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To Be a Pirate King

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Ruy112
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To Be a Pirate King - Page 7 Empty To Be a Pirate King

Post by Jeeves Thu Jun 25, 2009 6:03 am

First topic message reminder :

Hey there, everyone! Found these forums and figured that I might as well post some of my stuff in here since it'll probably get better reception than in the real Runescape forums. Anyway, this'll basically just be a reposting of all the stuff in my five threads, just in one big thread. So, there might be some extra things that I didn't do in the actual thread: touching up cutscenes, chapter starts, bosses, that sort of thing...Enjoy! Very Happy

Okay, back early from the camping trip (ticks, blisters, 21 miles in one day, etc) so I should be able to keep going on the quests.

Also, someone requested a summary of everything because they couldn't be bothered to read the whole thing...fair enough, but I'm warning you that you'll be missing out on a lot of stuff.

SUMMARY:

While on a strange pirate island (also inhabited by members of the upper crust), a plot is discovered to murder the governor of the island. After defeating the leader of the plot, you discover a strange message in his base, which the governor sends you out to check on. Upon arriving at the location in the message, you discover that the would-be assassin is begging before the four Lords of the Pirate Council for their assistance. They reluctantly agree, so now your objective is to kill all four of the Lords. The first three fall before your blade but the last one opens your eyes to what is really going on. The governor of the island is not who he claims he is, but is rather an old pirate god, fallen from his aggressive and bloody glory, only to be replaced by a kinder, gentler pirate god. The four Pirate Lords each have in their possession an artifact that, when joined together, can provide (or close) a bridge to the gods' realm. Armed with this new information, you must find the other three artifacts and return them to the fourth Lord, who will go about searching for new Lords to take the artifacts. Finally, you and your allies arrive at the island housing the bridge just in time to see the governor disappearing into the bridge he created through his own magic. You and the one remaining Lord follow him up into the gods' realm and, after a heated battle, the governor falls. Hooray!

That summary takes up five quests, so it has just about no detail at all and some bits have been overly-simplified for the summary's sake. If you want the whole quest, you probably should read the whole quest.


Last edited by Jeeves on Sat Jun 27, 2009 1:15 am; edited 3 times in total
Jeeves
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Post by Duskcurse Sun Mar 06, 2011 6:34 am

Aghhhhhhhhhhh post your quests

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Post by Duskcurse Tue Mar 08, 2011 10:39 am

Please post next quest Sad
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Post by Jeeves Tue Mar 08, 2011 12:47 pm

Gotcha! Tongue They'll be long posts, but it's all there.


----------------
To Be a Pirate King – Part 3
----------------
Requirements
----------------
Must have completed To Be a Pirate King – Part 2
Must have completed Haunted Mine
Must have at least 150 Kudos
Helpful to have started Secrets of Mooncog Isle
65 Thieving OR 65 Agility
63 Thieving
62 Construction (if not started Secrets…)
62 Slayer (if not past Mine 1 in Secrets…)
65 Mining
65 Prayer
62 Herblore
68 Hitpoints

----------------
Part 6: In Which Our Hero Exposes a Dreadful Ruse
----------------

1. Begin by sailing to Nautarum (via Stan) and talk to Governor Daca. He’ll tell you that he has discovered a lead on the whereabouts of the next Pirate Lord. Before he can tell you, interrupt to ask why everyone is still digging and what the purpose is. He’ll get angry and say that the island’s economy still isn’t where he would like it to be and that you should stop asking intrusive questions.

2. Before he sends you on your way, however, Daca would like you to perform a simple task for him. He says that one of his guards, Private Villimay, is not out digging like everyone else. In fact, he has been rallying several villagers to his cause and Daca suspects that they are planning a revolution of sorts. You are skeptical, but Daca insists that you check it out. He says that Villimay is usually seen “preaching” his lies in the Rusty Razor.

3. Head to the bar and walk in to see Private Villimay standing on a table telling a few drunken pub-goers about how useless it is to dig up the entire forest when there isn’t even any gold out there! Ask Villimay if he’s planning on overthrowing the government and he will reply that of course he isn’t. Satisfied, return to the mansion to tell Daca the good news.

4. Daca is not quite as pleased as you would expect one to be having been notified there throne was not in jeopardy. He tells you that nothing is to stand in the way of digging, and he means *nothing*. Your next order is to find Villimay and arrest him for disturbing the peace. You protests, but Daca reminds you that he controls the guards in the mansion and could have you arrested just as easily.

5. Return to the Rusty Razor and inform Villimay of his future. The hapless guard tries to run and it is your unfortunate duty to stop him by whatever means necessary…Once the deed is done, report back to Daca and he will be happy that your loyalty to him is unwavering. Back to the Pirate Council business; Daca informs you that the third Lord has recently sent a platoon of his ships out to the Haunted Mine in Mort Myre swamp, but he can’t fathom why.

6. Your next assignment is to infiltrate the mine, find out what the pirates are doing there, and then stow away on one of the ships in order to return to the pirates’ base. There, kill the Lord and report back to Nautarum. Your task in mind, head back to Stan and have him return you, Doric, Robin, and Vannaka to Port Phasmatys (the closest port) and to wait there.

7. Bring your crew safely through the swamps of Mort Myre and have them wait by the Zealot. Once they’re safely stowed, head over to the river and check out the convoy of ships lined up next to the mine. Follow the wooden pathway over the river and to a new entrance to the mine. Unfortunately, your path is blocked both from the mine and from the rest of the path by a burly level 138 Island Guard.

8. Attempt to talk to him and he tells you in broken English that you cannot pass and if you try, he will break your arms and legs, and then throw you into the river. It would definitely be wise to find another way around. Grab any gear you need and then take the long way through the mine until you reach the room with the Salve rocks.

9. There, you will find a long chain of laborers mining the rocks, gathering the shards, and then leaving through the new hole in the wall. You can’t join in the line unless you have an armful of shards, so use your pick to mine some (pickpocket the sleeping laborer to get one if you didn’t bring one). Once you’ve got them, slip into the line and walk outside.

10. You’ll now be on the other side of the Island Guard and heading down towards the make-shift docks down by the river. Drop your shards in the giant pile and head back up towards the guard. Talk to him again and he’ll tell you that you should be mining again. However, mining won’t get your friends through, and you need a way to get them to this side (and they can’t make it through the mine).

11. Against your better judgment, you decide that distracting the guard with yourself would be the best way to let your crew through. Prepare yourself and then approach the guard and insult him/his mother/his dog. Then, get ready to run past him and into the swamps of Mort Myre.

12. As you pass them, Doric, Robin, and Vannaka head out towards the docks. Without the guard blocking the way, they have an easy time of making it down to the Shard pile and hiding out for you. Meanwhile, you’ve got bigger problems to worry about. The guard will keep chasing you until either you lose him in the swamps or he catches up and you must kill him.

13. If you lose the guard, run back to the mine in order to make it back before he does (he does spend a lot of time lost in the swamp, though) and head down to the Shards to regroup with your pals. Once you’re all together again, make your way onto the biggest ship at the dock. Onboard, search the decks until you find a suitable hiding spot (it can be a crate, barrel, the crow’s nest, etc.). Once you’re settled, the rest of the gang comes on and finds their own hiding spot.

14. Once everyone is on, the rest of the laborers move all the Shards into the storage hold and the boat sets sail. Once the boat is in motion, you can leave your hiding spot and mingle with the crew members. However, none of them seem to speak your language, so it is more or less useless. You can attempt to peer through the keyhole of the captain’s quarters, but the captain has his back to you the entire time.

15. However, you do learn that the Salve shards are to be used in a construct called the Gate of Souls, which apparently you will be passing through shortly. Make sure you stay on deck for a little while and then you will see in the distance a shimmering gate. The gate is situated at the front of what seems to be a swampy landmass with dead trees and swamp ooze galore. As the ship approaches the gate, the laborers grab the Salve shards and start tossing them into the ethereal construct.

16. The gate absorbs them all but the Shards don’t seem to be visible anymore, despite the fact that you can see through the gate. Either way, the ship starts to pass through. You run towards the bow of the ship, but bounce off the gate when you hit it. Everyone else, however, is able to pass through. Doric and the rest notice this and promptly prepare for a quick exit.

17. Robin fires his crossbow with a grapple onto an overhanging tree branch and swings over the top of the gate and lands safely on the deck on the other side. Vannaka gets Doric on his shoulders and then leaps over to the other. You, of course, are left to find your own way across. Notice that only the Gate itself is shimmery and that the walls running from either side of it are normal stone.

18. Head to the starboard side of the ship and leap over onto the swampy ground. Then, use your incredible agility moves to start climbing up the broken stairs to get to the top of the wall. Once there, you’re going to need to fight the three level 118 Island Guards in a row before being able to jump past the gate and back onto the ship. Remember that you only have a few minutes before the ship is out of range and you’ll have to start over!

19. After making it safely to the other side, you can sit back and watch as the ship sails into the third Pirate Lord’s base, Magheram. Magheram is basically a swamp island to the south of Morytania. It has the same basic atmosphere and terrain, but with a few differences. Magheram is not inhabited by any vampyres, and the only creatures that roam the swamps are put there by the villagers.

20. As the boat docks, you notice that it is night here and the sky is a greenish color, illuminated by the huge full moon above. Torches are the only source of light here but you can see everything just fine in the village by the light of the moon. Beyond the sickly trees that mark the start of the swamp, however, you can’t see anything at all. Disembark along with the rest of the laborers and look around for the next Lord to kill.

21. Head through the village (no one stops you) and find the biggest of the buildings. Open the door and find that you are in the throne room of Magheram’s king and the third Pirate Lord, El-Zheraim. Approach the throne and immediately four Guards will have their swords at your throat and force you to kneel. El-Zheraim rises and informs you that he will not behead you…just yet. First, he wants to know what you are doing in his city armed to kill.

22. Tell him that you were sent to assassinate all the Pirate Lords by Governor Daca Moore of Nautarum. A shadow passes across El-Zheraim’s brow, but it is gone as quickly as it appeared. Then, he says that, unlike the other Lords, he will willingly face you in combat, but only if you can prove your worth.

23. In the Magheram tribe, honor plays an important role in society. Each king of the tribe is appointed because he was able to defeat the last king. El-Zheraim says that he has been the king for a very long time. No villager has yet decided to face him in combat, but only two outsiders have. One is now long dead and his name is lost to prosperity, and the other is the last Pirate Lord, whose battle lasted for ten straight days with no winner at the end.

24. El-Zheraim says that you can fight him only if you can pass three tests, which will demonstrate your worth. These trials will test your qualities of Sacrifice, Valor, and Humility. After each one, return to the throne room and El-Zheraim will grant you your next task. He says that you will have your friends’ assistance (who have already been captured by the guards) in these tasks.

25. The first test, the test of Sacrifice, will be a tough one. You and your comrades will be escorted out of the city into the swamp, and then you will have to somehow make your way back into the locked city. Once inside, head to the largest prayer temple and pray at the altar. After that, head into the passage that may or may not open and do what you think is right down there. Then, return to El-Zheraim.

26. These cryptic instructions in mind, stand up (the guards aren’t slitting your throat anymore) and head outside. Vannaka and the rest are already released from the dungeons and follow you out into the swamps. The doors are locked behind you and the first task has begun!

27. Ask Robin if he’ll be able to swing you across the walls into the town, but he says that there are no branches hanging far enough over to be of use. Vannaka wouldn’t be much use for this task, so it looks as though you and Doric are going to have to dig your way into Magheram.

28. Search around the perimeter of the town until you find the ideal place to dig. It will, of course, have a Dig option, instead of just Walk Here. Once you’ve found it, grab Doric and bring him over. He’ll start digging but will need your help in order to get the tunnel done quickly. Make sure you have a pickaxe (from the mine) and a shovel (found around the walls somewhere) and then you can begin to dig.

29. It takes a few hours (not real hours) but eventually, you’ve got a workable tunnel. By Doric’s reckoning, the tunnel places you almost directly beneath the well in the middle of town. Dig a little more and you will emerge into an underground aquifer of sorts. Jump out from the rock ledge and grab onto the rope hanging down from somewhere up above. Doric says that he’ll just stay down in the tunnels until you’re finished.

30. Climb up the rope and emerge out of the well in the center of the village. Then, make your way over to the largest prayer temple. Pray at the altar in the center and it will shift backwards, revealing a staircase. Descend down this and you will come to a blank wall with a lever on it. Pull the lever and you will hear the sound of rushing water flowing somewhere.

31. Run out of the temple and check on the well to see a rapidly flowing river below where once there was a calm pool. Doric is nowhere in sight. Sobbing, return to El-Zheraim and tell him that you finished the task of Sacrifice. El-Zheraim commends you for your honor but warns that your ordeal is not yet over.

32. In order to gather more honor in hopes of facing him, you must prove your Valor by heading deep into the swamps on the island and fighting the beast that dwells in the Tomb Fields. You are allowed to bring one person with you, according to the rules of the trial. The obvious pick is Vannaka. Once you persuade him to come with you (he is still outside), the two of you head off into the swamps.

33. Search through the morass until you come to a small, fenced area with a bunch of gravestones in it and a small mausoleum at the back. As you near the mausoleum, the ground rumbles and a level 827 Lich-Anga pulls its way out of the ground. From what you can see (which is only its upper half), the thing is a massive skeleton with bits of flesh hanging off it. To round it all off, it’s also got three heads. You can’t tell if it was once a man or a monster, but you do know that it’s horrible either way. Hold your ground despite the monster’s level and start to fight it. Vannaka aids you and does severe damage to it.

34. After a few minutes of fighting and the realization that any damage you are inflicting is useless, Vannaka charges at the creature in a suicidal plunge. The attack smashes into the beast and does a ton of damage. However, the thing isn’t dead and promptly snatches Vannaka off the ground before burrowing back down into its crypt. It leaves behind an Anga Femur, which you pick up as proof of the battle.

35. Return to the city and bring the femur to El-Zheraim. He will take it and comment on your bravery. He also tells you that by burying the Femur, as well as any other bones you might happen to get from the Lich-Anga, inside the Mausoleum at the Tomb Fields, you will get lots of prayer xp. Your second task is complete, and now all that remains is the Humility test.

36. El-Zheraim requests that you bring your last remaining friend to the throne room so that both of you can be prepared for the challenge. Before the task can be explained, however, a guard bursts into the room and shouts that the Gate of Souls is under attack by an unknown fleet. The guards won’t be able to hold them off for long and the village will soon be under fire.

37. El-Zheraim grabs you and says that you, he, and Robin must flee into the swamps and leave the guards to defend the city. He has something to teach you that will be of assistance in the future. As you all leave the city, you ask what happened to Doric and Vannaka after they were washed away and dragged underground, respectively. El-Zheraim replies that Doric was removed from the tunnel by his guards before the flooding and that the Lich-Anga was under the control of El-Zheraim by use of some ancient Pirate Magicks he possesses. Once Vannaka was underground, the beast was ordered to let him go. Both Doric and Vannaka are now waiting out in the swamps at a small campsite.

38. Once you are safely in the swamp, you are led to the campsite where Doric and Vannaka are. They are glad to see you are safe and Robin quickly sits to join them, where they are playing a quick game of Runesquares. El-Zheraim brings you into the swamps, though, to have a word with you.

39. Once you’re far enough away from the site, El-Zheraim starts a fire and tells you that he will still fight you, but only if you do one more thing. The test of Humility no longer needs to be completed, but he does want you to perform a ritual before he’ll fight you. You need to go out into the swamps and bring back a leaf of Bone Moss, the bones of a Narghal, and some water from the circular pool. Do this quickly, since there is a battle going on in the village and who knows what could happen next!

40. The Bone Moss can be found randomly throughout the swamp, the circular pool is near the back of the island (just use the vial El-Zheraim gives you), and Narghals (level 76 mostly) can be found wandering near the Tomb Fields. Once you’ve got them all, return to El-Zheraim.

