SecondActQuests

!!!Second Act Quests

!! Main Quests :

!+ An uncompromising merchant (Chelonysle : Untl'Gaw )

In Untl'Gaw, you find a new ship, the Tartal Acrem. The captain agrees to taking on board and to Jilkan, (depending on the turtle quest in the first act, for free or against some money). That is, if he himself can heave up anchor. Indeed, one of the merchants wouldn't sell the goods for the initially agreed price and wants more for them. You have to find him, even as he swears those are the best prices he can afford ("at such a price, I can as well cut me own throat"). Use any means you deem necessary: persuasion, intimidation, arguing... If you can't convince him, you'll have to pay from your pocket the extra money.

!+ The sailors' siren (Tek : Yzgull )

As any self-respecting sailor, those serving on the Tartal Acrem scatter into the neighbouring bars as soon as the ship is anchored. From then on, they answer no one's call except for the ship's figurehead : this siren is bewitched to produce such a shrill shriek, it can wake up the dead – or a drunken sailor.

However, in Yzgull, the siren disappears: the captain cannot heave the anchor anymore, and so can't you. If you want to set sail again, you'll have to find the siren back. The latter, you learn from lurkers and other unsavoury characters, answered the call of freedom's sirens (!). Some fishy-looking guy told her he could get her away from enslavement, to a magical country where all creatures made of wood can become real, living persons. However, they cannot have left the town already, since the city's guards haven't seen anyone fitting the description.

If you catch up on them, you'll find the siren in chains and the guy dragging her. Once freed, the siren starts crying and profusely apologizing (but, strangely enough, her nose keeps on lengthening). Among all her sobs, you make out the words "cursed temple", "sound-triggered trap" and "Daz'Tergauns". As you interrogate her, you understand that someone doesn't want you to get to Dornash ...

If you bring the siren back, the captain immediately calls his sailors back and you leave. If you have other queries in the town, do them first.

!+ An untimely setback (Maloess : Dornash)

A storm swoops down during the journey from Yzgull to Dornash, and the sail is torn up. You barely manage to get to Dornash, but once there, the captain tells you that the ship is anchored down ntil a new sail is acquired.

However, all the sail-quality materials are owned by one merchant, who asks an extortionate price. Unless you find him a very rare item which he covets – and which, according to rumour on the street, has been lost centuries ago to a evil sorcerer.

Either you obtain said item during the Daz'Tergaun quest, either you cough up lots of gold. (You may get help with the payments here, if you can convince the captain to.)

!+ Bitter Al (Hazgordie : Al Birzuun )

Upon arriving near Al Birzuun, you're forced to go on by rowing: the wind suddenly drops down. You can discharge your goods and charge in new ones, but to set sail again, you'll have to wait for some wind.

With a little wandering on the docks, into the taverns or in the market, you'll hear everybody talk about this sudden lack of wind : quite evidently, the cause isn't natural. If it's not natural, that means something fishy is at play, that someone is tampering with the weather. And except for a wizard (a very powerful one) or a god, you can't imagine who could manage such a feat. Conveniently, there's a tower just outside of the city, with dark clouds hiding its summit and from time to time flashing a bolt of lightning.

Upon entering, you disturbed the wizard from his complex incantations and learned that he, Al Hadin, has lost his cat. And he's afraid the adventurous animal will board a ship and be definitly lost to him : to prevent that, what better means than to immobilise all and every ship ? After a fashion.

Said cat, an oversized pampered tomcat, is held prisoner by one of Hadin's former manservant, who found no other way to payback his death-deserving, old master for his apparent despicable character, egoism, vileness, and pettiness. Once in possession of that information, you can offer Mirad the ransom demand from the servant, said servant's head, or a one-way ticket for hell. (There may be some dialogue where the wizard recognize you form the Paleanty-show. (if you accomplished the quest))

!+ Kill the Killer Rabbit (Central Peak)

!! Secondary Quests :

!+ Palanty-Show Traditionally, wizards use crystal balls (pompously named Palan-TVs, which is much more impressive) to communicate with each other, exchange spells and tips, or simply throw heaps of insults at each other without fearing any backfiring…

Recently, an ingenious Yzgull merchant imagines this network could be use to achieve more ... cultural ends. He has created the first Samoth palantransmission, broadcast to every wizard on the Disk: in this eminently cerebral show, competitors compete in several trials to win prizes.

