Description

Storyteller

The taleswapper has no startup hints

Story: 


Story 178 The Witches Told By Zord
~~~~~~~~~~~~~~~ It was the best of times, it was the... No wait.. that's ~~~~~~~~~~~~~~~
~~~~~~~~~~~~ not it. Lemme think.. Aaah yes. It's the tale of two witches ~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ you wish to hear. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~ In a land of darkness and a sea of blue there lived twin sisters ~~~~~~~~~~~
~~~~~~~~~~~~~~ as different as me and you. One was fair and pure and just. ~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~ The other, dark and vile whom none could trust. ~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~ Each held a piece of the other that neither could gain. ~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~ Their powers thus muted, the balance maintained. ~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~ If one were discovered the other could be found. For their ~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~ fates are tied to a star quite round. ~~~~~~~~~~~~~~~~~~~~~~~~~
_________________________________________________________________________________________
Mission Control Mission Control

Walkthrough


Notes

Not sure if this is related to this quest, but feels like it:

  1. Get a nut (e.g. from Mean Old Man south of xroads) 

    can also do 'shake tree' outside west gate of the city

  2. Sail to Isle of Yath
  3. Find Rober at night in the city and attack him, read his note
  4. Go to his hut, and rap the door
  5. Kill Rober and his flying monkeys inside his hut (again, he spawns only at night)
  6. Read the note to learn how to climb fences 

    Only one can read the note pr spawn. If you have additional tanis, it make sense to have one of them do it

  7. Got to the forest north of the city, enter glade, nw, climb fence, enter tower, tower

  • Go north
  • give nut to parrot
  • go south
  • 'sign book', this will teleport you one up (to leave, you can go west, and 'enter pentagram'
  • cast knock at north, then north
  • here you find Genevive
    • Genevive says loudly: are you here t take on my qyuest?                      
      I hayve called upon a noble lord to deliver my sister's head but he failed to return. 
      If you want the job then accept my chaylleengee.
  • 'accept challenge' and get teleported again
  • then 'read book'
In the early days we were just two happy children.  Our mother taught us about nature and how to
read the signs of the forest.  We learned many things from the creatures in our little glade. Once, 
the great Ent taught me how he balanced the great stress upon his soul.  He taught me how to commune 
with the spirits of nature and how that restores one's spirit and the power that nature gives a 
being. 

Esmerelda, on the other hand befriended a local troll and who can say what secrets he passed on to
her.  I know that the two of them have been conducting experiments on regeneration in that glen.  
They are killing creatures in order to test their regeneration theories.  If I could get into that 
glen I would stop them. 

I have heard more of Esmerelda's location.  Her troll has been seen coming and going from the forest
north of Kreltin.  I will need to hire some mercenaries to check more closely.  I should warn them 
not to enter there without a locksmith.  That troll is very adept at creating locks. 
  • In this room you can do "enter wall" to exit, there is also a locked door to the east. This leads to some cells. I havent found anything here.
  • go west and 'enter pentagram' to exit the tower

Now go to darkwood

From Western Entrance:

n,n,w,nw,ne,w,nw,sw,w,w,w,w,n,nw

' enter brambles, pathway'

Note that this is timed from "accept challenge"


ne,n

You now arrive at a "circle" (or maybe it is more of a pentagram?)

At 5 locations along the "circle" there is an "Obsidian Dias" Here you can do "stairs" to enter the dias (stairs to exit also)

On the dias, you can do "trace lines"

Here i ran around the circle, went "stairs" on each Dias, then "trace lines".

I am not sure if it should be done in a certain order. I have done it as follows:

  • 2,3,4,5,1,2 → pond
  • 5,2,4,1,3,5 → pond

I want to try 1,3,5,2,4,1

→ This gave same result (pond)

I want to try 1,4,3,5,3,1


look stone
at 1
        Beneath your feet is the strangest are cut through the stone.  There seems to be a razor
sharp line etched within the obsidian that you mentally trace with your eyes  Perhaps this exists 
for a reason.  The dark nature of this dias remains a mysytery to the uninitiated.

