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Description

Storyteller

The taleswapper has no startup hints

Story: 

Walkthrough


Warning

This is a highly enjoyable quest, and it gives good advice as you progress through it. You might therefore consider not reading the walkthrough until you have made an attempt.

  • It is recommended to only do it with one char first.
  • Also, be aware that after you start it, you cannot leave. (though you can log out)
  • Expect to spend more than 1 hour pr character


Info

While there is enough information here to do the quest, it is not fully complete, as there are more quests in the area that have not yet been solved

Still unsolved include:


Table of Contents


I suggest reading through the entire guide before attempting it.

It is also highly recommended to do initial exploration with a single character. And possibly do the quests one character at a time. This is because your characters will get randomly teleported every 5 minutes until you have finished the quest.

  1. Starts in Svirfneblin city, all south, with the Elder, do "listen tale"

Image Removed

Quotes

The Elder says:  I am glad you have time for an old man.  Not many do anymore.  Please be patient
with me, as I must catch my breath often.  I am not what I used to be.

The Elder says:  Long, long ago.. our city was much larger.  In fact we are nothing more then a
glimmer of our former selves.  We have weathered many attacks from the Drow and Duergar, but this is 
not what my tale is about.

The Elder says:  There was once a young Svirfneblin by the name of Murkor, and it is he who this
tale is about.  Legend has it, he was the brightest and most clever of us all, but tainted by evils 
of the lower depths.

The Elder says:  He was suppose to be our savior, but he was our greatest downfall.  His tale is a
tale of false hopes, greed and desire.  The details of it all are foggy, and lost in the ages of 
time.

The Elder says:  It is said he was a master tinkerer and craftsman.  He along with his inferiors set
off toward the great void.  They were to construct a new home for us, far beyond the reach of our 
enemies into the unknown.

The Elder says:  Murkor occasionally returned to us, taking more and more of our supplies and more
and more of our people.  Each time he came, he seemed darker... colder... more powerful... and then 
one day the visits just stopped.

The Elder says:  I was just a child at the time and was not taken by him.  The others were not
around then, so they do not believe me or listen to my requests to venture down.  I cannot blame 
them, we have little resources left to waste any on such a mission of discovery that happened so 
long ago.

The Elder says:  I do not tell this to many, but you have been so kind to hear an old man ramble. 
My father was taken by Murkor and I know in my heart that he would not have abandoned me.  I know he 
is long deceased by now, but before he left he told me the route they were taking.

The Elder says:  If you were interested enough to [accept the mission] I would share this knowledge
with you.  I do not require you to return to me, and would prefer to not know what has befallen my 
father and the rest of our people.  Ignorance is bliss and an old man may not be able to handle the 
truth.  One last thing, and I do warn you.  He has three main servants he created that I saw.  The 
Marut, Zelekhut and Kolyarut.  They are the Inevitables, and you would be wise to run from them if 
you cross them.

2. accept the mission

The Elder says:  You have made an old man happy.  I only wish I were a little younger and I could go
with you.  My father once told me that if I were to stand on a catwalk overlooking the void, I could 
[survey the area] to find a path down it.  I hope this information serves you well in your 
adventure.

3. Go to the lowerdark, and do "survey the area" (this is in the northern part of the map)

Image Removed

You survey the area and notice that just to the north, near the opening of the cave, there is a
small path you could climb down.  It seems to go down quite far into the darkness below.

4. then 2x north

5. then "climb path"

6. north

7. 'turn crank' to get a mission update.

8. If you are ready, then 'pull lever'. Note that you will not be able to exit until you have finished the quest.

9. You get to one of 6 maps (see below), there is an additional seventh map that you can get after finding the Goggles. Each area has a number inscribed in one of the rooms, I use this room to identify the area. Note that there are two areas with the number 2, and two areas with the number 8.

Inside the Maze

Effects

There are muliple effects impacting you while inside here. Getting the various equipments from the different subquests will prevent these effects from affecting you.


Clockwork trivia:

The clockwork area took quite a while to code, not only for the scope but difficulty in creation. It remains dormant until a player enters the area and essentially wakes it up. The teleportation aspect is actually clockwork searching for any payable character within the zone, after it's awakened, and then moves them to a random map.

It was coded this way to eventually to have a spin off omiq where Murkor returns. It can, scary as it is, search for players/immorts across the entire mud and suck everyone inside. Ramp up all the effects, stun duration, anti magic, etc... and have him move around each map with the inevitables. That body count...

There is a control room only an immort can get to. It is the brain of clockwork. Titan and Sibalgo both had to help me tune it because it pulled more power than the rest of the game combined with all of the call_outs it uses.

Meditation to stop teleportation was an oversight. Thought it was clever so I didn't fix it.

On release, the effects were about x2-3 as strong and were nerfed.

Legend


  1. Starts in Svirfneblin city, all south, with the Elder, do "listen tale"

Image Added


Quotes

The Elder says:  I am glad you have time for an old man.  Not many do anymore.  Please be patient
with me, as I must catch my breath often.  I am not what I used to be.

The Elder says:  Long, long ago.. our city was much larger.  In fact we are nothing more then a
glimmer of our former selves.  We have weathered many attacks from the Drow and Duergar, but this is 
not what my tale is about.

The Elder says:  There was once a young Svirfneblin by the name of Murkor, and it is he who this
tale is about.  Legend has it, he was the brightest and most clever of us all, but tainted by evils 
of the lower depths.

