[Chapter 1+2] Surok's Rising - Part 1!
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[Chapter 1+2] Surok's Rising - Part 1!
- Spoiler:
- Copy and Paste of what I had so far.
-
^v^ WARNING: THIS THREAD WILL CONTAIN SPOILERS ABOUT QUESTS, SUCH AS WHILE GUTHIX SLEEPS ^v^
^v^ CHAPTER 2: Fix That Orb! is Posted! ^v^
Hello, and welcome to:
^v^ Surok's Rising - Part 1. ^v^
^v^ 80-81-237-58422819 ^v^
-
*'´¨) The Quest Enrichment Program waz 'ere! (¨´'*
(¸.°¯` Quick find code: 80-81-759-57974762 ´¯°.¸)
Introductory Template
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(Thanks to Psychoboy8 for this Template)
• Name of Quest: Surok's Rising - Part 1.
• Quest length: Long.
• Quest difficulty: Grandmaster
• Brief Introduction:
This
Quest starts with the White Knight's Reporting that Surok has escaped
without a Trace, from the jail he was locked in during While Guthix
Sleeps. Part 1 of this Epic Trilogy will see our Hero run into a second
storyline; The werewolves of Canifis. Not only this, but Black Knights
have protected their Elite Base from White Knight Technology. What does
this mean for the Spying Hero? What will said Spying Hero find out from
the Black Knights?
• Places of interest:
The Quest will
start from a White Knight Messenger visiting our Hero,in the same way
as Regicide. Chapter 1 will end at the White Knight's Castle, our Hero
bruised, battered, soaked, maybe burnt, but alive. Chapter 2 will start
at the same place as Chapter 1 end, and Chapter 2 will also end at Sir
Amik Varze.
-
Requirements
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^v^ QUESTS ^v^
•While Guthix Sleeps
*Slug Menace
^v^ SKILLS ^v^
•73 Construction.
•77 Smithing.
•76 Crafting.
^v^ OTHER ^v^
•Must be able to survive "Elite Hits" from all Three corners of the Combat Triangle.
^v^ HELPFUL ^v^
•90 Agility.
-
Plot
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^v^ PROLOGUE ^v^
a) Our Hero will be
approached by an Elite White Knight Messenger. He will be wearing
Armour very similar to Black Elite Armour, but White. He will say two
things: "COMMORB!" and "SUROK!" before disappearing in a puff of Smoke.
^v^ CHAPTER 1: In Which All Is Not Well At Falador ^v^
A
Scroll will appear, saying Player Name, Surok's Rising - Part 1 and
then Chapter 1: In Which All Is Not Well In Falador. (Similar to Monkey
Madness)
a) Upon activating the Commorb v2 we will be
informed by Savant that "Sorry, but we couldn't tell you in public,
speak to Tiffy!"
b) When Speaking to Sir Tiffy Cashien we will be told to "Meet at the Farming Spot" When
we ask which one he will say "The new one" "Our one"
c)
Obviously he is referring to the place we grew the Enriched Snapdragon
Seed in While Guthix Sleeps. When we arrive there we will see Idria and
Akrisae.
d) Our Character will immediately ask them why they
are not at the jail with Surok. With this they will break down and fall
to the floor. Sir Amik Varze will walk in and we will ask him what's
happened. He will answer, telling us that "Surok has.." At this point
he will stop. If we have the Commorb with us he will order Savant to
scan us to check we are who we say we are, if not he will order us to
get one. When given the all clear by Savant he will continue. "Surok
has escaped. We do not know how, but there was no sign of damage on the
bars." Idria will recommend that we go back and examine the cell.
e)
Upon arrival, the Cell will appear exactly as before. There will be no
damage to the bars, and seemingly no difference at all, except Surok
not being there. Idria and Akrisae, along with Sir Amik Varze will have
followed us down. There will be no new options on the bars such as
Inspect, and absolutely no traces. We will be able to speak to Idria or
Akrisae, both will simply say "We have failed! Can Saradomin forgive
us!" and fall to their knees. We will also be able to speak to Sir
Amik Varze who will tell us that as Surok was in the Elite Black
Knight's Base previously that is likely our best trace. He will also
warn us to prepare for Danger, briefly mentioning that the base is
'different' and also says they have 'evidence of improvement within.'
He will also give us a Scryorb v1. Finally, he will strongly suggest
taking a Commorb with you.