at 2
        Beneath your feet is the strangest of stone altars. Outlines of an odd five pointed design
are cut through the stone.  There seems to be a razor sharp line etched within the obsidian that you 
mentally trace with your eyes  Perhaps this exists for a reason.  The dark nature of this dias 
remains a mysytery to the uninitiated.  

at 3
        Beneath your feet is the strangest of stone altars. Outlines of an odd five pointed design
are cut through the stone.  There seems to be a razor sharp line etched within the obsidian that you 
mentally trace with your eyes  Perhaps this exists for a reason.  The dark nature of this dias 
remains a mysytery to the uninitiated.

at 4
        Beneath your feet is the strangest of stone altars. Outlines of an odd five pointed design
are cut through the stone.  There seems to be a razor sharp line etched within the obsidian that you 
mentally trace with your eyes  Perhaps this exists for a reason.  The dark nature of this dias 
remains a mysytery to the uninitiated.

at 5
        Beneath your feet is the strangest of stone altars. Outlines of an odd five pointed design
are cut through the stone.  There seems to be a razor sharp line etched within the obsidian that you 
mentally trace with your eyes  Perhaps this exists for a reason.  The dark nature of this dias 
remains a mysytery to the uninitiated.

#1 is different from the others,
they do not change after "doing one"


When i had gone around the circle and did it once more, then suddenly i came to a new area.

This is an Acid Pond, you should have water breathing and Acid resistance as you move through this pond.

In the first room, there is a Frog

  1. kiss frog, and it turns into a paladin
  2. hug paladin, and it gives you a note
  3. reading the note tells you to 'chant Slyth'
> l frog
Frog

This large green amphibian sits quietly on a lilly pad in the pond.  Occasionally his tongue darts
out to snag a passing insect.  As you look closely at the small creature's actions you notice 
something quite odd about his feet and his eyes. 

He is in excellent condition.
> kiss frog
As you plant a big one on the slimy frog he begins to shake and change.. and grow!  As the shaking
finally subsides the creature that was once a large frog is no longer.  Now before you stands a 
handsome young man.  He thanks you and bows humbly.

Tarekbends down and plants a kiss on the lips of a frog.
 The Frog suddenly begins to change and to grow into a handsome young man. 

> 
Paladin says in high common: Your kindness shall not go unrewarded
Paladin says in high common: You have freed me from a prison more vile thanyou can imagine
Paladin bows humbly.
Paladin says in high common: For a simple hug and human contact I shall impart important information
                             to help on your quest.
Paladin says in high common: I could use a hug.
> 

You feel calmer.
hug paladin
The paladin thanks you for the hug and silently hands you a letter that was hidden in his tunic.  He
tells you these are his notes on this tower and the pond.  He bids you take great care and then he 
departs.

Tarek gives the paladin a hug and the young man hands him an old and tattered letter.  The paladin
bows and departs hastily. 


The letter reads:

This vile pond contains acid that has destroyed mine armour and weapons.  Soon she shall come for
me, but I will be  protected by Raisa and my spells.

   Today she came for me.  She was more beautiful than I ever imagined.  I fear I have fallen in
love with her for her kiss burns on mine lips still.  As she left me this night I heard her chant 
the word Slyth and watched the stinking waters open before her.  Soon I will follow her into that 
tower.  As soon as I regain some of my lost strength.


At the far north is a tower

  1. chant slyth, then tower
  2. stairs
  3. cast knock at east
  4. east (you get attacked by 4 flying monkeys)
  5. look vegetation
  6. climb vine, you enter a room with Esmerelda, and a troll, also flying monkeys arrive
  7. kill Esmerelda
  8. then go balcony, and climb vine to get back out


Now go back to Isle of Yath, then back to the tower and Genevive, quest gets solved when you arrive in her room

You an now optionally kill Genevive to solve Quest 332 - The Good Witches Secret and get the Ring of Regeneration


We are close! Very close!  Soon I will have the secret to regeneration in humans just as the trolls
do.  