The Elder says:  He was suppose to be our savior, but he was our greatest downfall.  His tale is a
tale of false hopes, greed and desire.  The details of it all are foggy, and lost in the ages of 
time.

The Elder says:  It is said he was a master tinkerer and craftsman.  He along with his inferiors set
off toward the great void.  They were to construct a new home for us, far beyond the reach of our 
enemies into the unknown.

The Elder says:  Murkor occasionally returned to us, taking more and more of our supplies and more
and more of our people.  Each time he came, he seemed darker... colder... more powerful... and then 
one day the visits just stopped.

The Elder says:  I was just a child at the time and was not taken by him.  The others were not
around then, so they do not believe me or listen to my requests to venture down.  I cannot blame 
them, we have little resources left to waste any on such a mission of discovery that happened so 
long ago.

The Elder says:  I do not tell this to many, but you have been so kind to hear an old man ramble. 
My father was taken by Murkor and I know in my heart that he would not have abandoned me.  I know he 
is long deceased by now, but before he left he told me the route they were taking.

The Elder says:  If you were interested enough to [accept the mission] I would share this knowledge
with you.  I do not require you to return to me, and would prefer to not know what has befallen my 
father and the rest of our people.  Ignorance is bliss and an old man may not be able to handle the 
truth.  One last thing, and I do warn you.  He has three main servants he created that I saw.  The 
Marut, Zelekhut and Kolyarut.  They are the Inevitables, and you would be wise to run from them if 
you cross them.

2. accept the mission

The Elder says:  You have made an old man happy.  I only wish I were a little younger and I could go
with you.  My father once told me that if I were to stand on a catwalk overlooking the void, I could 
[survey the area] to find a path down it.  I hope this information serves you well in your 
adventure.

3. Go to the lowerdark, and do "survey the area" (this is in the northern part of the map)

Image Added

You survey the area and notice that just to the north, near the opening of the cave, there is a
small path you could climb down.  It seems to go down quite far into the darkness below.

4. then 2x north

5. then "climb path"

6. north

7. 'turn crank' to get a mission update.

8. If you are ready, then 'pull lever'. Note that you will not be able to exit until you have finished the quest.

9. You get to one of 6 maps (see below), there is an additional seventh map that you can get after finding the Goggles. Each area has a number inscribed in one of the rooms, I use this room to identify the area. Note that there are two areas with the number 2, and two areas with the number 8.


Inside the Maze


Effects

There are muliple effects impacting you while inside here. Getting the various equipments from the different subquests will prevent these effects from affecting you.

  • You can get stunned
  • You can get slowed (heavy gravity)
  • You will get teleported to a random map every 5 minutes.
    • Initially this is the only way to move between areas
    • Each area has multiple "initial rooms", marked with "i" on the maps below
    • Teleportation is "warned with a **GONG** **GONG** **GONG** message
    • Teleportation can be avoided w
  • You will get electrocuted for a small amount of damage every so often
  • You will get
  • You can get stunned
  • You can get slowed (heavy gravity)
  • You will get teleported to a random map every 5 minutes.
    • Initially this is the only way to move between areas
    • Each area has multiple "initial rooms", marked with "i" on the maps below
    • Teleportation is "warned with a **GONG** **GONG** **GONG** message
    • Teleportation can be avoided w
  • You will get electrocuted for a small amount of damage every so often
  • You will get hit with an "Anti Magic Field" that prevents you from casting spells


Your first objective should normally be to map out the Maze. This is while you wait for the Maze to transport you to Area 2, where you should immediately run an fetch the goggles so that you can move about more freely, then also do 'turn crank' in this area, to allow you to progress the maps.

After this, you will need to move around the maze until you have found all the pieces of equipment, and disengaged all the 4 terminals.

At that point, you can make your way to Area 5, then from there to the hidden/Secret Area. Here make your way to the center, then 'destroy column' to finish the quest.

Note that after having solved Quest 362 - The Clock Stops, you will not be able to go through the security doors unless you 'disengage terminal's in Area 1 again


Items

The following items are found, and required to progress through the Maze


Rewards

:

  • Masterwork Cloak
    • Can 'morph' into different types of equipment. use "select" to see your options
    • Note! The cloak will unfortunately not contain the effects provided by the above equipment. Meaning that you will have to keep em even after you get the cloak
  • Ring of Ages
    • Decent ring that can give you haste
  • Ring of Lies
  • Mandrake Amulet
    • Amulet that allows you to shapeshift

Mechanics

Some of the areas have mechanics that will impact the way you traverse the maze. This is in addition to the general effects of the Maze itself

  • Gravitational Field: Is an exit, 'enter field' to use it. Must not wear the Gyroscopic Boots
  • Ledge: Is an exit, 'leap ledge' to use it. Must have the Gyroscopic Boots
  • Pundulum: Blocks you from passing (and stuns you) unless you have Mantle of Dampening
  • Security Door: Blocks you from passing unless you have 'disengaged the terminal' in Area 1
  • Magical Barrier: Blocks you from passing unless you have the Gauntlets of Disruption
  • Maze will change itself every 5 minutes. Or rather you will get teleported to a random area every 5 minutes. (Unless you have the Belt of Distortion or are currently in the Secret Area ?)
  • You will get impacted by heavy gravity every now and then. This is a slow effect. If you wear the Gyroscopic boots, you will not be impacted by this effect.
  • Clockwork Face: At these you can 'turn crank' to get mission updates and hints. Some of these are required to be able to progress
  • Shimmering Portal: At these you can "touch entrance", but it is unclear what purpose these serve

Mobs

There are several mobs in the Maze. Most of these are not particularly hard. But there are some that wander around, that are very hard.