If you wander in proximity of the Palanty-Show Entertainment Inc., you may be recruited on the street and participate in the tower serving as a "back lot" to win randomly money, a minor magical item, or a spell-adorned parchment.

On the menu: quiz about the best ways to kill innocents wanderers, questions on the Samoth creatures and geography, a dive among carnivorous fishes – the gist is to get out alive, knowing auks swim faster than other creatures -, and a memory test (replay a given sequence of different belches).

!+ The runaway Slavery is still in order on the Tek Continent. As you wander around Yzgull, you meet a very upset slave trader: the slave he planned on selling at the highest price has run away, without considering the consequences for this honest, breadwinner merchant, who treat him nicely and almost never whip him bloody.

Once you've met said slave, who's hiding somewhere in the city (or if you've met him before meeting the trader), you're faced with the choice of being a sneak or not.

If you act all heroic and protect the slave, he offers you an amulet he inherited from his mother. Moreover, once the ship sailing again, you discover he has found refuge there; he accepts to work as a sailor to pay for his transportation – the captain is so happy with this extra, cheap worker, he gives you a reward.

If you act vilely and give away the slave's location, the trader gives you money and a discount on his other products.

+ Strait Jack et alii %%%In Yzgull, you suddenly face to face with a weirdo, waving furiously a dead fish, wearing a funnel on his head and clothed in a strange white waistcoat. He stops by you, looks every way and finally turn the corner, disappearing. Soon arrive a bunch of other white-clothed people, but they are all bloody, as are the cutting instruments they fling about. They too stop by you and ask you if you've just seen a weirdo pass by: he has broken out of the asylum, right before undergoing his lobotomy. %%%If you show them the direction the fish-wielding escapee, they thank you and give you one of their tort- er- scientific tools. %%%If you say you don't know, they go the opposite way from the fish-loving runaway. The latter, Hatter, who had stay hidden nearby, now come and thank you, then assure you he's not mad: he's just certain, because they live in the sea, that fishes are the perfect musical instrument to play any piece in key of C…%%%However, finding Nem- er - the right fish is difficult, so he's roamed every oceans on the Disk, and even saw one or two treasure islands. If you're interested, he can tell more about them, providing you help him free his “group” members, all internees scheduled for a lobotomy. %%% The quest is fairly straightforward: Hatter gets you to the asylum, but you enter alone. From there, you have to stay clear of the guards (or risk immediate trepanation) and open the group members' cells (they all wave a dead fish about), then get out, still avoiding the guards. Afterwrads, Hatter will give you directions to a cave in Yzgull port and indications on a cave near Hazgördie (the one in captain Bul-Shark's cave, see below.).

!+ Juliet and Romeo In some cheap tavern of Dornash, you find a desperate youth, sobbing and drowning his heartache in alcohol. If you interrogate him, he'll tell you his name is Romeo and he is the last descendant of a wealthy family. Unluckily, he has fallen in love with a young beauty, who requites his love ... and belongs to a rival family. Their parents hate each other et everything seems to go downstream : he is not allowed to see his love and can't even get a message to her - the maiden is watched over and the house is locked. What about the sewers ?

If you accept to bear his message, he will reward you generously – he is, after all, an aristocrat. He could even indicate you the address of a learned old man, who could decipher the parchment you mentioned ... if you have mentioned it.

Obviously, you can help the youth, but you can also denounce him to the maid's parents – who would then ask you to kill him, no less. You can also try and seduce the young Juliet – but discreetly.

+ The fruit-stealing monkey %%%In Dornash, a banana plantation's owner is quite upset : a monkey keeps stealing his bananas. You can offer to help. In that case, a still frame of the plantation appears, still frame in which the monkey flies rapidly from tree to tree.You “simply” have to click on the animal to catch it. Reward to be determined.