41. He’ll take them and put the Moss as well as the bones in the fire. Then, he’ll pour the water on the flames and a huge cloud of steam will rise up. Quickly breathe it in and you will gain a new prayer: Foresight. Foresight is a prayer that, for the entire time you have it on, gives you a 50% chance of blocking an attack and dealing massive retaliation damage as well as your normal attack.

42. After you’ve got the new prayer, El-Zheraim will say that you’re worthy enough to fight, but he’d like to prepare first. Before you can agree or disagree, a guard comes running through the swamp and alerts the two of you that the village is taking heavy casualties and that the man responsible is none other than Daca Moore! El-Zheraim pulls out two small orbs and hands them to the guard, telling him to head out and find LaReux as well as the last Pirate Lord and give them the orbs. They’ll know what to do with them.

43. Before you can ask how the man can even find the two pirates in time, the guard is gone into the swamps and El-Zheraim is in a meditative trance, preparing for the battle. You can head back to the campsite now and use a small banking chest that the crew has set up so that you can also prepare for the battle.

44. Once you’re stocked up, return to El-Zheraim and tell him you’re ready. You’re ready to fight, but he stops you and starts to explain his history. Long ago, a tribe of men from a continent far away left to escape from a tyrannical dictator. The tribe sailed on the ocean for years before finally arriving at an island that resembled their homeland. The tribe decided to settle their and practice the Magicks they had learned on their travels. This tribe had a village named Zheraim amongst them. He was the most powerful mage among them and he had special powers over the dead.

45. In fact, his powers were so great, that he could actually raise the dead, to a certain degree. As the years wore on, the various kings of the island came and went, each one succumbing to the next victor in the fight for the throne. Eventually, Zheraim decided to take the throne and won. Ever since then, Zheraim, with his new title, had ruled the tribe. However, El-Zheraim refrains from telling you about the Pirate Magicks or how he managed to stay alive all these years. The entire story was just to assure you that he couldn’t be beaten.

46. You start having second thoughts about the whole fight, but just as you’re starting to back out, the leaves behind you rustle and LaReux steps out. He explains that he got El-Zheraim’s orb and is ready to fight. But nothing can happen yet, since just as things are about to be explained, a man steps into the clearing. Of course, it’s none other than…Daca Moore!

Daca: “Ah, Mr. Jeeves84, I see that you have yet to kill El-Zheraim. It would be a pity to think that you had stopped serving me. And LaReux’s here too? It’s just like a big party…”

Jeeves: “Er…Well, the thing is…I’ve sort of lost interest in this whole thing and…I was wondering if maybe we could call the whole thing off?”

Daca: “No, Mr. Jeeves84, you will continue your hunt for the Pirate Lords. First, you’re going to have to deal with Zheraim here and I will take care of this thorn in my side.”

LaReux: “Don’t listen to him! He’s not really-”

Daca: “Shut up you! It’s time for your death. Mr. Jeeves84, finish off the Lord and all will be well!”

47. You hardly have any choice and the fight begins against you and El-Zheraim. He is level 288 at this point and has the same Foresight prayer that you do. He can also hit pretty hard. Luckily, all prayers work against him including his own Foresight. As you battle with him, Daca and LaReux also fight, moving slowly out of the clearing and into the swamp. Soon, you lose sight of them as you too begin backing away from El-Zheraim’s onslaught.

48. The battle continues and El-Zheraim eventually pushes you back to a small piece of land in the middle of the circular pool you were at before. There, continue to fight until El-Zheraim is within inches of his life.

Zheraim: “Agh! So, you think you have finished me do you, outsider? Finished the great El-Zheraim when even the most skilled Pirate Lord of the seas could not best me after ten days? Aghhh…It is time to show you what true power is…

(At this point, El-Zheraim casts his arms up to the sky and a strange bluish light flows between him and the full moon above.)

Zheraim: “By the power of the Dead Baron of the Seas, bring forth the true might of El-Zheraim, God of this isle.”

(El-Zheraim’s flesh seems to melt away under the strange blue light. He turns to face you with the face of a skeleton, charred black from the light and worn with age. He is truly a fearsome sight.)

Zheraim: “Now you see what you have pitted yourself against, outsider! I am Zheraim, God amongst my tribe! I have been here since the First Age and I shall be here long past the Last. No mortal shall stand in my path and now you shall feel the wrath of those who dare provoke the gods!

Jeeves: “Oh my…”

49. El-Zheraim, in his new god-like state, is level ???. Obviously, this is not good for you. Fortunately, prayer still works against him, so you can at least stop him from killing you in one hit. On the opposite side, you are completely unable to hit decent attacks on him and all your blows deal only one or two damage, no matter how good the weapon. After managing to stay alive for around five minutes, you are forced to take a knee.

50. El-Zheraim stands above you, his sword ready to cut off your head. Then, the bushes rustle again behind you and LaReux pops out, bloody and beaten, but without Daca fighting him.

LaReux: “Jolly Roger be praised! Don’t kill him, Zheraim!”

El-Zheraim: “And why not? This outsider’s life means nothing and he is even more worthless than most outsiders.”

Jeeves: “Hey!”

LaReux: “If you won’t let him live, then I’ll have to stop you!”

El-Zheraim: “And how would you go about stopping a god? It’s the end for you, outsider!”

(As El-Zheraim is about to bring the sword down on your neck, LaReux leaps forward and thrusts one of his blades into El-Zheraim’s chest. Momentarilly stunned, El-Zheraim fails to swing his blade.)

El-Zheraim: “You think that can kill me? I have no flesh for you to cut!”

LaReux: “I know Pirate Magick too, Zheraim…By the power of the Dead Baron of the Seas, cloak this man’s true form!”

(The blue light flies down from the moon again and the flesh starts forming on El-Zheraim again. As soon as the flesh hits his chest, he immediately begins bleeding and he slumps to the ground.)

El-Zheraim: “Count on an…outsider to know the Magicks… Fine…If it is to be this way, then I shall die and be reborn again. But know this, Mr. Jeeves84. If we cross paths again, you shall not be so lucky…”

51. El-Zheraim then falls backwards into the circular pool and sinks to the bottom. As he descends, a blue light streams out of the pond and up into the heavens. LaReux is now panting heavily and looks anxiously over his shoulder every now and then. Ask him what happened to Daca and what is actually going on.

LaReux: “I must be brief. I’ve only just managed to lose Daca in the swamps but I fear that won’t keep him for long. Daca commissioned you to hunt the Pirate Lords and kill them to stop me from acquiring Nautarum, correct?”

Jeeves: “Yes. But what does-”

LaReux: “Then you must know that Daca’s wish to slay the Lords was not out of a desire to keep the land for himself. Daca Moore is not the man he says he is. To understand, you must first hear of the legends of the Southern Seas. I will be brief, since Daca shall arrive at any moment.”
“Long ago, in the Southern Seas, we pirates worshipped a god who was a violent and bloodthirsty god. A god who was much like the pirates we were at the time. But, one thing led to another, which I will not discuss now, and soon we came to wish for more peaceful times. This god was overthrown and another, Jolly Roger, erected in his place. Jolly Roger was, and still is, a benevolent god who allows piracy, as long as it is not too bloody.”
“But the old gods can never die. They simply lose their power and fade into the background. But this ousted god, he has never forgotten what happened. And this god’s name…was Daccamur.”

Jeeves: “You mean-”

(At that precise moment, a stiletto flies out of the woods and hits LaReux in his right arm. Another one hits him in his left, and a third hits him square in the chest. Without another word, LaReux stumbles backwards and falls into the inky blackness of the circular pool. Daca Moore, the man behind the whole thing, steps out of the shadows behind you.)

Daca: “Well, well, well. I guess the proverbial cat is out of the bag now, isn’t it, Mr. Jeeves84? But you know, I’m not going to waste my time on you. You weren’t strong enough to beat El-Zheraim and you aren’t strong enough to stop me. The swamp will finish you off if you stay here, and my men will finish you off if you try to follow me. It doesn’t matter that you know what I’m doing, since no one can stop me. With three of the Lords dead, that is enough! With that being said, I bid you a bad life, Mr. Jeeves84, and the wish of a long painful death upon your head.”

52. Daca Moore (or perhaps Daccamur) leaves you with the threat and disappears into the swamp. You are left standing there, battered and beaten from the battle, pondering what to do next. Almost as if to ease your indecision, another figure appears out of the swamp. This is a man whom you have never seen before, but he seems to be the quintessential image of a pirate captain.

53. With a black captain’s hat upon his head, an eyepatch running across his face, too man scars to count, a scruffy black beard and moustache, far too many rings and charms, a torn white shirt, brown leather pants, and tall boots with daggers strapped to them (whew!), this man is everything that you, an aspiring pirate wannabe, are not. Ask him who he is and he will simply motion for you to follow him.

54. Obey and follow the man back to the town. Daca’s forces, however many there were, seem to have left along with their leader. Much of the town is in ruins, and only a few bruised islanders remain. The rest of the people standing around seem to be ordinary pirates, presumably followers of the man leading you. Once you reach the docks, or what’s left of them, the man turns to face you and asks you a riddle.

55. “You haven’t yet guessed my name, so I can’t be your friend. But guess on this and then we’ll see; a thing that never ends.” Think about the answer for as long as you like, and then type in “Mobius”. The pirate captain will nod and shake your hand. Then, ask him what on Runescape is going on and you will be treated to a long monologue (but with explanatory cutscenes!).

Captain Mobius: “The man you have been working for since you first arrived on Nautarum is, as you have probably figured out, not a governor named Daca Moore. He is an ancient pirate god by the name of Daccamur, who was long since banished from the Southern Seas pantheon of gods.”
“Perhaps a better understanding of our gods is necessary for you to understand the situation we are in. Long ago, we of the South were warlike and vicious, always killing whenever we had the chance. Thus, our chief god, Daccamur, was much like us; vile and with a terrible bloodlust. However, times wore on and soon we had all but wiped each other out. There did come a time when at one point, two of the fiercest Pirate Lords of the day had almost annihilated every major seaport in the archipelago.”
“It was at that time that we realized that if we continued along this path, we would ultimately kill ourselves. Thus, we sought a new god, a god who was not as violent as Daccamur. We finally found Jolly Roger, our lord and savior. Daccamur, with no followers, worshippers, or sacrifices, lost power and standing among us pirates. Jolly Roger, who makes the waves calm and the winds strong, was always gaining in power and it was good for us. We discovered a new way and we were all the happier for it.”
“But gods do not die as mortals do. Daccamur drifted to the background as many gods had before him. He watched as other gods began to emerge: the Dead Baron, for instance, Lord of all who die in his domain; Troff, the god of the waves who works alongside Jolly Roger; even El-Zheraim, a demi-god of sorts who controls the fine Pirate Magicks. Daccamur was not content letting these gods fill his spot and so he began to plot.”
“I have long waited for Daccamur to strike. I shall not tell you how long, since that is a story for another day, but I shall tell you that I knew he would. It was only a matter of time before he did something to reclaim his throne.”

Jeeves: “But how can he possibly get back in power? I thought that gods’ power came from followers, and no one would go back to Daccamur? And besides, he’s a mortal now! LaReux almost killed him back on Nautarum!”

Mobius: “Ah, it is an interesting thing you bring up. First, the Nautarum business. Gods have the ability to descend to earth in the form of mortals. It is part of their limited power which can never be taken away. Daccamur has decided to come in the form of a man, Daca Moore. As a man, the god still retains his immortality, but in a very degenerated state. He can be killed, but his spirit will fly up to the heavens and he will be reborn, but only after a very long and painful process.”
“Which brings us to Nautarum. LaReux, the man you fought there and who was just killed here, was a follower of mine. He was one of my better sailors and so I sent him to Nautarum with all the knowledge I have just imparted to you. When the assassination failed, and when you yourself intervened, LaReux knew he had to involve the Pirate Lords.”
“You wished to know how Daccamur would return to power, I believe. This is a tricky question, but I believe I know the answer. Legends speak of a temple, long since gone, that followers of a god used to go to in order to pray and make sacrifices to that god. Stories tell that this temple was so powerful that each sacrifice made to a god would grant him extraordinary powers. When Jolly Roger came to be, he found the island with the temple and sank it beneath the waves, so that no one could grant powers beyond reason to any god. And so the temple has been lost to time…”
“But, there are some things that remain from that time. Besides being the head pirates of the Southern Seas, the four Pirate Lords, of which I am the last remaining, were the keepers of four very special pyramids. These pyramids, each made of glass and each a different color, contained special powers. Each pyramidal prism was passed down from Pirate Lord to Pirate Lord and the power passed with him.”
“As long as the Lord was alive, the prism stayed lit and the power remained. But when the Lord died, the prism lost its power and went dark until the next Lord was appointed. But, the prisms had a greater purpose than simply granting powers to the Lords. Again, this is all guesswork, but legends say that in the Temple of the Gods, there was a crystal pyramid in the deep recesses of the temple itself. This pyramid, when activated, provided a bridge to the land of the gods.”
“In order for the bridge to appear, four prisms were needed to be connected to the four corners of the pyramid. Three on the bottom and one on the top. The power of the pyramid when touched would send a beam up through the roof of the temple and connect with the heavens, making a bridge or portal. Then, anyone could ascend to the gods. It is my belief that Daccamur means to somehow reach this temple, activate the pyramid, and ascend to the heavens. Once there, he will have just the barest amount of power necessary to control the minds of his followers and have them pray and make sacrifices to him. Then, he shall become more powerful, control more minds, and his reign shall begin once again.”

Jeeves: “But I thought you said he needed the four activated prisms to use the pyramid? If three of the Lords are dead, they’ll be inactivated and Daccamur can’t use them!”

Mobius: “Unfortunately, Mr. Jeeves84, that’s not the case. By keeping the prisms powered and away from the temple, the Lords were able to ensure that the bridge was never opened. These prisms were entrusted to them by Jolly Roger himself so you can be assured that he knew what he was doing. However, when the prisms are deactivated and away from the temple, the protective bond between the prism and the pyramid is broken. If enough of these bonds are broken, then the bridge will automatically open. A stupid idea, but useful for Daccamur.”

Jeeves: “So, if it’s that hopeless, how are we supposed to stop Daccamur from somehow reaching the temple and ascending to the gods?”

Mobius: “Remember, the prism is relit once a new Lord is appointed. If we can somehow find new Pirate Lords before Daccamur can reach the temple, then we can reestablish the bonds and seal the bridge! However, the first thing we need to do is retrieve the prisms from wherever they were before. Do you think you can do that?”

Jeeves: “I can try. But where should I bring them, and how do I get out of here?”

Mobius: “You can bring the prisms to me at my hideout. I shall mark it on a map for you along with giving you the coordinates should you need them. As for getting out of here, I doubt it would be safe for anyone to sail into the Southern Seas with Daccamur on the loose. Until I’ve had an opportunity to assess the situation, you should probably stick to the mainland for now. First, find El-Zheraim’s prism here, and then I’ll have a ship take you north and up the River Salve to the Haunted Mine where you began. There, you should probably try to find Sir Raleigh Thorpe’s prism in the museum where you killed him. Until you find them all, I bid you good searching.”

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Part 7: In Which Prisms Are of the Utmost Importance
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56. After Mobius’ monologue is over, he salutes you and heads off to his flagship at the docks. Shortly after, he is gone and only a few pirates remain in the village to help clean up the damage from the attack. Head into the throne room and you’ll find a few Island Guards still remaining. Speak to any one of them about the prism and you’ll find that they don’t speak your language.

57. Now starts an interesting dialogue where you have to find out what the guard is trying to say. Depending on the choices you pick in the dialogue menu, this could be easy to find out or hard. Once you’ve got an elementary grasp of the language, ask the guard where the prism is and you will gather that it is in a secret chamber in the base of the throne.

58. Search the throne and you’ll find a small compartment. If your thieving is good enough, you can successfully pick the lock on it and the drawer will slide out. Instead of a prism, as you expected, you will find a small scroll of paper. Read it to find out that El-Zheraim didn’t trust his guards and hid the prism somewhere less likely. He’ll give you a hint and say that it might be somewhere in a cave.