Warning

It is recommended to not leave the keyboard and idle inside the dungeon. It is better (and safe) to log out instead!


Areas

Travel Between Areas

After you have acquired the goggles, you will be able to travel between the various areas as follows

Area 2 → Area 2 (Blue/Water) → Area 9 → Area 8 → Area 1 → Area 5 → Area ? → Area 2


This require you to find a special room in each area, and performing a syntax.

These rooms are highlighted in red in the maps below

Area 2

Mapturn crankWalkthrough

**Tick** **Tock** **Tick** **Tock**

The eyebrows on the face begin to twitch.

The Clockwork Face looks cheerful and says: Praise the heavens a champion has arrived!
You gesture and your skin hardens considerably. You feel very protected, but less dexterous.
The Clockwork Face pauses for a moment.


The Clockwork Face looks hopeful and says: I used to be a Svirfneblin, believe it or not.  A group
of us were hired long ago by one of our kind to help build this place, his name was Murkor.  He 
claimed to be building a new home for our people so we would always be safe from the Drow and 
Duergar.  This is at least what we were led to believe.  He was a powerful wizard who was also 
skilled in tinkering, yet none were aware he was tainted by necromancy.  We didn't even see it 
coming.  Murkor went out to steal countless souls and place them in his creations.  He is no longer 
of our people, and even transferred his own soul into this place.  He is all around us and all 
powerful.


The Clockwork Face pleads and says: You must be careful!  As you no doubt have seen, the creations
that preceded us first few are far more advanced.  I watch them mindlessly march back and forth, but 
I sometimes wonder if they are the lucky ones or are we.  Please, you must find a way to the center 
and destroy his soul and release ours in the process.  I don't know how to get there myself, but I 
know of four terminals that must be shut down to disengage security doors that protect his inner 
sanctum.  I retain the ability to transfer this knowledge to you.


  • Clockwork Face is inside the first southeast exit you find
  • You can get the Clockwork Goggles here, by going to the center of the map to find the 'Storage Box' and 
  • There is an exit to Area 2 (Blue/Water) if you walk all around the circle
    • Note! this leads into water!
    • 'enter shaft' to enter it
  • Contains Kolyarut, Solves Quest 365 - The Inevitable II when killing him, This also provides the Kolyarut key


The gears slowly come to a stop as the life flickers out of the face as memories and thoughts that
are not your own flood your mind.  You now realize how to shut down the terminals.
You have received updated information on your mission to solve quest 362 on stage 5.
See missions command for an review:
    A Clockwork Face told you about Murkor and taught you how to [disengage terminal]'s to reach
    him.



Area 2 (Blue/Water)

Mapturn crankWalkthrough

You begin to slowly turn the crank on the face.
**Tick** **Tock** **Tick** **Tock**

The eyebrows on the face begin to twitch.
The Clockwork Face expels bubbles and says: Hello there little one.
The Clockwork Face expels bubbles and says: It has been a long... long... long time sense anyone
visited me.

Fear creeps back into your spirit... your courage is gone.

The Clockwork Face expels bubbles and says: I can tell by your face your purpose.  I will tell you
that you will need a set of very specific items to not only reach the center of this labyrinth, but 
to help defeat its many and various defense mechanisms.
The Clockwork Face expels bubbles and says: There are so many secrets hidden here, that no one
person will ever know them all.  I know of a very special pair of boots, that I once created, and a 
pair of gauntlets a friend made.  I sealed the boots in a trunk that has a hidden latch on the 
bottom of it.  You can open it by simply pulling on it.  The gauntlets you will have to find on your 
own I'm afraid.  I wish I could aid you further.
**GONG**  **GONG**  **GONG**  **GONG**  **GONG**
You struggle to stay afloat.
The gears slowly come to a stop as the life flickers out of the face.

  • This area is in water, so you cannot cast spells or use commands here
    • Note that it is shallow, so you cannot drown
  • Multiple things of interest here:
    • Clockwork face is s,s,ne,n from entrance
    • Mimic (Treasure Chest) is s,s,nw,nw from entrance
      • 'reach inside chest', and it will attack you. Killing it solves Quest 370 - Tricky Treasures, and provides a 'Mimic Key' you need for the Treasure chest with the Ring of Lies
    • Treasure Chest with Ring of Lies is s,s,se,se from entrace
      • 'unlock chest' with the Mimic Key to get Ring of Lies
    • Exit to Area 9 is s,s,se,s then 'climb ladder'
    • Clockwork Chest (s,s,sw,s from entrance)
      • Contains Mandrake Amulet
some quest with
code>
      • code here>'
. Not solved it yet
        • Hint. Is related to missions and areas

          Expand

          The code is the area numbers, in the order they are listed in the missions list

          insert 5829182


    • Armoured Chest (
Armoured Chest (
    • northwest, with south exit)
      • Require Kolyarat key
      • Provide Gold Spiral Band
    • Armoured Chest (all northeast)
      • Require
a key 
      • Zelekhut Key
      • Contains Ice Diamonds
  • Knock does not work (at least not for me)
      • Armoured Chest (all west, nw)
        • Require Marut Key
        • Contains Platinum Spiral Bands
    Require a key
      • Engraved Chest (east, then ne)
        • Contains Golden Scarab
        • Need 8 keys to be turned at the same time
      • Shadow Chest (all west, then sw)
        • Contains Deck of Shadows, Blade of Despair, Green Emeralds, small gems, shiny gem
        • Require the Triangle Key
          • Quest 360
    • When you have Platinum Spiral Band, Gold Spiral Band and Ice Diamond, you should be able to combine these


    You have received updated information on your mission to solve quest 362 on stage 9.
    See missions command for an review:
        A Clockwork Face told you of a pair of gauntlets and a pair of boots at another location in a
        trunk that you could obtain if you [pull the hidden latch].