!+ The Holy Mission of the Daz'Tergauns – the sequel In Dornash, either because of the two star-crossed lovers, or by looking into every nook and cranny of the town until sighting a sign sporting "Scholar", you find someone who can decipher the mysterious parchment you inherited from some old man right from the start of your quest. You read there the following story, with some side notes about the location of an ancient, derelict fortress.

Centuries ago, a dark sorcerer, in his frenzied quest for power, entered into a pact with the Lord of the Seventh Circle of Hell. He then tried to conquer Maloess with armies of undeads, vampires and other diverse fiends.
In the end, he was defeated by an alliance of heroes and fearless warriors, almost all of whom died in the battle. However, once the dark sorcerer dead, the threat wasn't over yet: a portal was still ajar, and the powers from Hell and the Underworld were only waiting the right time to free themselves, spring back into existence and conquer the world again – an opportunity to fight again the Chaos Wars.
The rare surviving heroes swore then, that as long as they drew breath, they would stand watch over the cursed shrine and keep its dark inhabitants at: The Daz'Tergauns sect was born.

Zombies, vampires, and liches : what more to ask for?

!+ A Roadrunner and a Coyote On the road to the Lost Temple where the menace lies (see the Daz'Tergauns quest), a bird wearing jet stilts hops by you, soon to be followed by a coyote. Panting, the canine stops a couple of meters from you. You can, either with your auk-form or with the ourang-outelf, ask him what's going on.

Quite naturally, he explains he's after the bird to eat it.

If you help him by catching and bringing the bird (dead), il rewards you with one of his inventions, a very powerful bow that only works on every other try.

On the contrary, if you ditch him and go warn the bird, the latter will reveal his secret, the Steven-Leag's boots. He tells you where to find this bootmaker and buy shoes to cover greater distances in less time, and others magical shoes.

!+ The Genie in the lamp As you look around Al Birzuun's market – a genuine bazaar -, a trader as round as a hogshead insists on selling you an old, rusty, battered oil lamp, talling you it's magical, it's a godsend, Offensi, real cheap, at such a price I can as well cut me own throat !

If you buy the lamp and scrub it, a genie (you obviously needed a backrub) get out of it. He begs you to free him from his metal prison. To do so, you'll have to use one of your wishes (you have three of them, how surprinsing ...).

If you swear you'll free him, he will answer to the will of the wishes – limited as they have to be, the genie confessing he's out of practice from waiting so long in his lamp and that he's not powerful to begin with. If you don't, he'll only respect the letter of the wish ... asking to become the richest man in the town will probably get all the inhabitants poor.

If you made that promise but don't hold it in the end, the genie won't do a thing to you : he conveniently forgot to mention he can't harm any of his former masters. You can then sell the lamp away ; once cleaned, it's worth a decent amount of gold.

If you hold your word, in this gratitude, the genie does nothing to you ; which is very nice of him, you've exploited him, didn't you ?

!+ The Six million Liards Halfling In Al Birzuun's suburbs can be found an apparently abandoned, magnificent dwelling, bearing a sign "Do not disturb – Plot in progress ". When you enter, you only meet a dark-skinned elf. When spoken to, he barely answer ... you'd almost swear, by his stature, that he is a Drow !

While being discreet and wary of other's possessions, you wander around the house : from time to time, some moaning makes themselves heard. Strange : would the weird elf be hiding something ? In the master bedroom, nothing out of the ordinary : huge bookcases cover the walls and a bureau stands in the middle of the room. On top of the latter lies a letter : you can read it or not.

Hello Mirador,
Your new plan is devilish, I'm very pleased with it. Pecsyglas is going to be a very precious asset, he can fight like on one ! Shame we had to torture him to convince him… on the other hand, would've been disappointed otherwise, I guess.
I hope his hiding place won't be found… there'll little risk, as so few people are interested in cooking – my own sense of humour leaves me breathless.
With all my regards
Lord Boulachki

Something's fishy and starting to smell strongly. You've no sooner started thinking about the whole thing, that the elf pops in – you didn't hear him coming, he really is a Drow !

"So, you enter into houses and read other's mail ? Curiosity killed the cat, and will kill you my friend..."

