Kertigen's commune walkthrough: Difference between revisions
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Quest location: [[Stone Clan]] <br/> |
Quest location: [[Stone Clan]] <br/> |
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==TL;DR== |
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Go to Stone Clan on this {{rmap|10|map}}, climb trail, UP, say grek, Go Door, N, NE, N, N, NW, N, N, N, Go Stone, Go Oeblicher. |
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*[[Lich_scripting_engine]]: ;go2 1188, say grek, Go Door, ;go2 7256, Go Stone, Go Oeblicher |
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*[https://github.com/GenieClient/Genie4 Genie]: Northern Trade Road map #goto 396, say grek, Go Door, #goto 13, Go Oeblicher |
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Follow script mention below.<br> |
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{{com|push}} [[Pilgrim's_badge#Stone_Clan|basalt altar]] to [[Pilgrim's badge]]<br> |
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{{com|look}} altar<br> |
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Go Out when finished |
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==Details== |
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Stone Clan is {{rmap|10|located north}} of [[Kaerna]] on the Northern Trade Route. <br/> |
Stone Clan is {{rmap|10|located north}} of [[Kaerna]] on the Northern Trade Route. <br/> |
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Travel North from Crossing along the NTR until you reach: <br/> |
Travel North from Crossing along the NTR until you reach: <br/> |
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[Northern Trade Road, Foothills] <br/> |
[Northern Trade Road, Foothills] (lich room 1169)<br/> |
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You travel through a small dell that rises northwards into a narrow pass. You follow the path with your eyes until it fades from view among the steeply rising mountains. Southward a low hill rises, bearing the roadway along its shoulders. A Trader's Guild outpost sits alongside the stony trail. You also see a weathered roadsign, a stone marker, '''a stony trail''', The Guild Stables and a wrecked barricade. <br/> |
You travel through a small dell that rises northwards into a narrow pass. You follow the path with your eyes until it fades from view among the steeply rising mountains. Southward a low hill rises, bearing the roadway along its shoulders. A Trader's Guild outpost sits alongside the stony trail. You also see a weathered roadsign, a stone marker, '''a stony trail''', The Guild Stables and a wrecked barricade. <br/> |
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Obvious paths: north, west. <br/> |
Obvious paths: north, west. <br/> |
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Alternatively, enter the oeblichar, wait for the stun to wear off, STAND and use this script: <br/> |
Alternatively, enter the oeblichar, wait for the stun to wear off, STAND and use this script: <br/> |
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<pre> |
<pre class="select"> |
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put look n torch |
put look n torch |
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move n |
move n |
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</pre> |
</pre> |
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You may also add the [[Pilgrim's_badge#Stone_Clan|basalt altar]] to your [[Pilgrim's badge]]. |
You may also add the [[Pilgrim's_badge#Stone_Clan|basalt altar]] to your [[Pilgrim's badge]]. To do so, edit out the 'put pray' command at the end of the script above to give you time to use your badge. |
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>look altar <br/> |
>look altar <br/> |
Latest revision as of 09:31, 29 October 2023
SPOILER ALERT! | |
This article reveals in-game secrets, spoilers, walkthroughs, or other information not intended for general knowledge in-game. |
Given by: Esuin, the Crossing Cleric guildleader upon advancement to 8th circle
Quest location: Stone Clan
TL;DR
Go to Stone Clan on this map, climb trail, UP, say grek, Go Door, N, NE, N, N, NW, N, N, N, Go Stone, Go Oeblicher.
- Lich_scripting_engine: ;go2 1188, say grek, Go Door, ;go2 7256, Go Stone, Go Oeblicher
- Genie: Northern Trade Road map #goto 396, say grek, Go Door, #goto 13, Go Oeblicher
Follow script mention below.
PUSH basalt altar to Pilgrim's badge
LOOK altar
Go Out when finished
Details
Stone Clan is located north of Kaerna on the Northern Trade Route.
Travel North from Crossing along the NTR until you reach:
[Northern Trade Road, Foothills] (lich room 1169)
You travel through a small dell that rises northwards into a narrow pass. You follow the path with your eyes until it fades from view among the steeply rising mountains. Southward a low hill rises, bearing the roadway along its shoulders. A Trader's Guild outpost sits alongside the stony trail. You also see a weathered roadsign, a stone marker, a stony trail, The Guild Stables and a wrecked barricade.
Obvious paths: north, west.
Climb trail, UP, say grek, Go Door, N, NE, N, N, NW, N, N, N, Go Stone, Go Oeblicher.
- ("grek" means "friend" in Haakish and is the password required to enter the warded gates of Lairocott Brach)
Once you've entered the oeblichar, find the altar and pray or fall unconscious due to suffocation. If you suffocate you'll wake up outside of the oeblichar and start all over.