59. Head out into the swamps and search every cave you find (there are four of them). Three of them are empty, save for a Narghal that attacks when you enter, but the fourth has a small stone box in the center. When opened, you find another scroll of paper. This one says that you won’t find the prism that easily. It tells you to head to the Mausoleum if you really wish to find the prism, but warns that you must bury a head to enter the Lower Tombs.

60. It would be wise at this point to stop at the bank and stock up, as well as bring two friends with you. When you arrive at the Tomb Fields, the Lich-Anga will rise as it did before. Now, you have five minutes to completely kill the beast or else you will not receive its head. Anything less than complete death will result in a lesser bone for each of you. Once the thing is dead, it will crumble and leave behind all three of its heads, one for each member of your group.

61. Enter the Mausoleum and take the stairs down. There, in front of the door to the Lower Tombs, bury the head and the door will open. Step inside and search all the stone boxes until you find the one that has the Green Prism inside. The prism is dull, since El-Zheraim is not alive right now, but that doesn’t matter. Now, hightail it back to the village so you can leave Magheram for good.

62. If you have nothing else to do, hit the bank (which hasn’t been destroyed by Daccamur’s forces), and then board the ship Mobius mentioned. You’ll be back to the Haunted Mine before you know it. Doric and the rest have also somehow managed to get on the boat before you did.

63. Once you’re back on the mainland, return to Varrock any way you know how and your crew will return to their little camp while you search around for Sir Raleigh Thorpe’s unpowered prism. The commotion in the city since Thorpe’s assassination has died down a fair bit, so you are safe to walk the streets once more.

64. Head to the museum and find that everything has been put back to the way it was before the massive battle you had. The only difference is that now there is a new display against the back wall; a mannequin wearing the clothes that Thorpe was wearing when he died. Read the inscription on the plaque next to it to find that the display is a tribute to “One of Gielinor’s finest men and merchants, who was assassinated in this very museum.”

65. Ask Haig Halen what happened to Thorpe and he will explain about how a terrible person came and killed him during the Annual Arts Festival a few months ago. Ask him why you kept the clothes and he will explain that it was only a fitting monument to such a kind and giving person. When you notice that there doesn’t seem to be any jewelry or weapons on the mannequin, Halen will say that they couldn’t keep *everything*, so they sent the accessories back to Thorpe’s estate.

66. Unfortunately, Halen doesn’t know where the estate is, since he just gave the stuff to one of Thorpe’s grieving lackeys. Since you figure that the stuff had to have been mailed to the mansion, wherever it is, you figure that starting at the RPDT is the wisest choice. Maybe they won’t even have delivered it yet…

67. Upon arriving at the RPDT headquarters and questioning some of the employees, you learn that they have actually delivered this package, due to successful “persuasion” on the part of Thorpe’s followers. Attempt to find out where Thorpe’s mansion is and the only information you can get is that it’s somewhere in the South Seas. Perhaps one of Thorpe’s men will know more information.

68. Return to Varrock and start searching for Captain Lordall, your old friend from the Museum heist. You’ll eventually find him in one of the rooms in the Jolly Boar Inn, sobbing his head off. The room is littered with empty beer steins, so you assume that he believes it’s his fault that Thorpe was killed. If you try and talk to him, he will recognize you from before and will promptly stab and kill you with his dagger. Obviously, you’re going to need to change your appearance.

69. Go to the Makeover Mage and get ready to change your appearance. If you talked to Lordall as a woman, change your hair style and color and you should be good. If you talked to him as a man, you need to change your facial hair, hair style, and hair color. Once you’ve done that, return to Lordall and speak to him about his deceased boss.

70. Lordall will enter into a long, winding tale about how he himself aided the murderer in slaughtering poor Raleigh Thorpe and he has never been able to look at himself the same way since. Convince Lordall that it wasn’t his fault and he’ll cheer up a little bit. Then, he’ll ask you why you actually came into his room. Tell him that you’re from the Varrock Museum and you want to make a diorama of Thorpe’s mansion but don’t know where to find it.

71. Lordall will be suspicious of your intentions, but will accept it after he checks with the museum to see if you have the proper Kudos. After he’s willing to tell you, you will get a map of the general location of Thorpe’s mansion (southeast of Batterman Bay). Thank Lordall and head out to Stan, making sure to grab your crew on the way out of Varrock. (NOTE: You can change your appearance back now.)

72. Stan will tell you that a runner from Captain Mobius arrived at the ship and said that the Southern Seas are more or less safe now, but it would be wise not to go anywhere near Nautarum, since that is Daccamur’s home base. With that in mind, hand Stan the map and he will set a course for Thorpe’s Mansion.

73. Upon arriving at the Mansion, three guards all board the ship and demand to see your papers. Fumble around a bit before stating that you must have forgotten them, but you are here on authority of the Varrock Museum. The guards don’t believe you and send a messenger off to Varrock for confirmation. They say they’ll know if you’re who you say you are within fifteen minutes. That means that you only have fifteen minutes to break into the mansion and find Thorpe’s prism!

74. First things’ first, you must kill the guards. Each one is only level 40 and they aren’t a challenge at all. Once they’re dead, grab the Thorpe Helm, Thorpe Chestplate, and Thorpe Spear. You’ll need to equip all these in order to gain access to the mansion. Once you disembark, you’ll need to move as quickly as you can to the front door of the mansion. There, you can either pick the lock to the door and enter the main hall or scale the trellis next to the patio and enter through the second story window.

75. Either way, you will end up in either the lower portion or the upper portion of the main hallway. As long as you keep your Guard equipment on, no one should recognize you. Be warned, though, that the Guard armor has little to no protection, which you will be needing in this mansion. Ask the butler on the ground floor where the packages from the Museum went to and he will tell you that he moved them to the storage room.

76. Figure out where the storage room is (there’s a small map lying on the stand near the front door) and enter to find a room full of packages, but none from the Museum. Ask the Watchman if he knows where it went, and he’ll tell you that they were sent up to Thorpe’s room to be with the rest of his jewelry and fineries.

77. Head up to Thorpe’s bedroom (you’ll be about half out of time by now) and find that almost everything is gone. Ask the Maid where everything went and she’ll tell you that most of it was moved to the Family Crypt so that Thorpe could be buried with all his possessions. Head out of the mansion and outside to the Crypt.

78. It’s locked (just your luck) but perhaps the Gravedigger would know how to get in. Ask him but he’ll say that no one is to enter the Crypt until the next Thorpe dies. Bribe him and he’ll admit that there is a secret entrance through the bush behind the Crypt. Enter through the bush and you’ll run smack into the Tomb Defender (level 128). This thing is pretty much an animated set of armor (similar to the Warriors’ Guild, except much stronger). It would be wise to put your old armor back on at this point, since it can hit pretty high.

79. Once it’s dead, it drops a set of Coffin Keys. By this point, you’ll only have a few minutes left so you need to find the right key and match it to the right coffin. By a simple process of trial and error, you need to find Thorpe’s coffin and remove the prism from it. Once you’ve found the Red Prism in the correct coffin, sprint back to Stan’s ship and sail away as fast as you can! If you didn’t get off the island in time, the messenger will return and tell all the guards that you don’t belong. You’ll be killed before you can reach the boat and you’ll need to start the whole thing over.

80. Last but not least, you need to pay a return visit to Mooncog Isle and the terrors of the late Lord Steam. Luckily, Stan still has your sloop stowed in the hull of his trading ship, so when you arrive just outside of Mooncog Isle, suit it up and right out into the storm (which is still going on).

81. You can either drop anchor at the beach or at the remains of the docks. It doesn’t matter which you do, so just pick your favorite and make your way into the underground tunnels. The most likely spot for the prism to be is in Lord Steam’s office. As you make your way there, you notice that all the pipes and vents seem to have exploded. Walking up the stairs to the office, this becomes even more pronounced and inside the office, all the pipes are completely blown.

82. The first thing you notice upon entering is that Lord Steam’s body is not lying on the floor where you last saw him. It is kneeling next to the desk, it’s head lying next to a book and a pen in its hands. Shift him over to see that Lord Steam wrote one last entry in his journal after you fatally wounded him: “It is iandinthetimewhenZamorak… in the bank…Find tflamesthreatenedtoconsumetheworld… the man and save us… Andinthe timewhenZamorak’sflamethreatenedtoconsumetheworld,Saradominliftedupthe…liftedupthe…lifted……….” Above this entry is a crude drawing of a pyramid.

83. If you have started Secrets of Mooncog Isle, then you will have already repaired the ladders leading down to the city. If not, you need to do this now. There are three ladders that you need to repair and each one needs three normal planks and thirty nails of any type. Once you’ve got the ladders repaired, you are ready to search the streets for the bank.

84. None of the conventional symbols (general store, bank, etc.) appear on the minimap so you need to check into each destroyed building to see if it has the usual bank features. Eventually, you find the right building but everyone inside is rather thin and pale (that mean’s they’re skeletons…). Check all the bodies but you won’t find anything.

85. Fortunately, some of the old banking chests behind the windows still seem to work, so you can deposit and withdraw as necessary. Take a look in the other old chests and you’ll find some of the last belongings of the poor people in the bank. The last chest in the line contains an old journal that looks like it belonged to the banker. Read it and learn that shortly before the Isle’s “assimilation”, Lord Steam entrusted a strange prism to the banker for safekeeping.

86. The banker, as luck would have it, lost the prism as he was traveling between the mines on the island. It looks as if you’re going to have to brave the elements in the Hills of Mooncog Isle. Grab any necessary gear and make your way through the town until you find the passageway marked: The Hills/ Mine 1.

87. If you’ve done Secrets, then you should know what’s going on in the Hills. Everything is covered with a thick fog and every so often, an Unseen Fright (level 93) comes at you. Eventually, you’ll reach the entrance to Mine 1 (if you can find it) and if you haven’t already done the miniquest, you’ll have to fight a level 166 Steam Mutation (think giant man with steam hissing out of his pores). Once you enter the Mine, you only need to go in a few steps before you see something reflecting the light from outside near the wall.

88. Pick up the object and you’ll be the proud owner of a Black Prism. Now that you’ve got all three of them, return to Stan and show him the map with the location of Mobius’ Den. Stan, now gathering a vast new knowledge of islands, sets sail and you arrive at the hideout within a few hours. Go ashore and you’ll emerge into a bustling, yet cozy, pirate village.

89. Much more piratical than Nautarum, Mobius’ Den is a haven for those of the swashbuckling persuasion. Ropes, “rum”, and palm trees make up this entertaining place. More time for sightseeing later, however, since you need to get these to Captain Mobius right away. Climb up the rope ladder and make your way across the bridge (across the chasm!) to get to his little villa overlooking the sea.

90. Inside, give Mobius the three prisms, which he puts on the table with his Yellow Prism. The three dull ones next to the one bright one. Mobius comments that the three other Lords must not have picked replacements before they died, so there is still only one Pirate Lord left at the moment.

91. Although you have done good work, Mobius tells you that there is still much more work left to do. However, while he figures out what the next course of action should be, he suggests that you try to relax and take a well-deserved break. He rewards you for your efforts and sends you on your way, though reminds you to keep in touch.

END PART THREE
Jeeves
Jeeves
Advocate

Number of posts : 606
Age : 31
Location : New Jersey, AMERICA

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To Be a Pirate King - Page 7 Empty Re: To Be a Pirate King

Post by Jeeves Tue Mar 08, 2011 12:47 pm

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To Be a Pirate King – Part 4
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Requirements
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Must have completed To Be a Pirate King – Part 3
Must have completed Pirate Magick miniquest
69 Agility
72 Strength
60 Crafting
64 Firemaking
71 Hitpoints
62 Farming
70 Magic
65 Runecrafting
68 Thieving
66 Smithing
70 Slayer
68 Hunter
68 Mining

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Chapter 7 – In Which New Lords Arise
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1. Ever since you returned from the Southern Seas, Trader Stan has refused to sail back there until he has a guarantee from Captain Mobius that Daccamur is not patrolling the waves. Every time you ask him to head to Mobius’ Den, therefore, he denies you entry onto his boat. Thus, you are overjoyed when a messenger arrives from Captain Mobius stating that he requests your presence immediately at the hideout.

2. Grab your guys from Varrock and head off to Port Sarim so that Stan can sail you over to Mobius. Disembark and head up to his clifftop hut. When you enter, Mobius will still be stewing over the mystery of the unpowered prisms. You ask him if he’s figured anything out about them. The captain says that he figures the prisms will power up again if you could find the men the previous Lords appointed as second-in-command. Once you’ve found them, persuade them to accept the position of Pirate Lord and the prism should recognize a new master.

3. Mobius reckons you should start at Magheram and speak with El-Zheraim’s ghost (need to have finished Pirate Magick for this; part of which is having Ring of Visibility). Accept the task and then leave with Stan. When you arrive at Magheram, you easily pass through the Gate of Souls and dock at the port. Then, head into the swamp and find the circular pool where El-Zheraim and LaReux both died.

4. If you’ve got your Ring of Visibility with you, you should see the ghosts of both men standing by the water’s edge. Speak to El-Zheraim about his second-in-command and he will tell you that no member of his tribe is even near competent enough to handle the responsibility of being a Pirate Lord. He is going to simply wait until he is resurrected and then resume the role. Disheartened, leave the island and search for the next Lord.

5. Mooncog Isle should be your next stop (Stan refuses to go to Thorpe’s mansion). Use your sloop to reach the island and head inside the horrific tunnels for what you hope is the last time. If you still have your Ring on when you enter Lord Steam’s office, you’ll see a ghost of him, without all the mechanical body parts. Chat with him and he will tell you of how he became fascinated by how efficiently steam-powered things ran and how he had wished to be as streamlined as them. However, once he was “assimilated” the clockwork mind started taking over and you know how the rest turns out.

6. Ask him if he had anyone whom he would trust with being the next Pirate Lord and he will speak of a captain that tried to persuade him out of his mechanically minded ways. He cannot remember the captain’s name (he is a ghost after all) but remembers that all the captains used to hang out at the Officer’s Pub somewhere in the city. Lord Steam apologizes for the lack of helpfulness but you thank him anyway and set off into the desecrated streets to brave the Steam Contraptions gone wild.

7. Search the ruined buildings until you find one with a sign still hanging out front. When examined, you can just make out the faded letters “Officer’s Pub”. Enter the building and start searching through the rubble for any hint of a person who might still alive after all these years by means of eating rats. After sifting through some the overturned tables, you find a small slip of paper that you figure out is the bill for a round of drinks. Unfortunately, the signature at the bottom is torn up so you can’t fully read it.

8. Since this is your only lead, search the rest of the pub until you find the remaining pieces. With the signature in hand, leave the city and head out to the destroyed docks on the other side of the island. Enter the wharfmaster’s hut (this is still largely in tact) and search through the large book of captains on the desk. Once you find the name on the receipt, match it up with the name of the ship.

9. Unfortunately for you, the ship is the one that you previously entered and got the journal from. The captain, as far as you can tell, did not survive. Despite your long and drawn out efforts, the visit to Mooncog Isle was incredibly useless. Return to your sloop and sail back to Stan’s ship. With two Lords down and no new ones, the last man to check is Sir Raleigh Thorpe.

10. Heading to the Mansion again would be suicide after your near-escape last time, so you resolve to head to the Museum where you killed him first and see if you can talk to his ghost. Your luck holds out and you can see the shimmering spirit of Thorpe admiring his clothes on the mannequin. Speak to him about a possible new Lord and he will say that his First Mate was Captain Lordall, his bodyguard during the Arts Festival. He will pull out a piece of paper from his pocket detailing the instructions for Lordall to become the next Lord (the paper isn’t ethereal by the way). Thank him and head up to the Jolly Boar Inn to speak with Lordall.