    Area 9

    Mapturn crankWalkthrough

    **Tick** **Tock** **Tick** **Tock**
    The eyebrows on the face begin to twitch.
    The Clockwork Face screams: What do you want?!?
    The Clockwork Face calms and says: Forgive me.  I thought you were them again.  They like to wind me
    up just to humiliate me from time to time.

    The Clockwork Face raises his eyebrows and says: I will help you.  The center, if you even want to
    call it that, does not move, but finding it is not a simple task.  You will need a special pair of 
    Clockwork Goggles.

    The Clockwork Face looks paranoid and whispers: They will help you see things you couldn't possibly
    have noticed without them.  I made them myself, but I do not have them now.  Before I was imprisoned 
    I hid them.  I had a storage box we kept parts in but I made a secret compartment on it.  You will 
    only need to 'press the right side' and it should eject them out to you.

    • Clockwork Face is close to the center
    • You can find the Mantle of Dampening 
      • Recquires Goggles, Boots and the Gauntlets
      • North side, hidden north, then 'leap ledge', follow the path to the Production Machine
    • You can find the Belt of Distortion
      • Requires Goggles, boots, Gauntlets and Mantle 
      • Southeastern side, hidden east, then leap ledge, follow path to Antique Clockwork Soldier
        • 'examine soldier', 'disassemble soldier', 'remove belt' solves Quest 375 - Immovable and rewards the Belt of Distortion
    • There is an Exit to Area 8 in the northwestern part
      • hidden west, then 'enter passage'
    • There is one more room that gives extra description with the goggles, seems a trapdoor exit, but that you cannot do anything with from this side. I think this is the exit from Area 2
    • Contains Marut, Kill him to solve Quest 364 - The Inevitable, and to get the Marut Key





    Area 8


    turn crankWalkthrough

    **Tick** **Tock** **Tick** **Tock**
    The eyebrows on the face begin to twitch.

    The Clockwork Face squints and says: Hrm... Not at all what I expected.
    The Clockwork Face sighs and says: I heard from the others we had a visitor.  In truth I expected
    someone much stronger, taller and better looking.

    The Clockwork Face smirks with pitty: I feel that it would be a great charity to assist something as
    ugly and pathetic as you, and I happen to be in a giving mood.
    The Clockwork Face smiles with satisfaction and says: You will need to try and understand that you
    are not the center of the universe, or the master of your own destiny.  Everything is on a cycle, 
    and nothing can or will ever change that.  Take for instance this place.  Even if you found a way 
    out it does not necessarily mean you can leave.  That is not up to you.  That is only up to him.  He 
    is god here.
    The gears slowly come to a stop as the life flickers out of the face.

    • This area contains "Gravity fields' that function as exits. 
      • 'enter field' to pass through them. Note that you cannot wear the Gyroscopic Boots while doing this
    • Clockwork Face is to the south on the western branch
    • There is an exit to Area 1 at the upper far west
      • 'lift trapdoor'
    • There is a locked door west from the exit to Area 1
      • this contains a hallway where all the doors are locked. Need high mech to open.
      • At the end, there is a chest. This chest contains a triangle key
        • The Triangle Key is required for the Shadow Chest in Area 2 (Quest 360)
        • Note that the chest may take a few attempts. It is hard to knock/pick


    Area 1

    Mapturn crankWalkthrough

    You begin to slowly turn the crank on the face.
    **Tick** **Tock** **Tick** **Tock**
    The eyebrows on the face begin to twitch.
    The Clockwork Face says: Mortal, why are you here?

    The Clockwork Face inquires: Have you come to join my army?
    The Clockwork Face sneers and says: No your not are you.  I smell Svirfneblin all over you.

    The Clockwork Face looks angered and says: They sent you didn't they... it doesn't really matter. 

    You will be joining my army if you like it or not.

    The gears slowly come to a stop as the life flickers out of the face.


    • The Clockface is north on the northwestern arm
    • There are terminals in each corner. You have to 'disengage terminal' in these rooms.
    • There are "strange crossroads" in many of the intersections that will send you a random direction
    • You can get to Area 5 by doing 'press wall' at the room n of the first northwestern intersection



    You have received updated information on your mission to solve quest 362 on stage 7.
    See missions command for an review:
        A Clockwork Face seemed extremely peculiar.  It was as if Murkor was speaking directly to you.



    Area 5

    Mapturn crankWalkthrough

    **Tick** **Tock** **Tick** **Tock**

    The Clockwork Face snarls and says: Why have you disturbed my slumber!
      
    The Clockwork Face frowns and says: Do I wake you while you sleep?  No... I do not!

    The Clockwork Face with much disdain says: I tire of you beings.  Every few years one of you thinks
    you will come here and fix things.  Fix meaning do it your way of course.  Well I will tell you.  
    You will not fix anything here.  No one ever has, and no one ever will.