The dark elf unsheathes a long sword, smiling with glee : the fight begins. The dark elf is pretty good at sword fighting and should normally give you some trouble. If you kill him, as he dies he whispers : "Sorry, Lord Boulachki, I failed you."

If you search the bookcases, you'll find a book named "One thousand and one ways to cook meat pie" : pushing it triggers a secret mechanism and the bookcase slides away to reveal a door to the basement. In the underground room, are some trunks and a chained Halfling, who was obviously whipped and tortured. You can free him and also heal him - if you want to spit on him, do it while he's unconscious, after waking up he won't be to thrilled about it-, he'll then tell his story : his name's Pecsyglas, and he was abducted in the middle of the night before ending here. You show him the letter and he recognize the handwriting : said Lord dwells on the Central Peak and tried to recruit him, a few months ago, for some mission he wouldn't explain.

Entirely consumed by the beauty of freedom, he offers to join you on your quest – if you so wish -, until he's avenged himself from Lord Boulachki. As you'll realize if you don't push him away, he's a sharpshooter.

+ The captain's past %%%On Hazgordie, in Al Birzuun, if you talk to one of the ship's sailor while in a bar, and make him drink enough, he'll confess they weren't always honest mariners. Their captain was once known as «Bulshark» and they roamed the oceans from the Rim to the Hub as fearless pirates. %%% One day, they found on a boarded galleon a strange map. From the little they were able to decipher, it leads to heaps of gold, but none in the crew managed to decrypt it the whole of it. After saying that, the now comatose sailor falls asleep. %%%If you can convince the captain that you can be trusted and that you can help him, he'll show you the map. In the eventuality of your deciphering it –‘' the player has to do this by himself, not through the skills, you'll make an extra stopover on a small, lost island way off the coast. In the only cave on the atoll, after going through a number of doors barred with enigmas, mummies and Minotaurs, you may fight an old hero, keeper of the treasure. Afterwards, you can take your equal share of it, or negotiate with the captain to have more.

+ ' The sig Dragon guest %%%If you go north of the *drum roll* Forest of the Wolves *drum roll*, you end up face to snout with a scared wolf cub. Using his elvish heritage, the ourang-outelf translates the animal's whimpers. Otherwise, your auk-ish form allow you to talk artic fox, a language that somewhat resembles wolf; So you understand roughly (no that's not the wolf's name) but can get the finer details… and, as anyone know, hell lies in the details…%%%* Ourang-outelf's version (his name is Felix by the way): The Cub, named Scout, got out for a walk but when he tries to get back into his den, the ground was littered with sharp lumps of ice and the way is barred. As he was trying to find a way in nonetheless, there was a sound like a huge thunder roll, and Scout saw a flash of light near the glade's border, as if something huge had reflected the sunlight while moving into the air. More ice blocks had then fallen on the ground. %%%* Auk-ish version : After a walk through the forest, the cub wanted to go back to his den. However, there was too much ice to get in. He wanted to clear it away. Caution is in order as there are often snowstorms in this area, with big bolts of lightening and thunder rolls. %%%As you walk into the glade, a tremendous boom resonates and you barely avoid a HUGE, very spiky lump of ice. If you follow the reverse trajectory than said lump, you'll find a white dragon, sneezing more discreetly now. If you try to attack it, it'll cry out (yes, it talks human) «Have bercy, I'm sig and gan't fight !».%%%If you have in your sack a Rub's Potion, you can give it to him (it's a male). He then agrees on guiding you from above to each of the six main *drum roll* Forest of the Wolves *drum roll* glades (but won't get involved in combat, arguing he's still weakened from his cold). You can also choose not to give him anything, or indeed attack him. %%%Before leaving this small glade, you can clear the access to the cub's den. He then let out a prolonged howl before yelping and disappears into the hole. In one of the main glades, you're faced with a group of ten wolves : six of them are from Scout's pack, you'll only have to fight the other four.