11. However, when you reach Lordall’s room, he isn’t there…Ask the bartender downstairs where he went and you will be informed that the good Captain returned to his dead master’s house in order to properly grieve for him. It looks as though your efforts to avoid the Mansion are fruitless. Tell Stan the bad news and he will be nervous about approaching the island again. But, with the safety of Gielinor on the line, Stan’s willing to risk his ship for the greater good.

12. Sail out to the Mansion and when you get within a short distance you will experience….AN INTERACTIVE CUTSCENE!!! Watch as Lordall recognizes your ship from his window in the Mansion and orders that the cannons be wheeled out and fired at the ship. Now, you must press whatever key shows up on the screen in order to successfully perform whatever action you need to. (NOTE: This might or might not work out, depending on how the coding at Jagex works. If it doesn’t, then this is just a normal cutscene).

13. Unlucky as you are, your nimble fingers get you nowhere but in the water, surrounded by the broken pieces of Stan’s former ship. Luckily, the guards on the island have stopped pelting the water with cannonballs so you’re free to paddle yourself to the shore of the island. Wring yourself out and then chat with Stan and the rest (who have washed up on the beach near you) to see if you can find a workable campsite.

14. Search the island, excepting the Mansion area, and Doric will eventually comment that the late Thorpe’s papaya grove looks like it is large enough and filled with enough twisting passages to be a suitable host for a temporary camp. Head inside and moments later, the five of you will be sitting around a fire discussing the next move.

15. Obviously, you’re going to need to find some way to deliver the note to Lordall. First, some reconnaissance work is necessary to find out exactly where the Lord-to-be is located. If you have your guard armor from last time, put it on. If not, then just walk around the island until a guard notices. Then, kill him to get his armor. Once you’re suited up, head up to the Mansion and walk through the front door.

16. It’s not hard to find which room Lordall is in. Simply knock on every door until he answers. When you explain that you have a letter for him, he tells you that he is in grieving and will not accept any letters or anything else. Attempt to console him, but he seems to ignore you. Leave the Mansion and head back to your campsite in low spirits.

17. Robin, however, has an answer to your problems. If you can manage to find a rock and some string, you could tie the message to the rock and throw it through Lordall’s window. A mean plan, but necessary for the captain to get the message. Stan contributes nothing to the plan, since he is still fuming about losing his boat. Head back out of the grove to see if you can find a rock and string.

18. String is easy to find. Simply head into the storage room in the Mansion and search through the dozens of boxes until you find one containing string (the correct box is way up past a series of agility obstacles). After you’ve got that, head to the garden in front of the building and grab a Rock from beside the path. Now, use the rock with the Message and you’ll get a Rock with Message. Head back to the grove to alert the others to the plan.

19. Stan mentions that on a daring jaunt out from the hideout, he saw Thorpe’s flagship, the Aurum Mea, simply sitting at the dock. He figures that it could be your getaway ship and Stan’s new flagship if you could distract the guards with your rock-throwing business. Agree to the plan and Stan, Doric, Robin, and Vannaka will ready themselves to make a break for the dock.

20. Now, unequip your armor and walk out onto the island. This time, instead of just fighting with a guard, the first guard you come across sounds the alarm and alerts all the other watchmen that the intruders are, of all places, in the papaya grove. Normally, you would now stick to the plan, but you have somehow managed to leave the Rock and Message back at the hideout. NOTE: The rock is automatically removed from your inventory when Stan mentions his plan, and you can’t retrieve until after you leave the grove. Run back to your camp and grab the gear before getting ready to hightail it out to the Mansion.

21. The way is not quite so clear anymore, due to the timely arrival of the Thorpe Guard. Since the papaya grove is a veritable maze, you need to get out of the maze, while successfully avoiding capture at the same time. Once you’re out of the grove, you’re still not quite out of the woods yet (figuratively, not literally). You still need to get to the Mansion while avoiding detection. Your guard costume won’t work anymore, since the real guards are keeping a much sharper eye out for abnormalities.

22. Complete the next maze, which is the small yew forest that Raleigh Thorpe had planted near the Crypt. Once you’ve avoided the watchmen, you’ll be out of the woods (literally, not figuratively). You still have one more obstacle to get past. Lordall’s room is on the opposite side of the Mansion than you are. So you need to sneak all the way around the Mansion while still avoiding the guards. If, during the whole ordeal, you do get spotted, you’ll be killed instantly and have to start over from the papaya maze. (This is similar to the maze portion of the Rat Catchers quest.)

23. Once you’re on the right side of the Mansion, keep an eye on the windows until you see Lordall poke his head out to check on things. That’s the window you’re going to want to throw the rock through (if you get it wrong, you need to break in, retrieve the rock, and try again. Long and painful…). Once you toss the rock in through the window, you’ll hear Lordall scream with pain. Then, as he starts to read the letter, he curses the man who threw this and mocks his dead Lord. Then, you hear a bell ringing and Lordall calls out that the intruder is by the Mansion.

24. What follows is a timed challenge of sorts where you have to get through five “stages” before the guards catch up to you. First stage is running around the side of the Mansion. There, you are accosted by two Thorpe Dogs (levels 48 and 68). You need to kill them both. Once you do, you automatically move into the garden and the next stage. (NOTE: In the top right of the screen, a small line comes up with five big squares along it. The big red dot is what stage you are in and the smaller yellow one is the guards’ location. Each square is a different stage. You need to keep your red dot at least one square ahead of the yellow one.)

25. In the garden, you have to go through a larger version of the maze from Witch’s House. If a guard spots you, you need to fight him (which isn’t difficult but costs you time). Once you’re through, move onto the path to the docks. Here, you face an interesting challenge that involves endurance and skill. The guards from the dock have had time to set up a makeshift roadblock of sorts along the fence that separates the Mansion from the rest of the island. The only door is held shut by two ropes that are impervious to your weapons.

26. In order to get through, you will need to burn through the ropes. If you didn’t bring an axe and tinderbox, you need to kill the guards (level 20) that continually come from behind the roadblock until they drop the items. Then, cut the tree by the path, use the logs on a rope and light it up. Then, do the same on the other rope. Once both ropes are cut, you need to leap up and through the door over to the other side.

27. Once you’re across, head down to the dock and try to get access to the ship’s pier. However, the small building that leads down to the pier is locked tight. This begs the question of how Stan and the rest got through. But, you aren’t one to question the workings of your mysterious crew so you resort to searching the nearby wharfmaster’s building for the key. Enter and find that Stan and the rest frantically searching amongst the wharfmasters’s belongings.

28. No words are necessary so start looking through everything immediately. Since pretty much everything is searchable, this might take a while before you find the key’s hiding location. The location is random for every person (it could be in a bookcase, pot, desk drawer, etc.). Once you’ve got it, head back outside and run smack into the Wharfmaster himself (level 115).

29. Words cannot express how angry the Wharfmaster is at seeing his house broken into by none other than his Lord’s murderer. As such, he instantly challenges you to a fight. You hardly have a choice since your foe pulls out his weapons regardless of your decision. For this battle, your enemy has a strange weapon that consists of a sharp grappling hook attached to a long rope. He also has a buckler that has some odd modifications to it. You’re not quite so interested in studying the weaponry since you’re trying to avoid getting killed.

30. It’s a tough fight, due to the Wharfmaster’s strange equipment, but once he’s dead you can head over to the dock access. Before you leave, you have to time to grab ONE of the new weapons the man dropped (Either the Swash Buckler or the Grappling Hook). Then, you need to unlock the access building and board the Aurum Mea.

31. Once on board, there are several things you need to assist with before you can set sail. Vannaka is attempting to raise the anchor, but even with his prodigious strength he cannot lift the anchor by himself. Help him out and he’ll thank you, noting that another anchor was hooked on the big one (your Barrelchest anchor!). The boat still hasn’t set sail yet, and the guards are drawing closer all the time. Look around for another crew member and you’ll find Stan attempting to work the steering wheel. Somehow, though, the wheel has some broken handles. Stan, too prideful to use something broken, demands that you fix it before he sails.

32. Search the ship for some planks and use them with the wheel. Stan will provide you with a knife so that you can sculpt the planks into just the right shape. When you use the knife on the plank, a window comes up with a large plank and a faint outline going through it. Move the mouse over the outline to cut out the right shape. Use the knife with each plank and you’ll have finished the steering wheel. Stan tries to sail but there are still some things not quite right with the ship.

33. Ask Stan where Doric and Robin are, and he’ll mention that Robin went up to the crow’s nest while Doric headed down to the rudder. Since the ladder to the crow’s nest is closer, check on Robin first. Use your agility to scale the ladder and, when the ladder ends, start climbing up the cargo net. Eventually, you’ll reach the crow’s nest where Robin is examining one of the sails.

34. He comments that the sail is ripped and the ship can’t sail until it’s fixed up. Head back down and search the cargo hold for a needle. Then, head back up to the crow’s nest and start fixing the sail. Just as you’re finishing up, you lose your footing and fall to the deck below. Fortunately for you, you only take seventy damage, so you’re left with one health which can easily be cured with some food. (NOTE: If you have less than 71 health when you fall, as long as your max is 71+ then you will only take *health – 1* damage.)

35. Finally, head down to the rudder and check on Doric. He’ll have already finished adjusting the rudder by the time you get down there, so just head back up to Stan and tell him you’re ready to sail. He’ll be more than eager to do so, with the guards already running down the path. And so, with absolutely no new Lords to show for your efforts, return to Mobius’ Den.

36. Head up to Mobius and tell him the bad news. He’ll be sorely disappointed but will tell you that there is another alternative. Although a new Lord appointed by the old one would be preferable and would power up the prisms quicker, a Lord appointed by someone else would still do the job. Mobius commands you to find three new Lords to take the place of the old ones.

37. Hmm…Who do you know that has a good idea of the Southern Seas and is also skilled in various areas? No one but Robin, Doric, and Vannaka! Head to the Aurum Mea and tell the guys the good news. Only Robin is particularly overjoyed at the thought of being a Pirate Lord but Doric and Vannaka also accept the positions. Bring them up to Mobius and he’ll say that the four of you need to go to Initiation Pass in order for the new Lords to be officially accepted by all the pirates of the Southern Seas.

38. Mobius heads down to his flagship and asks that Stan follow him to the initiation ceremony. Board the Aurum Mea and prepare for the journey. Sail and sail and sail until you land on a small island that seems to contain nothing but a large beach and a long stone table. Mobius unloads his entire crew of pirates and sends a few runner ships out to alert the remaining crews of the other Lords. Since this is an official Lord initiation, the crews will have no choice but to accept it.

39. Soon, the remainder of the pirates arrive and crowd on the beach in front of the table. Mobius leads the four of you up to the table and you stand in front of the hundreds of pirates. Mobius begins the ceremony and introduces you one at a time. Doric, the renowned smith, will be the new Pirate Lord of Mooncog Isle. Vannaka, obviously the strongest of the group, will be the temporary Pirate Lord of Magheram until El-Zheraim is resurrected. And Robin, the one with the most finesse, would take the place of Sir Raleigh Thorpe and inherit the Mansion.

40. Lastly, you, the leader of the expedition, would be the temporary ambassador between all the Lords. The last thing to do before the initiation is finished is to perform a test. Mobius calls each of the new Lords up one by one and orders them down a trapdoor he uncovers from beneath the sand. Each of them returns, slightly shaken, but none the worse for wear. Finally, it’s your turn to head down the trapdoor.

41. Once you get down there, you’ll notice that there is absolutely nothing in the cramped cavern. Behind you, Mobius comes down the ladder. He explains to you that you are going to be more than a mere ambassador between the Lords; you are going to scout out Nautarum and see what Daccamur is planning to do. However, in order to successfully sneak around the island, Mobius needs to perform an ancient Pirate Magick on you.

42. For the spell of Disillusionment, Mobius can perform parts of the ritual, but you will need to do a fair bit yourself. First, you will need to plant and grow the Spirit Seed that Mobius gives you. You don’t need any conventional farming equipment, so simply plant the seed in the dirt of the cavern. While it’s growing, Mobius gives you a water-filled vial and a pestle and mortar. Once the Spirit Plant is grown, pick the fruit and crush it up. Add the pasty substance to the vial and it will form a swirling gray mixture.

43. To complete the potion part of the ritual, you need to imbue the vial with the spirit of an animal now that the plant spirit has been put in. Since this is a spell of Disillusionment, you need one of the most cunning animals around. Luckily, this spell has been performed in this cavern before (by previous Lords who needed to become invisible) and the remains of the creature are still here. Since you have completed the Pirate Magick miniquest, you have access to the Animate Dead – Lv. 4 spell. Cast the spell (Mobius gives you runes) and the level 105 Cunning Beast rises from the dead.

44. As you strike the killing blow, you see the spirit of the creature flow into the vial and turn it into a pale blue glowing solution. Mobius then commands you to drink the potion inside while he chants the required phrases. Do so and you will feel as though your very essence is dissolving and blowing away on the breeze. You are still as solid as ever, though, and Mobius is pleased with the results.

45. Head back up the ladder and the crowd will cheer that you finished your ordeal. Mobius will dismiss the pirates back to their ships and will pull you aside to brief you on your upcoming mission. Nautarum is likely going to be under guard while Daccamur is doing whatever he is doing. Therefore, Stan will sail you to just beyond the island and you’ll have to come up with a plan there. Doric and the other Lords obviously won’t be joining you, since they have to maintain their new islands.

46. Head to Stan and tell him the news. In love with his new ship, Stan will not be all that willing to sail it into harm’s way. A look from Mobius is all the incentive Stan needs to get underway and deliver you safely to Nautarum. But who, or what, awaits you when you arrive?

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Chapter 8 – In Which Our Hero Sacrifices Life and Limb
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47. After a few days’ sailing, Stan informs you that they are a few miles out from Nautarum. Somehow, Daccamur has managed to procure several seaworthy ships and has set up a blockade around the entire island. It would be impossible for a ship to make its way into port or anywhere else without being fired upon. As such, you realize that the only way to successfully make it onto the island is (you guessed it) scuba diving!

48. Use Stan’s banking chest to grab your gear and then dive over the side. Under the waves, you have to navigate past Giant Crabs (level 50-70) and Murderous Fish (level 60-80). After a lengthy fight and long walk, you come across a rotted wooden ladder leading up above the water. Climb up and you’ll find yourself on the docks of Nautarum, beyond the blockade. Now you just have to find *something* that will help you figure out what Daccamur means to do.

49. Thanks to your Disillusionment potion, nobody in town can see you…not that there are many people around who would be looking. Compared to the bustling Nautarum of before (whether with the gentry or with pirates), the island now looks positively abandoned. Torches dot the paths and every so often you see a shambling pirate guard make his way across the road, but that is the extent of life from what you can see. As you walk towards the woods, you hear a sudden movement from down one of the crossroads and you quickly hide. (Cutscene) Out of the shadows come Daccamur and a pirate who can only be his second-in-command.

50. Daccamur stops suddenly and sniffs the air. He remarks to the pirate that someone on the island is trying to use invisible spells against him. Since he is the one who initially brought such a trick to the pirates, it was futile to use it against him. With a wave of his hand, Daccamur uses what limited power he has to dispel the enchantment. Now you’re able to be seen by anybody! Daccamur snaps his fingers, and the pirate follows his master towards the woods.

51. Now that you’re visible again, you need to blend in with the rest of the pirates. To do this, you need to kill the Pirate Guards that stalk the streets until they drop a Guard Shirt, Guard Pants, and Guard Hat. It may take several kills to get each one. Once you’ve equipped all three of them, you’re free to walk around the town without getting attacked. However, the town is the only place you can actually walk. All other roads out, from Daccamur’s mansion to the pig farm, have been barricaded and the guards on duty refuse to let anybody past.

52. Even the woods have a barrier around them and guards are stationed just far enough apart to prevent you from breaking through anywhere. The only gate is being watched by a particularly nasty Guard Captain, who checks each person who enters and exits off on a checklist. Walk up to him despite your misgivings and ask if you can go through the gate. He’ll ask your name so reply with either your username or one you made up. Either way, the captain checks his list and refuses to admit you.