    The Clockwork Face sneers and says: Your still here?  Will you ever go away and let me rest?!?  I
    suppose you want something, everyone does.  A clue perhaps?  Yes... Seven.  There now, off you go.

    • There is a Red Button here, where you can 'press button' to solve Quest 359 - Mazes for Dummies
    • You can find the Gyroscopic Boots here,  in a Trunk at the western side, room with only south exit
    • You can find the Disruption Gauntlets here: In the southwestern area, find where you can "leap ledge"
      • follow the trail until you find "Pile of Broken parts".
      • Do 'sift pile' (multiple times) to solve Quest 373 - Anti-Anti-Magic and get the Disruption Gauntlets
    • There is an exit to the "Center" at the far south.
    • There is a Hovering Platform here
      • 'stand platform' gives a message, but nothing happes. Possibly Rogue or thief Thief/Wizthief only (Twilight Sai?)
    • Zelekhut is here, kill him to solve Quest 366 - The Inevitable III, and to get the Zelekhut Key



    You have received updated information on your mission to solve quest 362 on stage 15.
    See missions command for an review:
        You have found the gyroscopic boots.


    Area ??? (Area 8xx)

    This area does not seem to push you out every 5 minutes. Possibly the Center mentioned at the face in Area 9

    Mapturn crankWalkthough

    You begin to slowly turn the crank on the face.
    **Tick** **Tock** **Tick** **Tock**
    The eyebrows on the face begin to twitch.

    The Clockwork Face pleads: Stop now... please.
    The Clockwork Face begs: Do not go any further.  I never thought anyone could make it this far.

    The Clockwork Face sighs heavily and says: I suppose if you came this far there is no hope in
    talking you out of destroying me.  Wait what am I saying you cannot destroy me.  You can only 
    temporarily shut me down.

    The Clockwork Face laughs maniacally: You foolish bastard.  You have came all this way, overcome
    everything and for what?  An item or two?  Glory?  Vengeance for the Svirfneblins?  I want you to 
    know something.  I am everything... I am everywhere... I will never be defeated.

    The gears slowly come to a stop as the life flickers out of the face.

    • Need all of the items to get all the way to the center:
      1. Need Goggles to see hidden exits
      2. Need Gyroscopic boots to 'leap ledge'
      3. Need Gauntlets to pass through the doors
      4. Need Mantle to prevent getting stunned by the pendulum
      5. Need Belt to not be sent random places when moving east from Clockface
    • In the center, there is a Crystal Column, 'destroy column' to solve Quest 362 - The Clock Stops and get the reward Masterwork Cloak
    • A 'Golden Portal' arrives, you can 'touch portal' to leave the area. You will get sent back to the 'pull lever' room outside the area.
    • There is an exit to Area 2 near the entrance (s.s. hidden east,n,e,e,e,e,e, 'stand platform')
    • There is a Shimmering Portal at the northwestern side

    You have received updated information on your mission to solve quest 362 on stage 8.
    See missions command for an review:
        A Clockwork Face lets you know nothing else stands in your way, even if it was for naught.


    Miscellanous

    Missions

    Missions


    Mission  Stage  Information
        362      1  The elder has told you to [survey the area] on a catwalk above the great void.
    2 A Clockwork Face told you to [pull lever] to enter.
                 3  A Clockwork Face was not very helpful and gave the clue seven.
                 4  A Clockwork Face said everything was on a cycle and you may not be allowed to
                    leave.

                 5  A Clockwork Face told you about Murkor and taught you how to [disengage
                    terminal]'s to reach him.

                 6  A Clockwork Face told you about goggles and told you that you could find them in a
                    storage box if you [press the right side] of it.

                 7  A Clockwork Face seemed extremely peculiar.  It was as if Murkor was speaking
                    directly to you.

                 8  A Clockwork Face lets you know nothing else stands in your way, even if it was for
                    naught.

                 9  A Clockwork Face told you of a pair of gauntlets and a pair of boots at another
                    location in a trunk that you could obtain if you [pull the hidden latch].

                10  You have disengaged terminal one.
                11  You have disengaged terminal two.
                12  You have disengaged terminal three.
                13  You have disengaged terminal four.
                14  You have found the clockwork goggles.
                15  You have found the gyroscopic boots.
                16  You have found the gauntlets of disruption.
                17  You have found the mantle of dampening.
    18 You have found the belt of distortion.

    Mission data for quest The Clock Stops (362), not known to be described in any tale.
    There are indications that parts or whole of this mission should be in the whereabouts of Banefall.
     - This quest is designed for a single player.
     - Fighting rating is designed for a level 50 player; and fighting could be tough.
     - Clues to discover; and you should expect using a year or two to collect all information.
    You should receive item 0 as reward.

    NPC Descriptions


    Kolyarut
       This slender, humanoid shaped clockwork construct is named the Kolyarut.  It seems quite more
    intuitive and clever then the others.  Wielding a very large sword and draped in a red silk garb it 
    reacts quickly to your presence and draws it back to take aim.  Its main function is to uphold 
    agreements and to vanquish those that break them.  Your presence here is unfortunately enough for 
    the contract on your head.  
    It is in very bad shape.
    Wielding : a Covenant Sword.