*) When we get to the Elite Black
Knights Base, it will appear no different to how it did previously, in
terms of the look of the base, apart from there being a small pile of
unmovable logs on the Bridge we jump over. Our Quest Journal will
merely say "I should explore this base like I did previously" so it
will be up to us to use our Quester Instincts to explore. Everything
will appear normal at the start, and just over the bridge. As usual we
will need Black Elite to avoid getting attacked. There will be one
small difference upon closer inspection; there will be no Elite Dark
Mages.
g) The Elite Dark Mages will be found congregating in
the big room at the end of the Base, where we originally found the Dark
Squall. In this room there will be one other big difference, instead of
the Dark Squall there will be a Large figure about 1.5 times the height
of a Player, wearing Black Elite. Even his Gloves and Boots will be
Gold and Black.
h) The Elite Dark Mages will ignore us, and
continue their Conversation. The Elite Dark Mage Leader will lead this
Conversation. He will look similar to the other Elite Dark Mages, but
he will be constantly levitated slightly above the floor. He may be
slightly taller as well. Their Conversation will be about the
Werewolves of Canifis, and a Dark Orb. Not a lot will be said at this
Point. The Leader will say "The Werewolves of Canifis" to which an
Elite Dark Mage will say "The DarkOrb, Master" The Leader will reply to
this with "It worked." Another will say "Master, about earli-"
To which the Leader will say "DON'T SPEAK OF IT! MEET ONCE, REMEMBER! WE CAN'T REPEAT THAT, EVER!"
i)
At this point a Chat Screen will come up, with Savant, via the Commorb.
Savant will say "Player name, you must find out what 'happened
earlier'" We will respond "I guessed as much, but how?" Savant will
then say "I will scan you" and a small bar will appear above our head.
This bar will change colours and fill slowly as Savant scans us. When
the bar is filled she will say "You are somewhere dark, but have two
symbols of our white light with you. One is used for this conversation,
and the other will be handy." Your Character will guess "My ScryOrb?"
and Savant will smile, then disappear, and the Conversation will end.
j)
As Savant has confirmed, we must use the ScryOrb v1 on the Elite Dark
Mage Leader. If it is used on any other Elite Dark Mage, Savant will
appear again and say "Only the leader will know enough."
k)
When the Scryorb v1 is used on the Leader a major cutscene will begin.
In this Cutscene we will see The Elite Dark Mage Leader get out a
Blackish Grey version of our Commorb! He says "DarkOrb, let the power
of Darkness bring the Evil from us and the evil of Canifis together!"
Two Lightning Bolts,but black, shoots out the Orb into the ground and
the whole screen starts to shake. The Elite Dark Mage Leader will start
to speak to the Orb again. He will say "Things are improving. White
Spies will be dealt with." A Canifis Werewolf will respond "Good, our
Plot is unbeatable. And how is it going for us?" The Leader will reply
"It is getting there. The Salve can be breached, our research shows."
The Werewolf will respond "Good, and how?", to which the Leader will
respond "Likely Chemicals or that Architecture Place." And the
Conversation will end.
l) At this Point the Commorb will activate again, but this time Savant
will be across the whole screen, rather than just a small area at the
bottom of the screen. Savant will say "Get out, and quick! They know
you're there, they know who you are!" With that, she will disappear
again, and the Screen will fade to White.
m) When the Screen
fades back to normal, the Elite Black Knights will be madly running
around. They will be shouting "Player name is an intruder!" "Player
name is a SPY!" "Player Name is working for the White Knights!" The
Elite Dark Mage Leader will run at us and say "YOU SPY ON ME! YOU PAY!"
He will pull out a massive Staff with a Dragon's head at the top, and
fire a massive red laser-like beam straight at us. This will knock us
back a few Spaces and Teleblock us. The Screen will start slowly
flashing red, and a message will come up saying "Savant attempts to
Teleport you out, but fails" in the Chat Box, to which the Elite Dark
Mage Leader will say "You think your Technology can defeat us, White
Knight?" The Large Figure will shout "ACTIVATE!" followed by "ATTACK TO
KILL!" This will be followed by a Small look around the Base, in which
we will see Castle Wars Style Barricades rising from the floor, and a
Black Knight pulling out a Tinderbox.
n) Here we regain
Control.It looks like we're going to have to escape on foot! With every
Knight in the Dungeon now aggressive, Prayer might come in handy. As we
run through we will have to Attack the Barricades that have come up
from the Floor (they have 35 hitpoints each) At the end of the run for
the ladder to escape, there will be one final obstacle. That Black
Knight with the Tinderbox was setting Alight the Wood on the Bridge!
