terminal in the North Chamber
  • A set of musical notes in the East Chamber

Trap Door

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Musical Notes

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Computer Terminal

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Mysterious Pedestal

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The Chamber Puzzles

Merlin believes that each of the chambers represents a value that the Ancient Civilization held dear.

To reach The Spark of Imagination, you will need a representative for each of the values. This is going to be a team effort and you have just the friends to help you out!

Quest Task: Return to Merlin with the pictures.

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The Adventure Continues

Previous Quest

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Next Quest

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The adventure continues in Merlin’s Quest: A Bit of Help from Your Friends.

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About the Author: IzziBGran

IzziBGran started gaming in her mid-twenties, and it quickly became one of her favorite pastimes. Currently her favorite games include Disney Dreamlight Valley, Dragon Quest Builders II, and Zelda Tears of the Kingdom but she dabbles in other RPGs regularly. When she retired, she became a curator for GamifiedLife to add some additional excitement to her gaming life.

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