    ----

    Marut
       This overly large and heavily armored humanoid looking clockwork construct.  Although you can
    hear many internal gears and parts moving, you cannot see anything beyond the massive and thick 
    metal plates that protect it.  A large, and just as armored full helm rests upon the massive 
    shoulders.  Looking into the visor for the eyes you see nothing but darkness as if it were hollow.  
    The enormous arms end in deadly looking fists, one crackling with electricity and the other 
    producing sonic blasts.  The Marut endlessly and indefinitely walks the earth in search of its 
    target.  Those foolish enough to attempt to deny the grave, in this case those who have invaded the 
    labyrinth, have a limited number of days remaining.  
    It is in good shape.

    ----

    Zelekhut
       This large, centaur-like clockwork construct is known as the Zelekhut.  An expert tracker that
    uses magic and raw ability to track those that would deny justice, especially those that flee from 
    punishment.  Anyone who has invaded the labyrinth will assuredly be hunted down for this crime.  
    From a distance it does not seem terribly threatening, but once it closes two long spiked chains 
    shoot forth from its forearms and large golden metallic wings emerge from its back.  It rears up 
    swinging the chains and flapping the wings while its strikes its front legs toward you.  
    It is in bad shape.

    Item Descriptions

                             Triangle Key                        

    Weight    : 1                                          
     Type      : Misc                                       
     Condition : Average                                    
     Quality   : Mundane                                    
     Origin    : Quest N/A                                  
     Tradable  : Unstealable                                
     Limit     : 1                                          
     Allowed   : Everyone                                   
     Level     : Any                                        
                                                            

    Triangle Key
       This is a very small, iron key with a triangular end.  Never seeing a key resembling this one
    means it has only one very specific lock it can open.



    Terminal
       A large metal terminal rises up from the ground.  There are dozens of different colored buttons
    and and knobs and it is almost impossible to guess at what this controls or how to use it at all.


                          Hovering Platform                     

     Weight    : 100000                                     
     Type      : Misc                                       
     Condition : N/A           Mission  Stage  Information
        362      1  The elder has told you to [survey the area] on a catwalk above the great void.
    2 A Clockwork Face told you to [pull lever] to enter.
                 3   A  Clockwork  Face  was  not  very  helpful  and 
     Quality gave  the: clueMundane seven.
                 4   A  Clockwork  Face  said  everything  was  on  a  cycle  and  you 
     Origin may  not : beQuest allowedN/A to
                    leave.
                 5   A  Clockwork Face told you about Murkor and taught you how to [disengage
     
     Tradable  : Yes                               terminal]'s to reach him.
             
     Gettable  :  6No  A  Clockwork  Face  told  you about goggles and told you that you could find them in a
                            storage  box  if  you [press the right side] of it.
      
     Limit     : Unlimited                7   A  Clockwork  Face  seemed  extremely  peculiar.   It  was  as 
     Allowed if  Murkor: wasEveryone speaking
                    directly  to  you.
                 8  
     Level  A  Clockwork  Face: letsAny you  know  nothing  else  stands  in  your  way,  even  if  it  was  for
                    naught.
                 9  A Clockwork Face told you of a pair of gauntlets and a pair of boots at another
                                              location in a trunk that you could obtain if you [pull the hidden latch].
                10  You have disengaged terminal one.
                11  You have disengaged terminal two.
                12  You have disengaged terminal three.
                13  You have disengaged terminal four  

    Hovering Platform
       This is a large, crystalline platform that is hovering just a foot or two above the floor.  It is
    only large enough for one person to stand on it at a time, but the reason why it is here or how it 
    stays levitated is a mystery.

    > stand platform
    Nothing happens so you step back off of it.



                14   YouClockwork haveFace found  the  clockwork goggles.
             

     Weight    : 15100000  You  have  found  the  gyroscopic  boots.
                16  You have found the gauntlets of disruption.
                17  
     Type  You  have  found : theMisc mantle  of  dampening.
    18 You have found the belt of distortion.
    Mission data for quest The Clock Stops (362), not known to be described in any tale.
    There are indications that parts or whole of this mission should be in the whereabouts of Banefall.
     - This quest is designed for a single player.
     - Fighting rating is designed for a level 50 player; and fighting could be tough.
     - Clues to discover; and you should expect using a year or two to collect all information.
    You should receive item 0 as reward.

    NPC Descriptions

                                      
     Condition : N/A                                        
     Quality   : Mundane                                    
     Origin    : Quest N/A                                  
     Tradable  : Yes                                        
     Gettable  : No                                         
     Limit     : Unlimited                                  
     Allowed   : Everyone                                   
     Level     : Any                                        
                                                            

    Clockwork Face
       Large, golden mechanical gears, wheels and levers are connected to strips of metal that create a
    crude looking face that is built into the northern wall.  The eyes, eyebrows and mouth appear to be 
    moveable.  Peering beyond the gears and metal you can see it has been attached to the crystalline 
    wall, by some unknown method.  You also notice a small crank on the right side of the face. 

             
    Kolyarut
       This slender, humanoid shaped clockwork construct is named the Kolyarut.  It seems quite more
    intuitive and clever then the others.  Wielding a very large sword and draped in a red silk garb it 
    reacts quickly to your presence and draws it back to take aim.  Its main function is to uphold 
    agreements and to vanquish those that break them.  Your presence here is unfortunately enough for 
    the contract on your head.  
    It is in very bad shape.
    Wielding : a Covenant Sword.
    ----
    Marut
       This overly large and heavily armored humanoid looking clockwork construct.  Although you can
    hear many internal gears and parts moving, you cannot see anything beyond the massive and thick 
    metal plates that protect it.  A large, and just as armored full helm rests upon the massive 
    shoulders.  Looking into the visor for the eyes you see nothing but darkness as if it were hollow.  
    The enormous arms end in deadly looking fists, one crackling with electricity and the other 
    producing sonic blasts.  The Marut endlessly and indefinitely walks the earth in search of its 
    target.  Those foolish enough to attempt to deny the grave, in this case those who have invaded the 
    labyrinth, have a limited number of days remaining.  
    It is in good shape.