To find the correct path, examine the torches above the doorways, making sure you're looking at the brightest torch or look at the floor if there is a knotwork pattern in the floor. If you don't do this in every room to find your way, you will fail to learn the commune and be returned to the oeblichar when you pray at the altar.
Alternatively, enter the oeblichar, wait for the stun to wear off, STAND and use this script:
put look n torch move n put look northeast torch move ne put look floor move w put look northwest torch move nw put look floor move nw put look east torch move e put look floor move se put look east torch move e put look floor move e put look north torch move n put look floor move ne put look northwest torch move nw put look floor move w put look northwest torch move nw put look floor move w put look southwest torch move sw put pray exit
You may also add the basalt altar to your Pilgrim's badge. To do so, edit out the 'put pray' command at the end of the script above to give you time to use your badge.
>look altar
The altar is made of pure basalt, the burning blood of the earth. Blackened and glassy, it seems to flow out of the walls.
(All that's left is to wait and read the subsequent messaging.)
Your vision dissolves as your consciousness gives way at last....
In your mind, you see the image of the basalt altar and the chamber you are in. As you watch, the altar fades and becomes strangely translucent. You find yourself -- or is it the dream of yourself? -- rising and passing through it, as if it were made of little more than air and a madman's visions....
[Oeblichar, Lairorung Solsteen]
It is almost completely dark here, except for the faint glow of wall fungus. A soft giggling can be heard from somewhere nearby.
Obvious exits: none.
You hear a shy voice whisper, "This way! This way!"
You turn to see a small, shadowy figure standing nearby. As you go to follow it, it reaches out and drags you through the stone with a suprisingly powerful grip!
[Oeblichar, Lairorung Solsteen]
The walls close in around you, creations of living darkness. Were it not for the sound of your own heart beating, you would swear you had been entombed in rock. You also see a shy welkin.
Obvious exits: none.
From out of the shadows you see a curious creature emerge. Remarkably similar to a halfling except for the fur that covers his body, you feel a moment of shock as you realize this is one of the mysterious welkin!
The welkin smiles shyly and then says, "Hello, XXXX. We have been watching you roam our halls...and we have been waiting."
>look welkin
The welkin is about the size of a Halfling, covered in fur. His eyes are bright and brown and his clothing is composed of clean, sturdy leathers. Mostly hidden in shadow, it is hard to make out definite features.
"I am of the welkin," the creature continues, "one of the personal helpers of Divyaush, who is a face of the god Kertigen. Zachriedek, the dark face of Kertigen, is served by gremlins, as you may know." The creature smiles shyly. "I am not a gremlin."
The welkin continues, "Kertigen is the god of craftsmen, wealth, precious metals and gemstones. He has two other aspects -- Divyaush, who is the kindly cobbler to whom I am a servant, and Zachriedek, who is the bestower of ill luck on riches."
"Kertigen's symbol is the knowledgable raven, Zachriedek's the thieving raccoon, and my master's is --" the welkin ducks his head "-- a welkin." He giggles. "Kertigen's craftwork is what made the chains that bind the World Dragon in its place. Even Zachriedek would not want to see It break loose. Each link, therefore, is masterfully crafted by the three faces of Kertigen."
The welkin shifts from foot to foot and then says, "You have come here in the name of knowledge, and so knowledge you shall receive. My lord knows much in the way of weapons, so to you he offers the power to, for a brief time, change the sharpness of a weapon. It is most effective in the hands of a cleric, but it can be used by those who are not priests; however, they may find that the weapon's magic does not hold as long with them. Also, it retains its power the strongest when used against undead...and it does not last when stored somewhere."
"To edge the weapon, sprinkle it with holy oil and then commune. You can also edge a weapon that is in another's hands by communing on them. To do so, sprinkle THEM (or yourself) with holy oil, and commune. Make sure they have the weapon in hand." The welkin smiles at you. "As with all things, it will require your dedication to make this work. The gods give nothing without sacrifice."
"That's all," the welkin says, smiling. "I hope it all makes sense. Now that you have come here, you can never return." The welkin looks a little sad, then perks up, saying, "Good luck!"
You hear the soft giggling of children, and then the tickle of furry fingers on your skin. You turn to see hundreds of the tiny welkin surrounding you, their eyes bright. It is the last sight you see as the world dissolves about you....
(You're returned to the oeblichar entrance with knowledge of Kertigen's commune)
[Lairocott Brach, Lairorung]
Carefully chiseled into the floor within the circle of stones is the hallowed image of Kertigen. Unlike other areas of the dwarven settlement, where some of the floors have become worn and smooth with age, the surface here appears unchanged from its original state. You also see a deep oeblichar.
Obvious exits: out.