With that ablaze there is no way you can make the jump, unless you have
90 Agility! You're going to have to plunge into the waters below. Upon
jumping into them you will go into a swimming stance. You click like
normal to move, but when moving you swim.
In these icy waters your stats will also be slowly drained, incurably.
In terms of Combat down here, Black Knights aren't forgiving. You will
still be attacked by Magic and Range Attacks, and one Elite Black
Knight will jump off the Bridge after you. Once you swim across the
water you can make your Final run towards the ladder..almost!
o)
You will notice a few rungs have been knocked off the ladder, enough to
stop anyone below 80 Agility from climbing it. There is one Elite Black
Knight with a big Plank in his hand, so it seems you'll have to kill
him for the Plank. He's quite easy, as he can only hit up to an 8 with
his Plank. However, the other Elite Forces will still be attacking you,
so you'd be best to deal with this guy quickly. Upon Death he drops
some nails, 3 planks, a hammer and a saw. With all of this, and 62
Construction, you can fix the ladder and make your escape.
p)
Out of that base, bruised but alive, your Commorb will reactivate.
Savant will say "Sorry, Player Name, we couldn't get you out! There
must be some sort of new force in that place!" She will go on to advise
you to return to the White Knight's Castle.
q)At the White
Knight's Castle, back at the jail, Idria, Akrisae and Sir Amik Varze
will be awaiting your return. Upon speaking to Idria or Akrisae you
will be informed that Sir Amik Varze wants to speak to you. By speaking
to Sir Amik Varze you will start to recite what happened, the Meeting
about the werewolves, the meeting with the Werewolves, the hooded
figure, the Elite Dark Mage Leader, to which Sir Amik Varze will say
"You underestimate the power of your Commorb, it needs to be improved
yes, but we knew all of that through it"
===END OF CHAPTER 1===
Thanks to anyone who read that. I'm absolutely dying for Feedback on this Quest so far!
Re: [Chapter 1+2] Surok's Rising - Part 1!
- Spoiler:
- ^v^ CHAPTER 2: Fix That Orb! ^v^
A Scroll will appear, saying Player Name, Surok's Rising - Part 1 and then Chapter 2: Fix That Orb! (Similar to Monkey Madness)
a)
The conversation with Sir Amik Varze will continue. We will ask him
what to do first, find Surok or follow up the Plot with the Werewolves,
to which he will respond "Your Commorb is needed for both. If you are
going near Black Knights you're going to want it improved." We will ask
him whether he can enchant it to improve it again, at which he will
laugh and say "The Black Knights know of our Technology and that's what
they detect." When we ask what we are going to need to do he will tell
us to make a whole new Commorb. He will give us some Molten Glass, and
tell us to have a word with Bert about Crafting one.
b) When
we arrive at Bert he will be expecting us. He will say "You want a
Commorb, I gather?" When we respond positively he will tell us that for
security reasons Sir Amik Varze has forbidden him to tell anyone
directly how to make it, and that he has buried instructions in his
sandpit. He will tell us to get something that will let us sieve
something from sand. At this point activating the Commorb will result
in the hint of Archaeology, and the apology that Security issues stop
the White Knights or Bert telling us exactly what we need.
c)
We need to find a pan used for panning for gold, from the Digsite. Upon
arrival at the Digsite, we will see a Strange sight. A group of Dark
Elite Rangers will be entering the Exam Centre. The Commorb will
activate, if we have it, and Savant will tell us to stay away from
them. If we do go near them with the Commorb, they will shout out
"Attack to Kill!" and start to attack us.
d) Having let them
pass, we can go and find a Gold Pan at the Gold Panning site, the same
one used to pan gold in the Dig Site Quest.
e) With this Gold Pan we can go back to Bert's Sandpit. By using the
Gold Pan on the Sandpit a small cutscene will activate. We will sieve
through the Sand, and eventually pull out a small scroll in the Pan.
However, this will slide back through the Pan's tiny holes and the Sand
will mysteriously cover back over.