''Notes :'' Rub's Potion must be available in one of the towns' shops, especially Jilkan's : after all, the player learn quite early ''(see the ourang-outelf quest)'' that he'll end up in cold, snowy areas, so he can show some forethought.%%%In fact, that could be the way to introduce the ourang-outelf quest. The merchant selling the Rib's explain that once on the Central Peak's territory, there are several days of trudging through the snow to get anywhere. So, the player needs something to avoid cold, like a potion, and, of course, warmer clothes. And if the player asks where to find warm clothes, he's directed to Cruellio De Villa's dwelling.''

+ The besieged swordsmith %%%In the Forest of the Wolves, in a very secluded part, there is a small house besieged by wolves, that you will have to fight. Inside lives an old man : as you enter he explains he's a sword- and armoursmith and that the monsters living nearby prevent him from going outside, that he's missing his family, that he's starving and parched and may die if he doesn't find a way out to his home. Since you've managed to get this far, maybe you can clear the environs and escort him to the exit. Of course, he has more than enough to reward you with : he's an excellent smith and he has created very interested items…%%%If you accept, wolves and monsters will keep on attacking all the way out : it's your duty to keep the smith alive ! At the forest's exit ''(if you succeed)'', the man thanks you profusely and presents you with a superb magical weapon, to be chosen from his stock : the Courage Sword, the Valor Ax, the Dagger of the Braves, and the Temerity Spear. Those weapons are of equivalent power and very interesting. If you are abastard, a genuine one, killing the smith allows you to get all the weapons…%%%Before leaving, the man (if alive…) tells he's looking for a enchanted pan pipe for his so : if you heard of something, you can find him back at the castle.

+ The Bell jar rings %%%You offer the Duke to spare ''(Yes you're merciful)'' a glance at the bell. In fact, you'll need the ourang-outelf's help to climb up to the bell. There, you'll notice the bell appears all but normal, the clapper is in place. You'll have to wait for night, cloaked in shadows, to watch a minute lutin walking out of a crack: he then levitates up to the clapper and cottons it with wadding. Once again, you have to ask the ourang-outelf for assistance: only he is nimble and stealthy enough to catch the small fairy. The latter ''(Tamar)'' will reveal he's been blackmailing into this action: some rival of the Duke holds his wife hostage. If you convince him to issue a written statement, the duke will be able to blackmail the blackmailer ''(Earl Imp)'' about Royal Court intrigues. Besides, Earl Imp isn't his only enemy: a neighbouring lord is causing much trouble too, so if you could…? %%%The Duke will pay liberally (sleep-deprived and probably light-headed, the duke isn't cautious and let you see his safe's opening code) to get the statement into his hands. Finally, succumbing to sleep and alcohol, he falls asleep, snoring. If you want to rob the safe, it's the perfect time.

+ Lutin Tamar's wife %%%''This quest hinges on the good march of the preceding one.''%%%Upon exiting the Duke of the Mount Maudlin-Seer's Manor, you can go directly for the Killing Rabbit or go free the lutin's wife. Steered by the latter, you find quite easily the abductor ''(by going directly through the castle and several guards' bodies. Or you can also use stealth and earn experience points in that skill for it)''. However you're in for a surprise; in truth, the lutin's wife ''(Kerbell)'' hasn't been abducted, she had devised a plot with Earl Imp to get rid of her cumbersome husband, because she's in love with the earl. Wow. %%%Now, you have two alternatives: kill the lutin's wife ''(now ‘human' due to a powerful metamorphosis spell that cost her an arm and a leg)'', and maybe her lover too. In that case, the lutin offers you some gold ''(but it's a fool's gold: it disappears after a couple of hours)''. Or kill the lutin, like the dirty bastard you are: in that case, Kerbell gives you a parchment, the one that had her metamorphosis spell written on it; On the back of it is another, less powerful, but still useful, spell.