    Item Descriptions

                  Crystal Column             Triangle  Key        

     Weight    : 100000                
      Weight     : 1            
     Type      : Misc                            
     Type          
     Condition : N/A Misc                                         
     Condition Quality   : AverageMundane                                    
     Quality Origin    : MundaneQuest  N/A                                  
     Origin Tradable  : Yes  : Quest  N/A                                   
     Tradable Gettable  : UnstealableNo                                
     Limit     :  1  
     Limit      :  Unlimited                                  
     Allowed   : Everyone                                   
     Level     : Any                                        
                                                            
    Triangle
    Crystal KeyColumn
       This is a very small,large ironcrystal keycolumn withstands ain triangularthe end.center  Neverof seeing a key resembling this one
    means it has only one very specific lock it can open.Terminal
       A large metal terminal rises up from the ground.  There are dozens of different colored buttons
    and and knobs and it is almost impossible to guess at what thisthe room.  Inside of the column floats a
    beautiful cloak and within the cloak is a swirling ball of mist.  This must be the soul of Murkor, 
    and what has been so heavily protected.  Even if it is only temporary, you must destroy this column!



     controls or how to use it at all.
                          Hovering Platform                     
     Weight    : 100000        Mimic    Key                         
     Type
     Weight    : 5  : Misc                                         
     Condition : N/A  Type      :  Misc                                
     Quality   :  Mundane  
     Condition  :  Reasonable                                  
     Origin Quality    : QuestMundane N/A                                   
     Tradable Origin  : Yes  :  Quest  N/A                                  
     Gettable Tradable  : NoUnstealable                                
     Limit      :   
     Limit1     :  Unlimited                                   
     Allowed   : Everyone                                   
     Level     : Any                                        
                                                            
    Hovering
    Mimic PlatformKey
       This is a very large, crystallinegolden platform that is hovering just a foot or two above the floor.  It is
    only large enough for one person to stand on it at a time, but the reason why it is here or how it 
    stays levitated is a mystery.
    > stand platform
    Nothing happens so you step back off ofkey and it would require an equally large lock to have any chance of
    opening it.  A small blue, silk ribbon has been tied around it.



                  Clockwork Face              
     WeightSkull  key  : 100000                        

     Weight    :  0         
     Type      : Misc                              
     Type         
     Condition : N/AMisc                                          
     Quality Condition   : MundaneReasonable                                    
     Origin  
     Quality    : QuestMundane N/A                                   
     Tradable Origin  : Yes  :  Quest  N/A                                  
     Gettable Tradable  : NoYes                                          
     Limit     : Unlimited                                  
     Allowed   : Everyone                                   
     Level     : Any                                        
                                                            
    Clockwork Face
       Large, golden mechanical gears, wheels and levers are connected to strips of metal that create a
    crude looking face that is built into the northern wall.  The eyes, eyebrows and mouth appear to be 
    moveable.  Peering beyond the gears and metal you can see it has been attached to the crystalline 
    wall, by some unknown method.  You also notice a small crank on the right side of the face. 
         
    A heavy key. The head of it is in the shape of a grinning skull. The eyes are set with tiny rubies.
    The ornate quality of the key leads you to think it must open something important.


                  Ring of Lies             

     Weight    : 3                                          
     Slot      : Rings                  Crystal  Column                   
     Type     
     Weight    : Ring 100000                                      
     Type Material  :  Metal  : Misc                                       
     Condition : N/A  Excellent                                      
     Quality   : Mundane                                    
     Origin    : Quest N/A370                                  
     Tradable  : Yes                                        
     Gettable Limit     : No1                                         
     Limit   
     Allowed   : UnlimitedEveryone                                   
     Level  
     Allowed   : 50   :  Everyone                                    
     Level Quest     : Any370                                        
                                                            
    Crystal
    Ring of ColumnLies
       This verysinister largering crystalis columnmade standsfrom inan theunknown centerred ofmetal theand room.just  Insidepossessing ofit themakes columnyou floats a
    beautiful cloak and within the cloak is a swirling ball of mist.  This must be the soul of Murkor, 
    and what has been so heavily protected.  Even if it is only temporary, you must destroy this column!feel
    somewhat tainted.  The sides of the ring are jagged like teeth and the top appears to be a swirling 
    tongue reminding you of the deceit you felt by the [mimic].  

    Some information about this item is obscured to you.

                           Gold  Spiral MimicBand Key                         

     Weight    : 51                                          
     Type      : Misc                                       
     Condition : ReasonableAverage                                      
     Quality   : Mundane                                    
     Origin    : Quest N/A365                                  
     Tradable  : Unstealable Yes                                        
     Limit     : 1                                          
     Allowed   : Everyone                                   
     Level     : Any                                        
                                                            
    Mimic
    Gold Spiral KeyBand
       This is a very large, golden key and it would require an equally large lock to have any chance of
    opening it.  A small blue, silk ribbon has been tied around it.
                              Skull key                       was once a beautifully detailed and crafted gold ring.  You can immediately tell that only a
    master craftsman could have forged this stunning twisting band.  However, it is also just as clear 
    the ring has been either broken or separated.  The thin gold band spirals, where it seems another 
    band would be and only half the gem fitting is on it as well.  If you were able to find the other 
    pieces of it and combine them, then you would have a fantastic treasure.  