53. In order to get through, you have to somehow give a name on the checklist. Your attempts to interview the workers coming out of the gate with wheelbarrows full of dirt yield no results, so you have to content yourself with searching the rest of the town for any clues. Eventually, after talking to the patrons of The Drunken Sailor, you learn that the new “headquarters” for whatever’s happening in the woods is a small building near the gate to the mansion. Head up there and enter the building.

54. The only occupant is a bored looking man sitting at a desk. Behind him, another door leads back to stacks and stacks of paper as well as a few holding cells along one wall. Ask the man what this place is and he’ll reply that this, dear sir, is the location of all the records pertaining to Governor Moore’s orders. Among the various stacks of paper in the back are building foreclosure notices, draft cards, and worker schedules and rosters. Also, the building doubles as a makeshift prison. Unfortunately, only authorized personnel are allowed in the back, which you clearly are not.

55. In order to make it into the back of the headquarters, you need to get thrown in jail. To do that, simply kill ten of the Pirate Guards and, before long, a Guard Captain will knock you out and toss you in a cell. When you wake up, pick the lock on the door (previous Thieving requirement takes care of this) and search through the papers in the main room. Eventually, you’ll come across one of the duty rosters. Look through it until you find one name circled in red. This is your new identity!

56. With your name in hand, walk out through the door, kill the man at the desk (level 25) and head back to the gate. When the captain asks your name, give the one from the sheet. He’ll sigh and ask where you were. Make up some excuse and the captain will ask you if you have your drum…Apparently you have stolen the identity of the town’s drummer and you seem to have misplaced your drum (although you haven’t the foggiest why they need a drummer at all). Hem and haw for a little, and then beat a hasty retreat to find your drum.

57. Search the entire town until you find the actual drummer stuck in one of the rooms in the Drunken Sailor with a terrible hangover. He doesn’t notice you even when you steal the drum from the foot of the bed. Return to the captain, drum in hand, and he’ll let you pass. Walk through the woods a ways until you reach…The Pit. Where once there had been a few small holes from the treasure hunters, now there was a huge pit stretching down for a mile. Try to look down and you can see the faint outline of a glowing green ship floating on the water below the base of the island.

58. Although this sight is strange, it is nothing compared to what’s going on around the rest of the woods. Everywhere you look, pirates and lords alike are heading up and down shoddily made catwalks that stretch from the top of the rectangular pit to the very bottom of it. Some are carrying shovels; others are carrying wheelbarrows full of dirt. Others seem to be prepared for battle, carrying swords and bucklers. None of them seem to be questioning the logic behind finding a ship encased in an island.

59. Join the queue heading down and just stick with the crowd until you reach a checkpoint of sorts. A beefy-looking guard double-checks each newcomer before allowing them to continue on down the rickety wooden path. Before you can reach the guard, though, he recognizes you as the intruder Governor Moore had spoken of before. He barrels towards you but, due to the poor construction of the planks, he plunges through the floor before he can reach you and plummets to his death.

60. Behind you, the other pirates have not yet seen what happened and continue walking forward, shoving the people in front of them. Eventually, this domino effect works its way up to you and you lose your balance and plunge down through the broken path. Luckily, you only hit four other paths on your way down, so you only end up taking sixty damage. You manage to grab a ledge on your way down and hoist yourself up onto a small piece of ground with a hole leading into the side of the pit.

61. Since you can’t really go up or down without killing yourself (you’re still ¾ of the way up the pit), your only option is to crawl into the hole. Once inside, Eavesdrop on the Wall next to you and you’ll overhear Daccamur talking with his Lieutenant.

Daccamur: Blast that Jolly Roger! The ship is all dug out and prepared and yet it will not sink below the waves! It is as ethereal as it can get, it is fully stocked, and there is nothing preventing it from leaving, and yet it sits there stubbornly, refusing to sink. Why?

Lieutenant: I believe I know, Governor. The ship’s ethereal powers come from the four skeletal remnants that have been imbued with the Magicks. If you’ll notice, only three of the pieces are on the ship. The skull that belongs as the figurehead is missing and the ship won’t sail without it. You can tell it’s gone, since you can still feel the wood below us. It looks ghostly, but you can still feel that it is wood.

Daccamur: Excellent, Grogan…But Jolly Roger wouldn’t have hidden the skull far from the ship. He can’t meddle too much in the affairs of the humans, and could only have moved it a little. Come, we will search the cavern system of this pit until we find the skull, and then…we sail for the temple!

You hear Daccamur and Grogan leave whatever room they were in and silence fills the air. Daccamur was attempting to reach the legendary temple so he could ascend to the gods! And this ghost ship was the way he was going to find it. You had to find the skull before *he* did.

62. Continue along the tunnel and fight the level 80 Specters that jump out at you. Every time you reach an intersection and choose a path, one attacks you. The whole cavern is a maze and every turn brings a Specter. Choose wisely or else you have a lot of fighting ahead of you. Once you make your way out of the maze-like passages, you’ll find a single torch illuminating a hole in the ground with a ladder leading down. A rock next to the hole has the words, “Since he could not destroy the object of man, he hid it best he could.” inscribed on it.

63. Climb down the ladder and you’ll find yourself in an enormous chamber coated with glowing blue crystal formations. The eerie blue light shows you that you are on a small rock platform in front of a large, water-filled area. The water is on level with you, but it must reach down farther. The water is filled with the wreckage of derelict ships, all strewn across the underground lake. As soon as you move towards the water’s edge, a great rumble fills the cavern and a small whirlpool forms in the center of the lake.

64. It spins faster and faster, growing larger all the time until it sweeps up all the shipwrecks and gulps it below the waves. Then, the whirlpool abruptly stops, leaving the surface as calm as if nothing had happened. Just when you think it’s safe, the water erupts and a gigantic monstrosity bursts up from the depths. It has an entire ship for its body, two huge masts for its legs. Its arms are two schooners, and its head is a torn and tattered sail. Kept alive by Pirate Magicks, prepare to face the Colossus Wrecks (heh…like Tyrannosaurus Rex….it’s funny)

65. The Colossus is actually made of five different parts that you have to beat individually. You have to destroy each leg, the figurehead of each of the arm-ships, the Scuba Ghost in the body-ship, and the head-sail of the whole thing. Each one is a separate battle and incredibly tough, but you need to kill all of them in one go (you should have stocked up at the Nautarum bank before coming here, just so you know). NOTE: You can teleport away and come all the way back, but you’ll have to start the battle from the very beginning.

66. To start, take down both of the masts. Each Mast Leg is level 180 and has an incredibly tough defense as well as a fair amount of health. While you’re hacking away at each one, the other leg kicks at you as well as the one you’re attacking. Protection prayers only do so much good and occasionally you’ll get kicked so hard that you’re flung back against the wall. Eventually, once you “kill” the leg, it will snap and the Colossus will lower on that side. “Kill” the other leg and the Colossus will be several yards shorter.

67. Because you managed to lower the thing (it’s still at least fifteen stories tall), the bowsprit is now within jumping distance. Jump up and grab hold of it, shimmying your way up to the deck of the body-ship. Unfortunately for you, the ship is completely vertical, which makes walking impossible. As such, you need to find some other way of making your way up the ship. Pull open the closest door and heave your way inside. Once in the captain’s room, open the drawer of the nearby desk to find a Sharp Knife. Then, crawl across the wall (remember, you’re vertical) and open the drawer on the other desk to get Another Sharp Knife.

68. Equip them both in your weapon and shield slots and you’ll be able to stab them into the floorboards to pull yourself up the ship (think ice climbing). Now that you’re free to move around the ship, leave the captain’s room and, avoiding the continuous blows from the ship-arms, make your way to the door that leads below decks. NOTE: You can tell when a ship-arm is incoming because of the shadow it will create on the deck as well as a whistling noise.

69. Once through the door, you will fall down to the front of the ship, seeing as there is no wall to stop your fall. Once you’re safely ensconced in the cramped prow, start climbing back up the wall using your knives. About halfway back up to the trapdoor, a ghostly yellow figure wearing full scuba gear and covered with seaweed floats down from the top and starts attacking you. The Scuba Ghost is level 200 and is a very tough fight.

70. For this battle, you have no shield, seeing as you have to keep that Sharp Knife plunged into the wall or else you fall. You can, however, switch to a better weapon and bludgeon the Ghost with that. Prayer works…sort of…against the melee and magic attacks, but are powerless against the dive attacks the Scuba Ghost sometimes launches (it doesn’t hit more than fifteen or so). Once it’s dead, the Ghost drops some basic food items down below, which you can grab if you’re low on food.

71. Crawl back out of the trapdoor and make your way to one of the ship-arms. Once you’re at the cargo net connector, crawl across that and start walking towards the bow of the ship. Both ship-arms are horizontal, so no special tricks are needed to walk. Occasionally, the arm will tip sideways and threaten to spill you off if you are in front of a gun port at the time. You can tell when it’s going to tip by the rumbling sound it starts making. Also, the other ship-arm is attacking you the whole time, which you can only avoid by Crawling under a table when you hear the whistling. NOTE: If you fall off, you’re hit for twenty damage and you have to crawl all the way back up.

72. After dodging and ducking all the attacks, you’re finally at the figurehead of the arm. It’s a grotesque image of a hanged pirate and it comes to life as you approach. It twists its wooden torso around and starts bludgeoning you with its clenched fists. Attack the Figurehead (level 220), all the while dodging its punches, the blows of the other arm, and the occasional tilts of the ship you’re standing on. After the long fight (the thing has insane defense), the Figurehead crumbles and reveals half of a rusted key. Grab it and head back over to the other ship.

73. Do the same thing on the other arm and fight the other Figurehead, this one in the shape of a headless woman. Once it crumbles, grab the other half of the key and use it with the other one to get a Rusted Key. Hurry back to the ship-body and climb up to the aft end. The way to the cargo net that connects to the head is blocked by a small room that is unlocked by the key. Once inside, climb up through the back and start climbing the net.

74. The Sail Head is level 250 and, at first glance, an easy fight. Since it’s a sail, it can’t really do much damage to you. Au contraire, my wayward friend. Although the sail may not have hands, it can still do immense amounts of damage. After dealing a large amount of damage to the defenseless sail, it will widen the tear that is its mouth and a gust of wind from nowhere will send you toppling down to the ground below, dealing fifty damage. It does this three more times, after you take it down to half health, a quarter health, and one health (you can’t go right to zero).

75. If you manage to survive the battle, the sail will split into dozens of pieces and flutter away on the last few feeble bursts of wind it lets out. Then, the legs start shaking and topple forward. One of the arms unattaches itself from the rest of the Colossus and tumbles towards the ladder you came into the cavern on. Now, battered and broken, the Colossus falls backwards into the lake, still with you atop the cargo net.

76. Once the dust settles, swim towards the only shore you can get to. Once on land, walk through the tunnel until you find the skull that Jolly Roger had set the Colossus to guard. If you had thought that the skull was but a tiny thing, you would be mistaken. The skull is about six feet in diameter, and you can’t tell if it’s fake or if something this massive actually used to live. Either way, you need to somehow get it out before Daccamur can find it.

77. Cue the bad guy, of course. As soon as you make up your mind to pull the skull back through Colossus’ lake, the wall in front of the skull cracks and crumbles before your eyes. Then, a small sliver of light is visible. You hide yourself before anyone can see you. In a wild stroke of luck, the people chiseling open the room are not Daccamur and Grogan but are just some lackeys they sent to do the job. While the pirates argue over the best way to move the large white boulder out of the way, make your way to the front of the skull and Push it forward. The skull, bounding forward due to your strength, bowls over the hapless pirates and rolls down the catwalks, leaving screams and agony in its wake.

78. Leave the cavern and make your way down the remains of the planks to the ghostly ship below which, unfortunately, has had the skull secured on the bow of the ship. Once at the bottom, whip out your drum so that you actually look like the person you’re supposed to be. One by one, the armed pirates are checked off a list by Grogan and are admitted onto the ship. Daccamur is presumably already aboard in his very own room. Once everyone is aboard, speak with Grogan and inform him that you’re the drummer.

79. He, having been informed by Daccamur of the meddling adventurer, sees through your thinly veiled disguise and begins to pummel you. Your disguise compromised, you have no choice but to fight Grogan (level 130). After the fights with the Colossus, Grogan seems positively easy. Once he’s dead, strip him of his belongings (mostly food, since you might be needing it) and jump aboard. The Crewmaster on board winks at you and says that now *he’ll* be the new Lieutenant, so he gives you a few coins in gratitude (“few” being the operative word).

80. He tells you to go up to the front of the ship and set up your drum. Ask why there don’t seem to be any oars on the ship and he’ll laugh, saying that the ship is powered by the rhythm of the dead. Only by playing specific tunes on the drum will the ship move. Naturally, the entire fate of the voyage falls on your shoulders because you happened to pick the drummer’s name out of the dozens of names in the roster. You could conceivably fail to play the proper tune which would stop the ship in its tracks and prevent Daccamur from reaching his destination.

81. Go to the front and, once you’ve set up your drum, the new Lieutenant bellows out that the ship is about to sail forth towards the temple. He asks if you, the drummer, are ready to go. If you reply Yes, you’ll embark on the voyage. If you reply No, you’ll embark on the voyage anyway, since Daccamur can’t be bothered to wait. What follows is an interesting minigame type thing that you use to propel the ship.

82. Right after you answer, a small cutscene ensues where the Lieutenant goes below decks and you are all alone on the deck of the ship. Then, the camera slowly starts panning around you and the surroundings. On the bottom of the screen, a window pops up with a line running from left to right and four boxes below it. Each box contains a different way to hit the drum and corresponds with a certain letter. Drum beats will move across the line from right to left. When each one passes underneath the center of the drum icon, press the corresponding letter on the keyboard to successfully hit the note.

83. At first, the beat starts off slowly to give you time to adjust to it. As you pound the drum, the camera keeps moving of its own accord. The ship slowly begins to sink beneath the rippling green water in time with the drum and, when it’s clear of the island, slowly begins moving out in the direction of the sunken temple. As it moves, the camera pans to show different aquatic life and other sunken things (to keep things interesting).

84. After a few minutes of drum pounding, the camera turns to show a shadowy creature moving behind the boat, catching up to it. The beat suddenly speeds up a good amount and an extra box is added to repertoire. If you don’t manage to hit at least 75% of the notes, then the figure will catch up and you’ll have to fight it. NOTE: There is a decent chance that you won’t be able to hit the notes, since they are incredibly fast. If you miss them, the boat slows and the Dodecapus (octopus with twelve legs) catches you. It’s level 104, but you have to fight it all by yourself since the rest of the crew is below decks.

85. Once it’s dead, or if you didn’t have to fight it, the boat will continue once the beats start coming. Whatever you did, there is now a constant five different notes and the beat is faster, although not as fast as when you were escaping. As the boat moves, the camera cuts to a shot of Stan and your crew on the Aurum Mea up above (the notes keep coming and you still have to hit them). Stan, Doric, and Robin are all sunning themselves on the deck using gold foil sheets they found in the hull. Vannaka is pacing back and forth, worrying about you. A comic dialogue ensues (similar to one in Secrets of Monkey Island) concerning your safety on the island. Once it’s over, the camera cuts back to the ghost ship.

86. After a while, the camera turns once more to show two shadowy figures closing on the boat. Similar to before, the beat speeds up exponentially and a sixth beat is added. If you can’t hit 80% of the notes, you have to fight two Dodecapi by yourself and then continue. If you can hit the notes, then you don’t have to fight them. Once the danger is gone, the beat slows but is still faster than before, and you now have a constant six notes to hit. All the while, the camera continues to show shots of various ocean life, you pounding the drum, and occasionally going up to show a violent storm in progress above the waves.