+ Underlord ''' %%%Following the Duke's request, and possibly prodded on by PlecsyGlas the Halfling's revenge urges, you go pay a visit to Lord Boulachki. A tramp on the road tells you the stronghold is barricaded, but that, in return for some gold, he can show you a secret entrance that will lead you directly in the heart of it: before being sacked and humiliated by Lord Boulachki, he was the castle butler and knew all of its nooks and crannies. %%%You can agree to pay for the information, or beat up the old man till he spills everything, out flat out refuse his offer. If you use the secret entrance, you get in easily and discreetly – thereafter, you keep on discreetly or not; if not, you have to kill the sentinels, break down the door, and fight the knights on watch duty in the court. %%%Once in presence of the Lord, he confess all of his intrigues – he had planned to get the Duke assassinated, take possession of his lands then move against the current King. From there, you can:

  • Force a written confession out of him, make him prisoner and get him make to the Duke.%%%
  • Kill him and make Plecsyglas happy.%%%
  • Make him choke up some gold. (This isn't inconsistent with the first two options).%%%
  • Congratulate him for his plot, and offer your help with it. You'll then have to kill Plecsyglas.

+ John Nie's ambition %%%On the road, a young man in rags and holding a pipe flute is walking and bellowing his head off, in a insufferable din. When you talk to him, he tells you his name's John Nie, and that he's the best singer in all of Samoth. If you wholeheartedly agree with him, or manage to convince him a farming career would better befit him, he gives you his old pipe flute… Your greedy eyes notice at once his magical potential: it allows to cast spells without using up any Thaumana! Of course, you can give it to the swordsmith – if you have freed him -, in order to obtain an enchanted armour. Or you can keep it.

+ Games, entertainment, and other stuff %%%

  • Swimming competition: (Untl'Gaw) Simple enough, every five minutes there's a swimming comp in the laguna; participation is at 5 asses, first prize is 10 shells, the second 7, and the third 5. %%%
  • Le collector: (Untl'Gaw) In Untl'Gaw village, you meet an old man, who shows you his butterfly collections. He sighs that he's now too old to hunt, so he gives you his butterfly net: it is worth 5 shells on the market. You can also hunt butterflies on the town's border and bring them to the old man: he gives two shells per butterfly. (You've got to bring them back one by one, to empty the net, then go back to the town's border.)%%%
  • Gambit: (Yzgull) Five glasses, one of them poisoned. You choose a glass, and if you're still alive after drinking it, you get 30 shields. (Each round cost 10 shields.)%%%
  • Pià±a Cognata: (Yzgull) You're presented with three rounded containers, you've got to choose one, and one only. Then, you have to assess your strength correctly, and hit it with a club (supplied): if you hit too hard, everything explodes, if don't hit hard enough, the container doesn't open, in each case your 15-shield stake is lost. If it opens correctly, you get the right to take everything it holds. %%%
  • Fortune's Wheel: (Dornash) There's a fair in Dornash (you get to see the whole continent from atop the Big Wheel). You turn a wheel and get the prize pointed at by the arrow when the wheel stops (a round costs: 50 cocos). %%%
  • Pick'n'Grab: (Dornash) one of these devices with a pincer you have to steer and lower in order to get your dream item. Among the objects, there are a pouch, a helmet, and whistles. A lot of whistles. %%%
  • Mr. Muscle: (Dornash) A vertical pole in a socle, you have to hit said socle with all you have. If the bell chimes, you've won 10 cocos (a round costs: 4 cocos) %%%*Goblets: a merchant has three goblets on a trestle. He shows you a ruby lying under on of them, then he shifts them around. If you can find the goblet with the ruby under it, you win said ruby (a round costs: 5 cocos).%%%
  • Pawpotatoes: (Al Birzuun) Uptown a mansion with a superb garden is to be found. However, some trees are yellowing, seemingly ill. If you enter the domain and asks for information from the landlord, he'll explain his garden is ridden with Pawpotatoes that eat away the plants' roots. He offers a gold coin for each beast you bring him. There's a total of 100 of them. (Beware, each beast can be killed with only one swipe of your weapon, however they are very quick and unpredictable, plus trees and shrubs give them ideal hiding places.) %%%
  • Flying Carpet (Al Birzuun) You race with a guy riding a flying carpet. You pay 12 asses to do this and can win 25. %%%
  • The old lady: (Jilkan) Regularly, you'll see an old lady trying to get across the street. If you offer your help (followed by a mini-clip where you walk her across), she gives you some trinket as reward (sale price varies; sometimes, it's a magical ring) %%%