*) Upon speaking to Bert
about this, he will say that we are going to need some sort of Magic
Enchantment. We will ask him why he can't just tell us what to do, or
what we need, and he will reply "Security" and end the conversation. We
will be able to talk to him again after, and we will ask him where we
can find out about this Enchantment. He will reply "We're right next to
a Guild here, maybe they can help?"
g) Upon entering the
Magic Guild, Wizard Distentior will greet us. He will immediately
mention the Gold Pan, and tell us that there is clearly no level of
Magic that will help. "That's it?" We will ask. He will respond "I'm
afraid so, unless there's another Level of Magic you somehow know
about?"
h) Of course we do! Head to the Oneiromancer on Lunar
Island. He will tell us that enchanting a Gold Pan is something new,
certainly not something they can already do, but certainly something
that can be achieved. He will suggest that we use the Contact NPC Lunar
Spell, and see if anyone can help.
i) Upon Activation of this
Spell we will find ourselves able to contact a new NPC, Magnifica. He
will certainly live up to his name in Conversation, constantly
referring to his Magic Abilities as awe-inspiring and stunning. He will
tell us that he can certainly create an item using the Power of Lunar
Magicks, on one condition. When we ask what this is, he will tell us
that we have to make the device, and will tell us a list of
instructions. These will, of course, appear in our Quest Journal.
j) The Instructions will be :
• Make an Adamant Frame on an
enchanted Anvil in your Player Owned House. We will have to first make
an Anvil in our House, to make it on. This will be built in the
Workshop. It will require 25 Steel Bars for a normal Anvil, and 20
Steel Bars, one Ruby and one set of Runes for Level 3 Enchant for
Enchanted. Being on Normal Magicks will be required, and 73
Construction will be required. With this made, we can take 6 Adamant
Bars, and one Dragonstone to it. We will make a Frame, which will look
like a Lantern Frame, but more solid, and with a small hole for Runes.
The Dragonstone will be at the bottom, almost moulded into the
Frame.This will require 77 Smithing. The Frame will be automatically
half-enchanted due to us using an Enchanted Anvil.
•Complete the Enchantment.
This will be done with the Level 5 Enchant spell. Really, it's that simple.
•Place
into it 100 of each Elemental Rune and 150 Cosmic Runes. As Runes are
placed into it a small clicking noise will be heard, and the Frame will
change to a colour: White for Air, Blue for Water, Brown for Earth, Red
for Fire and Yellow for Cosmic. When all the Runes required are placed
into it, it will turn a pure white colour and sparkle a little like a
Magic Tree.
k) As we don't yet know a Location of Magnifica,
we will have to contact him again to find out. This will require going
back onto Lunar Magicks to Contact NPC him again. To avoid people
'cheating' by telling or asking his location, it will be a Random Fairy
Ring Location each time. He will be waiting just next to the ring. He
will be wearing Infinity Robes.
l) Upon arrival at the
correct Fairy Ring, Magnifica will approach us. He will notice the
Frame and say "Very good, now stand back while I enchant those Runes" A
cutscene will begin. He will shout out "Encarta! Enchanto! Magnifica!"
and a Golden Lightning Bolt will fire out from it. He will hand it back
and tell us that it should enchant our gold pan now.
m) Upon using it on the Gold Pan, a small cutscene will start. The Pan
will be enchanted, sparks will fly up into the air and the Pan will
literally turn gold, occasionally sparkling still.
n) Now we
can dig again, at the sandpit. This time, during the cutscene we will
sieve at the sand, and then pull out the Pan. Sand will fall through,
but the letter will stay inside the Pan.
o) Now we can read
it! The Scroll will say "Well done adventurer. You have proved yourself
worthy." We will turn the scroll over, looking for more Instructions.
On the back, it will say "Contact Savant."
p) Upon activation
of the Commorb we will not get a response from Savant, but a chat
screen with "Commorb" The Chat Face will simply be an image of the
Commorb. Obviously, this isn't a person, almost an 'admin function' of
the Commorb. It will merely say "Hello Player Name, I have a message
from the White Knights: Your Commorb has been deactivated to prevent
the Black Knights from continuing to improve against our Technology.