87. Eventually (you guessed it), the camera turns for the last time to show three shadowy figures following the boat. The drum beat speeds up and a seventh note is added! If you can’t hit 70% of the notes, you have to face the three Dodecapi that attack. After the peril is through, the beat bar goes away and you have a cutscene. The ghost ship slowly comes upon a vast set of ruins, crumbled by the water and age. The boat automatically docks with the remains of a large port. As soon as the ship touches the wood, a glowing green orb shoots out of the skull figurehead and zooms out to the towering temple in the middle of the ruins. It is lost from sight in the murky depths, but soon a wall of pale green comes rushing towards the ghost ship. It stops just past the aft end and you realize that the orb made it possible to breathe in the ruins.

88. Daccamur bursts out from his chambers and immediately leaps onto the dock. He assigns some hasty orders to the Lieutenant and then dashes off in the direction of the temple. The Lieutenant has everyone disembark from below deck and then mentions that you should probably get off as well. Once you’re off the ghost ship, there’s no going back.

89. The assembled pirates are told to guard the perimeter of the sunken island. Seeing as the island is massive, there shouldn’t be enough pirates to go around. Unfortunately, Daccamur managed to cram far too many men into the boat and there are, in fact, spare men who are told to set up temporary stalls in case the men get hungry while they’re waiting for Daccamur, who may take several days to crack the temple. This is good news for you, since you’re probably low on food and other supplies.

90. Unfortunately (a lot of misfortune in this quest), there is no bank set up, so if you don’t have any money on you, you can’t buy from any of the four stalls set up in the ruined amphitheater just north of the docks: The Meat Stall, The Grog Vendor, Rick’s Smithy, and The Quartermaster’s Wares. Luckily, somewhere on the island is a way to reach your bank; you just have to find it. Your first stop, naturally, should be up at the temple to try and stop Daccamur from gaining entrance to the pyramid in the center. When you arrive, he is furiously trying to figure out the lock on the front door of the pyramid. At least a dozen armed pirates are standing around him, preventing you from getting access to him. Attacking the pirates only results in you getting pushed back.

91. Since there is no real way to prevent Daccamur from accessing the portal, the only thing to do is somehow alert your crew to the location of the temple so that they can come and help you out with bringing him back from the realm of the pirate gods. If you’ll remember, the only way to contact a member of your crew is with Vannaka’s Battle Horn (which is probably in your bank). Looks like you need to find that secret bank somewhere on the island.

92. Eventually, after searching most of the island, you’ll find a small bronze plaque embedded in the eroded cobbles near the docks. The plaque reads, “Bridging Access to Nick-nacks and Koins”. Of course, pirates aren’t known for their spelling ability, but the acronym makes it undoubtedly plain that somewhere near the plaque is a bank. You need a chisel to break the plaque off the cobbles, so if you don’t have one handy, head over to the Quartermaster to buy one for fifty coins. If you don’t have the money, he simply stabs you for thirty damage and calls it even.

93. Once you’ve pried open the plaque, a small hole is revealed leading down into the ocean floor. Attempt to Use the hole and a small hand will poke out. You hear a tinny voice shouting from up out of the hole to state your name and what it is you wish to retrieve from your account. Or, if you wish to store anything, simply place it in the hand. The normal banking screen pops up, so feel free to store and withdraw as you please. Once you’ve restocked and grabbed the Battle Horn, exit the window and the hand will withdraw back down the hole (whatever that hand belongs to, we’ll never know).

94. Blow the Battle Horn and Vannaka will suddenly appear by your side, much to the consternation of the nearby pirates. He’ll gawk at the underwater island but quickly regains his composure. Tell him that Daccamur is trying to gain access to the temple as you speak, and Vannaka will dash up the path before you can say another word. Follow him up and you’ll find him attempting to push past the row of guards. The door to the temple is already open and Daccamur is nowhere to be seen. You can only assume that he has managed to ascend to the god realm. After a few more futile attempts, Vannaka steps back and says that if you can find a way to raise the island back to the surface, he can direct Stan and the others to its location. With that, he closes his eyes and disappears.

95. Now you must face a seemingly impossible mission. How can you possibly raise the temple from the depths when Jolly Roger himself forced it to the bottom of the sea? But try you must for the only way off the island is to rejoin with Stan. After searching the island, you realize that it consists of four basic parts: the Ruins, the Forest, the Shore, and the Cliffs. The Ruins are the main area of the island where you first come on. It consists of the docks, the courtyard, the amphitheater, and the temple itself. Going northeast from the Ruins, you reach the Shore area. The Shore isn’t nearly as impressive as it once might have been, bathed in a ghastly green light and looking out upon nothing but murky gray waters. The Shore stretches along the entire eastern edge of the island and is line to the west by the Ruins, the temple, and the Forest.

96. The Forest takes up most of the northern part of the island. The trees have long since lost their leaves to the ocean and the fish, and the soil has been turned to mud. Most of the trees have been toppled due to mudslides and the bleached trunks lie here and there amid the still soggy ground. However, some stalwart trees have managed to stay upright and act as sentinels among the fallen. The last main area of the island is the Cliffs, which take up most of the west. The Cliffs rise up above the rest of the island and stare out across the ocean floor. It is completely devoid of…pretty much everything.

97. However, there is something the same between all four locales: each one has a twenty foot tall pillar with strange symbols covering it. The pillars are in various states of disrepair, but you’re sure that somehow they relate to raising the island back up to the surface. The one that seems to be in the best state is the one near the docks. A small square recession is located at about chest height and the symbol beneath it consists of three spirals made of thousands of tiny dots. A set of handholds lead up the back of the pillar to a small ledge where you can look down into the top of the pillar. A bowl-shaped area is carved into the stone with a symbol of flames that appear to be dripping.

98. Other than that, the pillar is otherwise unextraordinary. To safe all the tedious figuring out that you would have to actually do in the quest, the way to activate the pillar shall be related to you…thus: Grab a pot and a bowl from your bank as well as a lot of cash. If you don’t have 2000 air and fire runes laying around, you’re going to need to pay a visit to the Quartermaster again where he sells air runes for 50 each and fire runes for 60 each. If you don’t have 220,000 in coins, you can always accept the alternative and have him attack you. For every five hundred runes you buy, he damages you to within one hitpoint of dying (caveat emptor, for sure).

99. Once you’ve got the runes, head back to the pillar. Use a pestle and mortar on the air runes to get Air Dust (1000). Use that on the pot to fill the pot with five hundred “servings” of the dust. Place that in the square receptacle at the bottom of the pillar. Then, get a fire going with some logs (which can be cut from the Forest) and use the fire runes on that. You’ll end up with some Liquid Fire (1000). Use that on the bowl to put another five hundred portions in. Climb up the back of the pillar and place the bowl in the indentation. Once both objects are in place, the pillar starts to shake. Some sort of suction device in the pillar sends the Air Dust shooting up to the top, where the Liquid Fire drains out of the bowl and is sent down. The two combine somewhere in between and the resulting hot air is funneled downwards through the bottom of the pillar. This creates a large jet stream effect on that side of the island. If you can manage to activate the other three pillars, the island should be under enough pressure that it would lift off.

100. The other three pillars, of course, are not as easy as the first one. The one on the Shore, for instance, is completely toppled over. The one in the Forest is slightly toppled and there aren’t any handholds to climb up the back. The one on the Cliffs is normal, except it won’t activate even when the dust and fire is added. Hmm… The one by the Shore is the closest, so head there first and notice that it is quite impossible to lift the island up in its current state. Even though your strength is amazing, you can’t lift the whole thing by yourself. You’re going to need to find some friends to help you.

101. Ask any of the pirates standing guard around the island and none of them will be at all keen to aid you. The group of pirates lounging about the amphitheater, on the other hand, are willing to help as long as you do each one of them a favor. The first of the three would like some Spiced Grog. To get this, you need to first buy some Grog (2000 coins) from the Grog Vendor and then head into the Forest to get some spice. Use a knife on any of the trees to get some Bleached Bark. Then, grind it up in a pestle and mortar to get Bark Spice. Add this to the Grog and give it to the pirate. NOTE: Any other form of spice will result in him saying the Grog “isn’t quite right”.

102. The second pirate tells of how he has long longed for a duel between himself and one of the more renowned fighters of Nautarum, Barkus Rowls. If you can set a fight and guarantee that the pirate wins, he’ll help you out with lifting the pillar. Search the entire perimeter of pirates until you find one named Barkus. Talk to him and he will scoff at the very idea of fighting such an incompetent fool. Either pay him a good deal of money or threaten him with physical violence to get him to accept the offer. Now you only need to find a way to make sure that he loses.

103. Pickpocket his sword off of him and bring it to the Smithy. Ask Ricky if there is any way to guarantee that a sword will lose a duel and he’ll go off on a tangent about a sword’s balance and whatnot. Ask if he can mess with the balance a little, and he’ll say that there’s no way he would willingly rig a duel. He tells you the process, though, since apparently you’re quite welcome to have a planned death on your conscious. Use the sword with the makeshift furnace behind Ricky and you’ll get a Hot Sword. Bang on it a few times with a hammer and then dunk the sword in the bucket of water. Repeat this a few times, making sure to strike one side more than the other (you get an option of which side to strike). Once you’re done, you’ll have an Unbalanced Sword, which you can then return to Barkus’ sheath.

104. Speak with the lazy pirate again and tell him the time and place of the duel (which, for practicality, is that very moment). Barkus comes striding along the path, sword in hand. Your new friend leaps up and prepares to duel. You yourself start the fight and, thanks to your handiwork, Barkus is quickly disarmed and killed. Your friend thanks you profusely, for he is now respected a great deal in the community. He agrees to help lift the pillar.

105. The last pirate needs little persuading other than that of the golden kindness. For helping you lift the pillar, he wants the “mere *paltry* sum” of 150,000 coins. For some people, this may in fact be a paltry amount. If you are not blessed enough to have that much, you must find another way to get the pirate to accept the plan….Actually, there is no other way for him to accept, and you must find a way to get 150,000 coins even if it means selling some of your gear (hey, nobody said that every quest was fair!).

106. Once the three have agreed to help, lead them down to the Shore and they’ll help you set the pillar upright. Once they leave, place the Air Dust in the proper spot and the Liquid Fire up top. The pillar will activate and another jet stream will help to push the island up. Now, head north some more and enter the Forest. When you find the pillar, you know it’s going to be a challenge to get going. It’s leaning slightly (just enough that it wouldn’t blow the air properly) and there isn’t any way to climb up to the top. You’re going to need to fix both of these problems.

107. As far as straightening the pillars goes, first you need to grab a crossbow, some bolts, and at least two lengths of rope (you know where this is going). Use your agility to scale one of the upright trees on the opposite side the pillar is leaning to. Once high up enough, tie a rope to the bolt, load it, and fire it at the pillar. Then, pull it close and tie it off onto the trunk to get the pillar partly upright. Climb down that tree and up the one next to it. Repeat the performance and you’ll soon have the pillar standing perfectly straight.

108. Place the Air Dust in the bottom and worry about how you’re going to get to the top. Again, to save a lot of tedious trial and error, the correct way to get up shall now be related…Huzzah! Search through the forest until you find a few remaining stagnant pools. Search these to find some long, winding tracks leading through the Forest. The “tracks” are more of a thick line that wiggles over and under the fallen trees, and you wonder what could possibly make such marks. Eventually, after tracking the creature through much of the Forest, you’ll find another small pool of water. Search that and a level 98 Sea Worm will pop out!

109. The Sea Worm is long, segmented, flat, and horrid. It twists and curls up and out of the pool, pulling an impossibly long amount of worm out of such a small hole. Eventually, its entire length is revealed and you must fight it. Its skin is tough and resistant, so most of your attacks will rebound off. Keep fighting it, though, and eventually you’ll kill it and end up with a Sea Worm Segment about six feet long. Repeat the hunting process until you have around ten segments. Use one of the segments with another and all of them will disappear, only to be replaced by a Segmented Bridge. You have used your crafting know-how to weave the segments together into a workable bridge which you can use to cross from a tree to the top of the pillar!

110. Climb up a tree and use the bridge on the top of the pillar. Walk across but be careful not to have more than 5kg worth of stuff with you. Any more than that and you’ll rip through the bridge, which means you’ll have to build a new one. Once you’re across, place the Liquid Fire in the center and watch as the pillar activates. Now, you have only one left. Head to the jagged Cliffs and place the Dust and Fire in their appropriate spots. The pillar doesn’t activate, much to your chagrin, and you need to figure out why. Search the base of the pillar and you’ll find a spot that looks as though the soil is looser than the spots around it. Dig there with a spade and you’ll reveal a tunnel leading below the pillar.
Jeeves
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111. It isn’t a very spacious room down there, but it is crammed with things that make the pillar work. Along one wall is a giant clockwork contraption that looks to be the vacuum apparatus. For no foreseeable reason, the thing isn’t working. In the middle of the room, a hole leads straight down, presumably to the ocean floor. That must be where the hot air gets pushed out of, but just below the floor of the room, you can see that the hole is filled with rocks. You’ve got to fix the vacuum and clear the hole before the pillar can work (preferably clear the hole before you fix the vacuum, otherwise you’ll waste your runes and you’ll take a good amount of damage due to the hot air filling the chamber).

112. Due to the positioning of the rocks, they are all wedged against one another and the sides of the hole, making it impossible just to reach in and grab them. They are also far enough down that none of your equipment will reach them. If you have any form of explosive in your bank, grab it and drop it down the hole to finish the job. If you don’t, you’re out of luck, since the Quartermaster doesn’t carry any. There are actually several other ways to solve this problem (creating your own black powder from various sources around the island; filling the hole with just the right combinations of different grog (deadly stuff!); bargaining with a pirate so he can help you; etc.) and each one can be figured out later. For now, let us assume that you’ve managed to clear the rocks.

113. The vacuum poses a more difficult problem. The clockwork mechanism seems in perfect order, but a closer inspection reveals that every single one of the dozen and a half gears has been mixed around. It is up to you to put each one back in their proper spot and then run like the dickens before the hot air can bake your skin to a crisp. Once you’ve got both things working, the pillar will activate and the last jet stream will start pushing the island up. Slowly, very slowly, the island starts to rise up off the ocean floor. Sea creatures stare in amazements as the centuries old fixture of the depths leaves them, toting a brand new ghost ship and pirate crew. Eventually, you can see the surface above you and the temple breaks into the air sending water spraying everywhere. The green light vanishes since you don’t need a bubble of air up above and the island suddenly seems more pleasant now that it’s bathed in the natural light of the sun.

114. From your perch on the Cliffs, you can see the Aurum Mea speeding along towards the docks. Even though Daccamur’s pirates are disconcerted, they have not forgotten their orders and they start firing cannonballs from the ghost ship. There’s no way Stan will be able to land, and no doubt the other pirates have figured out your involvement somehow. You’re going to need to make a dash for the docks and jump aboard Stan’s ship without one or both of you dying.

115. What follows is the second of the interactive cutscenes (if not, then its just a normal cutscene). It follows your descent from the Cliffs, along the path to the Ruins, avoiding the harsh attacks of the pirates, and finally, your desperate plunge across the deck of the ghost ship before finally leaping off the prow and swimming to the Aurum Mea. Once you get close enough, the interactiveness ends and you just have to watch as you’re hoisted aboard by Robin and Vannaka. Then, you tell Stan to set a course for Mobius’ Den. Along the way, you relate your tale of what happened once you reached Nautarum.

116. Once you arrive at the Den, make your way to Captain Mobius in his high-rise hut and tell him that, despite your overwhelming efforts to stop him, Daccamur managed to access the temple. Mobius is upset that you couldn’t stop him and even more upset now that the prisms have reactivated, meaning the only way to bring him back from the god realm is to reattach the prisms to the main pyramid. Since the ghost ship prevents anybody from getting near the island and the numerous pirates on the island itself would present a challenge for any number of allies, Mobius needs some time to think of a plan. Fortunately for the world, it does take time for a god to regain his powers in the god realm, so Daccamur should be at bay for a while.