    ----
       
     Weight    : 0                                   Ice  Diamond      
     Type      : Misc            

     Weight    :  3                     
     Condition : Reasonable                        
     Type      :   
     QualityMisc   : Mundane                                      
     Origin Condition    : Quest N/AExcellent                                  
     Tradable Quality   : Yes  Mundane                                      
     Limit Origin    : :Quest Unlimited366                                  
     Allowed Tradable   : EveryoneYes                                   
     Level     : Any    
     Limit      :  1                            
                   
     Allowed    :  Everyone                                   
    A heavy key. The head of it is in the shape of a grinning skull. The eyes are set with tiny rubies.
    The ornate quality of the key leads you to think it must open something important.
         Level     : Any                                        
              Ring  of  Lies              
     Weight     : 3                        

    Ice Diamond
                         
     Slot      : Rings                        This is a magnificent, large and extremely valuable diamond.  It tends to mostly reflect shades
    of blue and feels cool to the touch, giving good reason why it has its name.  At the bottom of the 
    diamond is a small fixture, as if it were once attached to a ring.  
    ----
                   
     Type      :Platinum RingSpiral  Band                    

     Weight    :  1           
     Material  : Metal                                
     Type      
     Condition : ExcellentMisc                                  
     Quality     
     Condition : MundaneVery  good                                  
     Origin Quality    : QuestMundane 370                                   
     Tradable Origin  : Yes  :  Quest    364                                
     Limit    
     Tradable  : 1Yes                                        
     Limit  
     Allowed   : Everyone1                                   
     Level      :  50 
     Allowed    :  Everyone                                   
     Quest Level     : 370Any                                        
                                                            
    Ring
    Platinum ofSpiral LiesBand
       This sinisterwas ringonce isa madebeautifully fromdetailed anand unknowncrafted redplatinum metalring. and You justcan possessingimmediately it makes you feel
    somewhat taintedtell that
    only a master craftsman could have forged this stunning twisting band.  However, it is also just as 
    clear the ring has been either broken or separated.  The thin platinum band spirals, where it seems 
    another band would be and only half the gem fitting is on it as well.  If you were able to find the 
    other pieces of it and combine them, then you would have a fantastic treasure. 

    ----
    .  The sides of the ring are jagged like teeth and the top appears to be a swirling 
    tongue reminding you of the deceit you felt by the [mimic].  
    Some information about this item is obscured to you.
                          Gold Spiral Band                      
     Weight    : 1                                          
     Type      :Mimic MiscKey                         

     Weight    : 5             
     Condition : Average                                
     Type    
     Quality   : MundaneMisc                                       
     Origin   Condition  : QuestAverage 365                                   
     Tradable Quality   : Yes    Mundane                                    
     Limit Origin     : 1        Quest N/A                                  
     Allowed Tradable   : EveryoneUnstealable                                   
     Level Limit     : 1 Any                                         
     Allowed   : Everyone                                   
     Level     : Any                   
    Gold Spiral Band
       This was once a beautifully detailed and crafted gold ring.  You can immediately tell that only a
    master craftsman could have forged this stunning twisting band.  However, it is also just as clear 
    the ring has been either broken or separated.  The thin gold band spirals, where it seems another 
    band would be and only half the gem fitting is on it as well.  If you were able to find the other 
    pieces of it and combine them, then you would have a fantastic treasure.                         
                                                            

    Mimic Key
       This is a very large, golden key and it would require an equally large lock to have any chance of
    opening it.  A small blue, silk ribbon has been tied around it.

    ----

                              MimicMarut Key                         

     Weight    : 5                                          
     Type      : Misc                                       
     Condition : AverageExcellent                                    
     Quality   : Mundane                                    
     Origin    : Quest N/A                                  
     Tradable  : Unstealable                                
     Limit     : 1                                          
     Allowed   : Everyone                                   
     Level     : Any                                        
                                                            
    Mimic
    Marut Key
       This A issmall abut veryheavy large,iron golden key andwith ita wouldsingle requireword an equally large lock to have any chance of
    opening it.  A small blue, silk ribbon has been tied around itengraved upon it, 'Death'.
    ----
                              MarutZelekhut Key                          

     Weight    : 5                                          
     Type      : Misc                                       
     Condition : Good Excellent                                      
     Quality   : Mundane                                    
     Origin    : Quest N/A                                  
     Tradable  : Unstealable                                
     Limit     : 1                                          
     Allowed   : Everyone                                   
     Level     : Any                                        
                                                            
    Marut
    Zelekhut Key
       A small but heavy iron key with a single word engraved upon it, 'DeathJustice'.

    ----

    Engraved Chest
       Small engravings cover this odd, little silver chest.  It is impossible to tell the significance
    of them, whether it be some form of written language or just simply decorations.  However, this is 
    not what is the most peculiar about the chest at all.  There are eight key holes in close proximity 
    to each other that appear to all need to be turned at the exact same time.  Even if you had a party 
    helping you, there simply is not enough room for that many hands that close.

    ----