   Slyth, my love has provided me with many fine test subjects from his tribe.  A shame that so many
of them had to die, but they were useful subjects. 

  Slyth tells me that my sister has been quite active in her efforts to find me.  I will have to
take care that she not find this place.  I know she wants the secret for her own, but she shall not 
have it!  That ancient crone deserves to die a horrible death.  We have found her lair west of 
Oceania on an isle.  Soon I shall send my simian army against her! 

  Today a break through!  One of Genevive's thralls came too close and we have him in the dungeon. 
I will find her location through this imbecile. 

  Slyth says there are mercenaries in the forest outside the glen.  They must be dealt with. 

  An ignorant Paladin thought to assail my tower.  Now he is a toad. I just love curses. 


l esmerelda
This tall lithe female is striking in both stature and beauty.  She stands over six feet tall, has
long coal black hair with flecks of grey throughout.  Her robe is a steely grey, much like her eyes. 

She is in excellent condition.
Wielding : a broom.
Wearing  : a chainmail.
Carrying : Watchful Eye of Ducky.
Her purse is tinkling with coins.


Notes

  • Around the circle, there is a cat. It looks alot like the angry cat on Isle of Yath, This is actually a shapeshifted troll. Maybe we can do something with this?



Back to Quests


ID

92

Created by

Zord

Domain

Hoerk

Tier

Exceptional

Quest Level

45

Quest Points

182

Fighting Level

45

Experience Points

245700

Complexity Level

70

Platinum coins

728

Suited for

Party

Related to
Taleswapper

178

 RewardsUpgrade to meditate
Walkthrough

Yes

7 Comments

  1. start quite round:

    • the sun? (day/night)

    There are evidence of witches just outside Daggerford (Cauldron), and on Vethys (island north of OC) (neither of these are in Hoerk though)

    • These two areas
      • the Cauldron is in a pitch black room (land of darkness?)
      • Vethys is in the blue sea

    Since related to meditate quests, i assome two factions, go get the quest at one, kill the other one, then return?


    Possibly related to Quest 332 - The Good Witches Secret

  2. What colors is the rothesea? Land of darkness and blue sea could be there

  3. This is meditate upgrade for faster meditation and is found on Vethys. There is a witch, think esmerelda. 

    1. I'll have to go back to Isle of Yath and Vethys to look for Esmeralda then (smile). I don't think i have ever noticed her. I do remember that i seemed completely unable to enter the castle in the forest north of Vethys.

  4. Anonymous

    Been a very long time since I wrote this, so please forgive any misinformation.


    The castle entry is via vines growing on the side.  Probably "climb vines" or "vine".

    Eliminate the protectors.  Flying monkeys and then the Witch for your flag.

    1. Ah, this is for the tower in Darkwood, not the one on Isle of Yath.

      Ive managed to get to the tower base, and i can see the vines, but cannot reach them.

      Havent been able to figure out the syntax, but one can:

      > l vegetation
      Ivy vines, and thick sturdy creepers grow up the tower walls. Some of these vines have been here a
      very long time and have grown quite thick. There is some sort of dark shape behind the leaves. 

      > l shape
      Moving the vines and leaves aside you do indeed find a door.  It is dark and thick as well as
      sturdy.  You can almost feel the magic as it hums throughout the structure.  It won't budge no 
      matter the effort you expend. Must require a password to gain entry. 

      > l vine
      Ivy vines as thick as an elf's arm climb the walls of the tower to what appears to be an opening
      above. They seem almost sturdy enough to climb.  Too bad those big ones are growing too far above 
      your head to reach. 
  5. try 'chant sloth'