END PART FOUR
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To Be a Pirate King – Part 5
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Requirements
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Must have completed To Be a Pirate King – Part 4
Must have completed the Heraldic Mysteries miniquest
60 Cooking
72 Thieving
72 Fletching
75 Strength
76 Defense
77 Hitpoints
75 Herblore
71 Crafting
71 Construction
74 Hunter
75 Summoning
75 Ranged

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Chapter 9 – In Which Murder and Supper Go Hand in Hand
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1. Begin by talking to Stan (for the final time) and going to Mobius’ Den. Talk to Captain Mobius and he will tell you how much the situation has changed. He’ll reply that Daccamur is growing tremendously in power and has managed to seal off the entire temple island so that no ship can come anywhere near it. He’s also managed to enslave a good amount of the islands in the Southern Sea and he now has a son of sorts.

2. This last bit of news is the strangest and most disturbing, of course, since you didn’t know that gods could have children. Mobius explains that, like his father, this new enemy is more of a manifestation of emotions than a real person, but he doesn’t quite have all his father’s powers. The son’s name is Mortus, and he has sprung up from the waves fully formed. Due to his basic mind control powers, he managed to get himself an army and built a fortress of sorts far beyond the limits of the Southern Sea. It is here where he resides, commanding the largest military fleet the seas have ever seen.

3. Ask Mobius what needs to be done and he’ll pull out a paper with the plan written on it:

Infiltrate Mortus’ fortress and assassinate him
Gain an audience with the Dead Baron and request a special weapon
Gain an audience with Troff and request assistance with the temple

Killing Mortus gains you control of the seas; the weapon is essential to killing Daccamur; and without Troff’s help, you will not be able to get near the temple. Naturally, you will need control of the seas before you are able to sail anywhere else, so killing Mortus is your first order of business.

4. Mobius tells you that Mortus, like his father did, is holding a banquet at his fortress and all the nobles of the Seas and some from the mainland are invited. Since a large amount of his fleet will be patrolling the fortress, you can’t launch a direct assault on it. You’re going to have to take the place of one of the guests and get in that way. Mobius tells you that he’s already picked out your target and all you have to do is get to him, kill him in a non-conspicuous way, and steal his clothes. Easier said than done, obviously…

5. The target: Professor Jonathon Stiles – Honorary Fletcher of Hemenster. He’s arrived at Port Sarim a few days before his ship leaves so he can tour the port town and enjoy himself. The location: Hotel Rumm – the finest lodging house this side of the F2P wall. Of course, only guests are allowed through the front doors, which you are not. Mobius doesn’t tell you any more information than this and it’s up to you to figure out just how to take Stiles’ place.

6. Leave Mobius and talk to Stan down at the docks. He’ll sail you back to Port Sarim and park where he usually does. The Hotel Rumm is a new building between the food shop and the fishing shop. It’s four stories tall and fairly wide. If you try to go in through the front, you’ll be thrown out by the doorman, claiming that you’re not noble enough to stay at the hotel. Go around back and talk to the Garbage Boy. He’ll tell you about how the hotel is short-staffed in the kitchen and how the head chef would be willing to take on any new helpers.

7. You’re going to need a chef’s hat and a white apron to get in, so put those on before you go through the back door to the hotel. Once inside, the head chef will tell you that you’re going to need to cook three meals: a soup, an entrée, and a desert. There is a whole recipe cabinet and the three courses will be (nearly) random for everyone. The recipes aren’t normal ones that you can make outside of the hotel, so some of the ingredients can only be found within the kitchen’s stores.

8. Once you’ve made the three dishes, the chef will tell you to put them on the food cart and wait for a busboy to take it up to the rooms before you make the next set. At this point, you can either wait for the busboy to take the food and then make some more, or you can actually perform the job you were sent to do. There’s an archaic lift in the lobby (involving wood, pulleys, and rope) that you can use to get up to the other three floors. Unfortunately, only guests and busboys are allowed up, and not the uncouth chefs.

9. Climb underneath the food cart when all the food is on top and the busboy will wheel you up to one of the other floors, grumbling about how heavy the food is these days. Once he stops the cart, climb out before he can wheel you back onto the lift. He’ll deliver the food and then head out, leaving you completely alone with the guest rooms. The guests will occasionally move around these floors, and if they see you wearing your chef’s gear, they will report you, so it would be best to switch out of it for the moment.

10. The only way to find what floor Stiles is on is by asking the various guests you see. You can’t leave the floor you’re on, however, until you figure out which floor Stiles is on, AND until you figure out how to actually leave the floor (the busboy won’t come anymore). Talk to the guests coming and going until one of them mentions something about Stiles being on the fourth floor (you aren’t on the fourth floor).

11. Now that you know that piece of information, it’s time to figure out just how to get up there. The man operating the lift won’t take you anywhere unless you can prove that you’re a guest or a busboy (of which you aren’t either), so you need to take a look around for another way up. Nearby to the lift, there’s a small access hatch that’s used for rope and pulley maintenance. You can squeeze in there, but you can’t carry any armor or weapons with you. All you can have is food and other random things that don’t provide combat bonuses. Your stuff can be deposited in one of the dumbwaiter shafts at the end of the hall. These shafts lead down to collection boxes in the lobby where you can collect the goods later.

12. Once you’re skinny enough, climb into the access hatch and shuffle upwards until you reach the uppermost hatch. As you climb, a picture appears in the upper right displaying your position in the shaft compared to the location of the lift beside you. This will be helpful later. For now, though, you just need to scope out Professor Stiles. Once on the top floor, Stiles will come out of his door, say hello to you, and get on the lift. He’ll mention briefly that he’s going out to eat somewhere and won’t be back for a while. This is the time to strike!

13. Trying to open the door will result in a message saying that the door is locked. After trying many various and sundry ways to get in, you’ll probably notice that Stiles often comes back up to his room claiming that he’s forgotten everything from his money to his cane. He never gets any farther out of the lobby than a few steps before returning to the lift, and there’s no way you can follow him into his room. That means that you must do something to him whilst he’s on the lift. You can’t get on with him (the weight would be too much), so you need to find another way to strike while he’s going up and down.

14. The access shaft is the only possible way to do this. While you’re climbing up and down, you’ll notice an area of the wall that seems more fragile than the other parts. It says that you could probably cut it out if you had a sharp enough implement. Since no weapons are allowed in the shaft, you’re going to need to get a knife. If you don’t have one readily available, there’s one in the kitchen that you can steal. Once you have it, crawl up into the shaft and cut out the fragile wood. This gives you a good view of the lift’s shaft and puts you within inches of the people going up and down.

15. Mobius told you to be inconspicuous in your killing of Stiles, so stabbing him with the knife would hardly work. Maybe if you made it look like an unfortunate lift accident…But first, you must steal the key from Stiles. As he passes your hiding place (going either up or down), pickpocket Stiles to steal his key. Once you have the key, use your knife with the rope to cut the lift and send it plummeting down to the ground below. NOTE: If you try to leave the access shaft before you kill Stiles, you’ll get a message saying “I wouldn’t want anyone bursting in on me while ransacking the room”.

16. Once the “accident” is over, there will be a small cutscene where the concierge runs for the Port Authority. They swarm all over the hotel and begin their investigation. Naturally, the building is in complete lockdown until they figure out what happened. Climb up to the fourth floor, unlock Stiles’ room, and start looking for the five parts of his outfit. You’ll need to find: a powdered wig, a suit, some slacks, fancy gloves, and gentlemanly shoes. After you’ve found the last piece, the door will fly open and a level 28 Detective will enter. Somehow the Authority has managed to get to the upper floors without the lift.

17. After accusing you quickly of Stiles’ and the lift operator’s murder, he’ll summon the rest of the Authority on that floor (some melee, others range) and they’ll all attack you from the doorway. Kill them all (there are five or six of them) and make your way down through the access shaft. At the bottom, you automatically crouch down. You need to stealthily make your way past the milling detectives and out the kitchen door without being spotted. Make sure to stop and pick up your equipment from the dumbwaiter shaft or else you’ll have to come back later to get it.

18. This challenge is similar to several others, where you hide behind things until a guard passes and then you hurry to the next one. However, once you reach the door to the kitchen, the front door of Hotel Rumm bursts open and Chief Inspector Winters (level 80) bursts through the door. He’s the size of a troll and looks about as intelligent as one. He’s so powerful that the slamming of the door caused all the furniture inside to topple over. This blew your cover completely and you have no choice but to stand and face off against Winters, while everyone else cowers behind tables and desks.

19. Winters has good defense and can hit high numbers and occasionally through prayer. He’s simple compared to the other bosses you’ve faced in the past and he’s quickly disposed of. Once he’s dead, run through the destroyed front door and back to Stan, dodging the arrows fired by the detectives in the upper stories. Once on the Aurum Mea, tell Stan to set sail immediately for Mobius’ Den.

20. Once you’re back, Mobius will begin arranging for your journey to Mortus’ fortress. You’ll be put on a ship and sailed in to the fortress surrounded by some of Mobius’ fleet. With any luck, the enemy won’t realize that you aren’t a guest and you’ll be able to successfully enter. After you’re in, one of Mobius’ men will take up position near the fortress wall so you can get your armor, weapon, and anything else you might need. Then, it’s up to you to kill Mortus.

21. Give whatever armor and other battle equipment you want to the man standing by Mobius (this is pretty much all you’ll get, so make sure it’s the right stuff!). Then, with the disguise in your inventory, speak to Mobius and you’ll set sail. A cutscene ensues, showing you, clothed in Stiles’ dress, standing on the prow of one the ships, looking out upon a stormy ocean. You approach Mortus’ fortress, built of steel and more impregnable metals. There is a dock that leads up to the front portcullis, and behind the massive fortress is a small wooded area with thick, dark trees.

22. As you near the docks, a cannon is heard rumbling in the distance and you are suddenly blasted off your perch. The screen goes black and comes back a few seconds later. Your ship is sinking and both fleets of ships are engaged in a naval battle! Some of Mortus’ men have even boarded your ships and a melee has ensued. Luckily for you, the ships form a sort of path from your flagship to the docks. If you can survive to reach the last ship, you can make a break for the fortress.

23. To start, make your way to the southern-most part of the ship and leap over to the figurehead of a Mortus ship. Fight some of the pirates (levels 20-40) and go west. NOTE: From each ship, it is possible to exit north, west, south, or east. Some exits may be blocked, others may be guarded, still more might have some sort of skill requirement to get past. It is up to you to find the most advantageous way across. List of various things to encounter:

Jump from bow to stern (30 Agility)
Swing on rope (50 Agility)
Cross fallen mast (70 Agility)
Kill Cannonface Smith (level 40)
Kill Thunderarms McGee (level 60)
Kill Swordtooth Jenkins (level 80)
Burn rope holding up gangplank (40 Firemaking)
Burn wooden blockade (60 Firemaking)
Launch self out of cannon (75 Firemaking)
Build gangplank (30 Construction)
Fix figurehead (50 Construction)
Topple mast (70 Construction)
Other things…

NOTE: All appropriate stuff is provided on the ships…you just have to find it.

24. Once you reach the last ship before the dock, click Jump by the side and you’ll jump overboard and swim to the dock, leaving the battle going on behind you. Climb up the ladder onto the dock and walk up the path a little way until you are accosted by some of Mortus’ guard. They’ll demand to know who you are, and when you tell them that you are Jonathon Stiles, Honorary Fletcher, they’ll demand to see a demonstration.

25. They request that you fletch them a Symbolic Bow using the wood they provide you with. Use a knife with the wood and a screen will pop up. You have to click and drag your mouse along the shown lines without letting your knife tool move off of the path (similar to those buzzer games with the ring and wire). There are three sections to the bow, and once you are done, the guards will be impressed and let you enter the fortress. There, you are greeted by none other than Mortus himself.

26. Mortus is level 300 but you can’t attack him just yet. Even if you wanted to, you have nothing but your fists and feet at the moment, so it would be suicide to even attempt such a thing. Mortus makes a comment about the rumors of your untimely death in Port Sarim so assure him that there is no truth to the things, seeing as you are right here in front of him. Mortus still seems suspicious but tells you that dinner will be served promptly in five minutes. Until then, you are free to roam the fortress, but after that you are expected not to leave the dining area.

27. This is a good chance to get yourself acquainted with the layout of this section of the fortress. You can’t get onto the second floor, the guards’ corridors, or out back into the woods, but you can still scope out the kitchens, the main passages, and some of the more advantageous rooms to hide. All of these will be important later, since you obviously can’t kill Mortus in a crowded room of nobles. After five minutes, the dinner gong will ring and you’ll automatically walk to the dining room.

28. Mortus will start the banquet off with a toast to all you fine nobles and then you can all chow down. You, of course, have other plans. It would be wise to grab some of the food from the table as well as the Dinner Knife next to your plate. That will be your only weapon for a while. Speak with Mortus and tell him about your urgent desire for either a latrine or some other nonsense. He’ll sigh and give you the directions, giving you permission to leave the dining hall. The guards outside, however, could care less about your permission. They have one job and one job only at this point: kill!

29. Once outside the dining hall, you can either make your way as far north as you can go, or start by going south towards the kitchen area. In this area, the only guards you’ll face are level 30-ish and are easy to kill, even with your weak knife. Make your way through the maze of twisty passages until you find a ladder in the southwest corner going down. Climb the ladder and you’ll find yourself in the fortress kitchens. Here, the three chefs (all level 50) will attack you. Once they’re dead, take the Cleaver at the far end, which is much better than your current knife. If you’re low on health, you might try eating the food, but oh no! You get the message “Although the food is among the tastiest you have ever had, it is bereft of any nutritional value!” If you want to heal yourself, you need to find your contact!

30. Your contact is northwest of the dining area. If you enter all of the rooms on the west side, you’ll eventually find one with an open window looking out into the storm. Talk to the window and you’ll speak to Mobius’ contact. He’ll pass you your armor, weapon, and actual healing products. He’ll also give you a tip for killing Mortus. Apparently, there are a hundred guards patrolling the corridors of the fortress: twenty-five in the lower corridors, twenty-five in the guards’ corridors, and fifty up top. If you manage to kill all the guards in the lower corridor, the door to the guards’ will unlock and they will start patrolling to find the murderer.

31. From their corridor, you can access the woods behind the fortress, and from there, you can somehow get up to the second floor. Up there, it’s up to you to find anything that will help kill Mortus. Ask the pirate for more information, but before he can tell you, a cannonball hits the wall and kills your contact. Due to the material of the fortress, you aren’t hurt, but there’s no hope for your contact. Hopefully you know everything you need now.

32. In the corner of the screen, a counter pops up, showing how many guards are left in each area. The guards you’ve killed already don’t count towards the twenty-five in the area, so you still have the full amount to go. Get ready for some slaughter! Leave the room and start hunting down all the guards you can find. Some may run, some may stay and fight, but all shall fall below your righteous blade! Eventually, there will only be two guards left, but seemingly everywhere has been checked. Go to the garbage storage room near the dining hall and look around. When the room is full, the chute opens and the garbage is dumped into the dungeons.

33. Search the various rooms in the fortress to get random junk including a compost mound pouch. Summon the compost mound in the garbage chute room and stand with it. The chute will be activated and you’ll be dropped into the dungeon. Here, the two guards from above are hiding. Kill them both and the guards in the next corridors will notice the absence. Don’t leave the area too soon, however! Walk down the path a ways until you come to a set of controls.

34. Flip the lever there; although you can’t see it, the lever opened up a giant spillway door that had previously been closed. This is necessary for the death of Mortus. After that, go back to the garbage chute and climb up the service ladder nearby. You’ll come to a locked trapdoor that can be opened using a key gotten from one of the two dead guards. Once you’re back upstairs, you can move into the guards’ corridor.

35. It’s the same deal in here. Kill all the guards (level 60-ish now) and eventually the doors to out back will open up, letting in a wave of five guards. Once they’re dead, you’re free to move out into the woods and the pounding rain. From a balcony up on the second floor, a few guards fire arrows down at you. Watch out, since they’re poisonous! Run into the woods to escape the barrage. In the woods, you need to watch out for the various creatures that might attack you. Mortus had these woods stocked with dangerous creatures for him to hunt, so they can get pretty deadly.