Please Report to our Castle immediately."
q) When we get to
Sir Amik Varze he will tell us that he has come across a Mould for the
Commorb. He will once again apologise for the increasing Security, then
tell us that if we hold a diamond and the mould, and use the Molten
Glass with a Furnace, we should be able to make a Commorb V3 (u) with
76 Crafting. Upon following these Instructions, we will receive a
Commorb V3 (u)
r) Upon returning to Sir Amik Varze with it,
we will be told it needs to be enchanted in the same way as a gold pan
could be. He will apologise for the weird hint, and quite
obviously
think that we will never 'guess'. We will respond "Magnifica" to which
he will be shocked and reply positively. So, we return to Magnifica.
s) Upon return to Magnifica's Fairy Ring location, and yes we have to,
his NPC Contact no longer works, we will notice one weird difference in
him. Occasionally he will majestically rise into a levitational
position, but rather than looking proud he will flap his arms to bring
him back down. Oh, and he will be wearing Black Robes now. When we ask
him for an enchantment he will conveniently pull out a Tablet with the
Enchantment on it. Black lightning bolts will fire around, causing the
ground to shake, and then the Commorb V3 will be enchanted. Magnifica
will then take it, and send a small light from his eye onto it, before
handing it back.
t) We will go back to Sir Amik Varze, who
will notice the Commorb V3. He will tell us it is very good, unique and
undetectable as far as they know. However, Savant is no longer attached
to the Commorb! So we have to find her.
u) Easiest way - NPC
Contact! Where Magnifica used to be, we will see Savant. Upon speaking
we will ask whether she can link to our Commorb for us. She will say
that she needs to perform a powerful mind meld spell. She will require
100 each of Bloods, Deaths, and 150 Mind Runes. She will also tell us
"Meet me at the Farming Spot you visited about Surok with said items."
v)
With these Items, we return to Falador Castle Farming Patch. Here we
will see Savant, wearing elegant White Robes. When we give her the
Runes a cool cutscene will begin, involving her getting fired into the
air with the Commorb, her and the Commorb melding, and then finally her
popping out and the Commorb glowing. After this, we will comment "I
never knew someone who would do so much for her job" to which she will
reply "Thankyou would suffice. Anyway, you'd better talk to Sir Amik
Varze about whether we are done."
w) Sir Amik Varze will
finally decide to be satisfied, ending this Chapter! He will comment on
how the Black Knights will never find out about this Technology, and
how we have succeeded to make an impecable new Commorb.
=END OF CHAPTER 2=
TATORZ- Forum Mod
- Number of posts : 2458
Age : 30
Location : USA
Re: [Chapter 1+2] Surok's Rising - Part 1!
most uber quest ever!
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: [Chapter 1+2] Surok's Rising - Part 1!
Yeah, it's pretty cool
TATORZ- Forum Mod
- Number of posts : 2458
Age : 30
Location : USA
Re: [Chapter 1+2] Surok's Rising - Part 1!
It is teh pwnage
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: [Chapter 1+2] Surok's Rising - Part 1!
Yep. One of mah favs.
TATORZ- Forum Mod
- Number of posts : 2458
Age : 30
Location : USA
Re: [Chapter 1+2] Surok's Rising - Part 1!
we want moar
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: [Chapter 1+2] Surok's Rising - Part 1!
Read it again.
What about death? For Chapter 1, part n. Wouldn't dying avoid the need for all the requirement to get out of there?
What about death? For Chapter 1, part n. Wouldn't dying avoid the need for all the requirement to get out of there?
Re: [Chapter 1+2] Surok's Rising - Part 1!
I really should've finished this.
Anyway, Chapter 1 part n - death would lose the Commorb required for the next part, and the Scryorb. You'd have to go and get them again, and then get the meeting information back onto your commorb. Kinda a plot hole, but that's the best it'll get.
Anyway, Chapter 1 part n - death would lose the Commorb required for the next part, and the Scryorb. You'd have to go and get them again, and then get the meeting information back onto your commorb. Kinda a plot hole, but that's the best it'll get.
Re: [Chapter 1+2] Surok's Rising - Part 1!
Could it just be that the CommOrb and the ScryOrb be worth more than the Elite Black Knight which would then be REQUIRED to enter. Thus, choosing to allow yourself to die rather than complete the escape task means you lose quite annoying to reobtain armour?
Re: [Chapter 1+2] Surok's Rising - Part 1!
It could. You'd have to either buy it or get gangbanged by black knights. And the bridge would still be burned so you'd have to swim, lowering your stats and taking damage.
Re: [Chapter 1+2] Surok's Rising - Part 1!
Srry to tell this but werewolfs have already breached the salve, you'll know if you have done legacy of seergaze, wich I have done
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: [Chapter 1+2] Surok's Rising - Part 1!
He already said that he's been gone a while.
Also, from an ingame perspective, just because it's been done doesn't make it common knowledge. Many still think it's impossible and will try to find loopholes.
Also, from an ingame perspective, just because it's been done doesn't make it common knowledge. Many still think it's impossible and will try to find loopholes.
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