36. Eventually, you’ll find an old, dilapidated cabin. Go in and take two vials of black powder, some rope, and a tinderbox. Guess what you’re going to make…Once you’ve attached the rope to the vial, head back to the area just outside the fortress. Here, there is a small well that leads down into the fortress’ reservoir. Light the rope and drop it down into the pit. From far below comes an explosion of gigantic proportions, echoing on the cobbles of the well.

37. Attach some more rope to the second vial, light it, and toss it up into the balcony. The guards are caught unaware and the explosion blasts them and the balcony to pieces (the interior of the fortress is stone; only the exterior is metal). The balcony crumbles and falls to the ground, providing a nice walkway up to the second floor. But up here are fifty guards! Not all of them have to be killed, fortunately.

38. On this floor, you only have one objective, although you won’t know it at the time: clear the way to the bell tower. Once you’re on the second floor, the guards will be extremely worried, seeing as you’ve killed fifty of them already. The emergency bell is ringing and no doubt Mortus knows that you’re the one causing the trouble. The guards on this floor are on the lookout for you and are angry. They’re level 70 each and have decent stats, so it would be wise to avoid them for the most part. Luckily, you don’t have to kill fifty, or even one of them.

39. Make your way to the far southwest of the second floor, fighting or running away from the guards as you choose. There, the giant double doors to the church are closed. A cutscene starts showing two guards pry open the doors. Once they’re open a crack, a massive fist punches through and throws the doors (and guards) to the side. Standing in the middle of the doorway is a giant level 150 Hell Spawn, summoned by the priests to stop you. It’s a fight you would expect from a level 150, so there really isn’t much to say about it, other than that it looks like a giant demon covered in black hair.

40. After it’s dead, run into the church and try running for the spiral stairs to the bell tower. You’re stopped short by the Piano Player at the far end of the room, who begins playing a dark melody, which summons up strange red smoke. The smoke forms into shifting walls which block your access across the room. You can either try to run through the passages the walls make or try cutting through the smoky walls (level 5 but with great defense). Every 30 seconds, the walls all blend together in the middle of the room to form a level 250 Demonic Manifestation. Good news, you don’t have to kill the thing. All you need to do is get to the Piano Player (level 3) and slay him on the spot.

41. Then, head up the stairs. Of course, this fortress won’t let you get past so easily. As you go up the stairs (you actually run on these, as opposed to the other stairs in the game), you’ll pass four different alcoves. Each one has a statue that will come to life as you pass it. It starts with a Goblin Statue (level 15), and then a Troll Statue (level 45), a Demon Statue (level 70), and a ??? Statue (level 88). They’re made of the same unbreakable metal that the fortress is made of, so you need some serious strength to destroy them.

42. At the top of the bell tower, kill the level 3 Bell Ringer. There’s nothing else here, but it would help to Notice the bell. If you do that, you’ll comment on how heavy the bell itself looks and how weak the ropes holding it up are. Naturally, this is how you plan to destroy Mortus. Since he has inherited some of his father’s powers, he is immortal to a degree, but can be destroyed if the death wound is grave enough. Having cleared the way for Mortus, return to the dining hall and prepare for battle. NOTE: You can’t start the fight unless you’ve pulled the lever in the dungeon, dropped the black powder down the well, and cleared the way to the bell tower.

43. Enter the dining hall (you can wear your armor) and find that Mortus is already waiting for you. The guests and the tables have been pushed off to the side and Mortus is standing in the middle of the room, a sword in one hand and a ball of electricity crackling in the other. A guard managed to escape the slaughter and alerted him that it was in fact one of the nobles wreaking havoc in the fortress. He assumes that you’ve been sent by Mobius and must therefore die. Ready yourself for an intense fight!

44. Mortus’ level, like it said above, is 300, so he’s no push-over. He attacks with both melee and magic, and both can hit moderately through prayer. He’s got a ton of health, but that’s a given, since he *is* nearly immortal. As you do damage to Mortus, he’ll move backwards across the screen. The more you do, the farther you push him back. NOTE: You can’t move around manually in this battle; every movement is done for you. Eventually, you’ll push him out of the dining hall and down the corridor towards the woods.

45. To make a long story short, you fight Mortus through the fortress and you end up outside. Once there, he makes a daring leap up the rubble of the balcony to try and gain the edge in the battle. During the cutscene, press the keys that pop up at the right time to parry his magic and also climb up onto the second floor. Once you’re up, resume fighting him as normal. Eventually, you’ll push him back into the church and up the bell tower. He’ll have almost no health left at this point, but you can’t kill him with any old conventional weapon. When you’re both up at the bell, use your knife or any weapon with the bell to trigger a cool cutscene.

46. You jump on top of the bell, and Mortus jumps up with you. The two of you fight for a few seconds, and then you slash at the ropes holding the bell up. Instantly, the two of you fall along with the bell as it plummets through the tower, destroying the staircase. It crashes through the floor of the church and the floor below as well. It falls for a few seconds, bouncing and twirling off the wooden infrastructure before it finally lands with a crash in the dungeon. Fade to black…

47. After it’s black just long enough for you to think that something’s gone terribly wrong, the screen fades back in to reveal Mortus standing over your body, pointing a sword at your throat. He still has almost no health, but he’s not quite dead. He allows you to stand and retrieve your sword; he believes that a worthy opponent should be allowed to defend himself before he dies. Now, your goal is to stay alive. You can move now, so you can flee if you choose to, although there isn’t anywhere to run. All the gates out of the area are locked. Run to one of them and find a map of the reservoir lying on the ground (random, eh?). It shows that the water flows from the well area through a long system of tubes and corridors to the various pumps in the fortress. If anything should fail, the excess water is forced through the spillways a.k.a. the dungeons.

48. Since you’ve blasted the reservoir already, and opened up the spillway leading to the dungeons, it’s odd that the water hasn’t come through yet. According to the map, however, the water won’t go through the spillways until the second release lever is pulled. Lo and behold, the second one is in your very room! The design has something to do with not triggering an accidental dungeon flood, but that’s beside the point. It’s your lucky break and you aren’t going to question it. Dash for the lever and pull! Now you just have to survive until the flood comes.

49. By this point, you’re probably running low on food, prayer, or both. Mortus is still level 300 and still attacks for massive damage. You’ve got to survive for about three more minutes. The best strategy is probably just to run around and try to avoid his magic as best you can. Finally, you’ll hear the roar of the flood and another cutscene will start. You and Mortus will both look up at the sound of water and see a huge tidal wave come crashing through one of the gates. It tears through the pathetic masonry around you and everything is carried through the dungeons by the flood. You swim against the current and start beating Mortus with your fists (whatever your weapon was, it has been torn away by the flood). You don’t do much damage, but you’re weakening him to the point of mortality. Unfortunately, before you can finish him off, you look downstream and see a huge pillar right in your path. Sudden cut to black…

50. The screen cuts back in to show you lying against a pillar in a shallow pool of water. The pillar has almost disconnected itself from the ceiling and is leaning precariously. Every last piece of your inventory has been stripped from you and is lying in piles across the room. Mortus is nowhere to be seen. You also have one health. Gather your items back up and notice how all your food is now rotted. You need to get out of here; the mission was a failure! The way back to the bell is blocked by rubble, so you need to follow the spillway and find where it dumps into the ocean. As you start to leave the area, however, Mortus jumps down from a piece of rubble. Begin the final battle/cutscene!

51. If your timing or reflexes are off, you die and have to start from when you wake up beneath the pillar. Press the buttons as they show up on the screen and watch as your character makes mincemeat of Mortus. Mortus starts with a lunge from the rubble, hoping to end you quickly. Press ‘left’ and dodge the attack, then ‘w’ to grab the blade. Mash ‘x’ to rip the blade out of Mortus’ hands and get an attack in with ‘a’. Mortus will grab the blade and swing again, so dodge with ‘down’. Move ‘down’, ‘left’, and ‘right’ as it says until you’re back near the pillar you started under. Mortus swings, you press ‘up’ and you leap onto the leaning pillar. Climb up with ‘up’ again as Mortus stares in bemusement. Finally, at the top, the thing snaps off from the ceiling and plummets towards the ground. End the cutscene by rolling off at the last second with ‘right’. The pillar slams to the ground and Mortus is no more.

52. Unfortunately, you have no time to gloat over your victory. The entire infrastructure of the fortress has been destroyed and it’s about to collapse on top of you! Run down the spillway and Leap out of the opening into the ocean, just as the indestructible fortress collapses into the island. It seems that Mobius’ forces have won the naval battle, and he himself is there to pull you out of the water onto the ship. For such a daring assassination, he gives you a hefty reward: 250k coins and a strange hat that makes your attacks more accurate.

53. There is no time for rest, though. Mobius reminds you that you still have two tasks left to perform. You must enter the Dead Baron’s realm and convince him to help, and you must also gain an audience with Troff, god of the seas. However, he allows you time to rest and restock before continuing on. You all return to Mobius’ Den, where Robin, Doric, and Vannaka have all been summoned from their respective islands. The four of you rejoice at being reunited, but you must now choose which of the two tasks you will go for next.

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Chapter 10: In Which Our Hero Befriends the Gods
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54. Finding the Dead Baron should be easier, you assume, so you ask Mobius where you might find the god. Mobius replies that the Dead Baron’s lair can only be found at the edge of the sea. There, a giant whirlpool sucks everything into it; water, ships, even the spark of life is not safe from the Baron’s domain. Once a ship is plunged inside, he is the property of the Baron and is not heard from again. There is also a small island nearby, where a lone fisherman fishes in the rapids near the pool. Supposedly he is spared by the pool because he is the only person to ever have escaped the Baron’s lair. Mobius assures you that you will be the second person ever to escape. You are given your own ship to command, which does nothing to alleviate your fears. You are the only crew, since no one else dares ride with you. With heavy heart, set out from the Den for the edge of the sea…

55. Once you arrive automatically near the whirlpool, you’ll be shocked to notice that there are dozens of other boats there, all vying to enter the pool first. For some reason, the whirlpool isn’t sucking everybody in, but rather seems to be waiting for someone to come near enough to drop in. Suddenly it dawns on you: these other boats must be trying to reach the Dead Baron before you! Either to kill him or persuade him not to listen to you, it doesn’t matter. You must get there first!

56. A screen will pop up showing six to ten different “rooms” available. Each room can hold four different ships. Each ship is controlled by another actual player doing the same quest you are. Join a room and once the other three spots are full, you’ll be whisked away to a gameboard setup. NOTE: If there aren’t enough people doing the quest, AI will fill in.

57. The object of this game is to reach the whirlpool in the center before the other three ships. You all start equidistant from the center on different sides of the board. You can move by playing sailing cards from your “hand”, displayed at the bottom of the screen. These cards include moving forward an amount of spaces, going backward, turning left or right, u-turning, and other things. One card at a time is played, and the person whose card has the highest wind power (displayed on the card) plays first. There are other factors on the board, including rocks, wind, and vortexes, which will either destroy or move your ship. If your ship crashes into a rock or another ship, you are destroyed and out of the game. The first person to reach the whirlpool wins.

58. The other three ships (or however many are left if someone got destroyed) crash on the fisherman’s island. There, they have a second chance to steal the man’s rowboat and sneak into the whirlpool while no one’s looking. Everyone starts in a different spot on the massive island. They must make their way past various traps, entanglements, and snares before finally emerging at the dock. There, the fisherman stops them but will allow them to take the boat provided they provide some entertainment first and kill the next person out of the jungle. Since you were first, you get to choose from one of two battle items (your equipment has been washed away): either a sword or a shield. Once you have chosen, you must wait at the dock for the next person to come out. NOTE: If there is only one person on the island, he automatically gets the boat, and if there are three, then the person still left in the jungle dies of disease. Also, none of the three on the island get their equipment back.

59. After the battle is won, the victor takes the boat and heads into the whirlpool, while the two losers have to rejoin the waiting area and pick a new room to start from the beginning. You, obviously, won on your first attempt and launched your boat headfirst into the deep pit. You notice as you plummet that giant spikes oozing blood are sticking out of the water, and it is on one of these spikes that your ship breaks to bits, sending you tumbling alone into oblivion. For the third time, cut to black…

60. When you wake up, you’ll notice that you’re in Lumbridge at your respawn site! Oh no! Don’t shut off the game in anger, though. One of the clues that things aren’t necessarily what they seem is that you have all the items you brought with you. Also, even if you’ve changed your respawn point to somewhere else, everyone shows up in Lumbridge. You can’t leave the town, so obviously there is something you have to do here. But what?

61. For once in your life, you’re going to have to listen to the noobs. Like always, there is a huge throng of people gathered in front of the castle. However, even if you have your Public chat turned off, you can still hear these guys. In order to figure out what you have to do next, you need to piece together various words from the things the noobs say. Each noob’s name has at least three numbers in it. The first number is which word in the solution they are. The second number is which of their sentences you have to look for. The third number is which word in that sentence you need. So…1337ski11er99 would have the 1st word in the solution, you would look at his third sentence, and you’d take the third word from it.

62. Listen to the rambling conversations until you finally figure out that you are supposed to “Dig at third grave from back left”. Grab a spade from your bank, or just find a respawn somewhere and dig where it tells you to. You’ll find a ladder leading down into the ground. Climb down it and follow the red tunnel as it loops this way and that. Eventually, you’ll come to an area with a window of sorts cut into the wall. You can look through this and see the “Lumbridge” you were just in. Keep going until you emerge in a giant cavern.

63. Sitting at the front of the cavern is a giant throne made of bones. And sitting on top of the throne is none other than the Dead Baron himself. You can’t see anything except his thick black cloak and the piercing red eyes that stare out from underneath the cowl. The Baron laughs at your arrival and announces that he is the Dead Baron, as you are no doubt aware. Before you can speak, he guesses at your purpose: to procure a weapon that is so powerful it can kill a god. He offers you a choice instead: you can have either the weapon you seek, or the accumulated amount in coins of all the equipment you lost trying to enter his domain.

64. If you choose the weapon, you sacrifice your equipment for the good of the world. If you choose your money, on the other hand, you must then go through a lengthy and irritating challenge to get the weapon. The weapon itself is little more than a thin dagger with a handle of bone. The Dead Baron will tell you nothing more than that it will be sufficient to kill Daccamur, provided you use it only when he is at his least immortal.

65. If you chose the money instead of the dagger, the Dead Baron will give you the cash and then tell you to enter the dungeon beneath his throne. There, you’ll have to go past numerous agility traps, run through several tough mazes, and finally fight a wave of enemies before the dagger is bestowed upon you. If you choose the dagger first, you can still do this for an extra bonus reward (cash!).

66. After you have retrieved the dagger either way, the Dead Baron will wish you luck on your quest to slay Daccamur and will open up the path for you to leave. There are three tiers you must pass before you are able to teleport out of the realm. When you first enter the passage, you’ll see a man trapped in a cage, begging you to release him. He says the Baron kidnapped him and is holding him there for eternity. You have two choices: Leave the man in the cage, or Free the man. If you leave him in the cage, you feel bad about your decision and eat some food. This might not seem bad, but you are in the Baron’s world. Here, food takes away health instead of giving it. If you left the man in the cage, you eat twenty damage worth of food.

67. If you choose to free the man, good for you. He leaps out and thanks you. Unfortunately, things aren’t always what they appear, and the man soon transforms into a Hideous Mutation (level 90) which you must kill. But you still freed the guy; hooray! When you reach the stairs going up to the next level, you will be set upon by an entire hoard of Skeletal Beasts (level 120). Luckily, they die with one hit, since they are naught but bones at this point.

68. There are about a hundred on this one flight of stairs alone, so it will look as though you’re getting overwhelmed. In reality, you can wipe them out in a matter of minutes, since all it takes is one damage for them to crumble. Once you’ve cleared them out, open the door at the top of the stairs and get ready for the next challenge.

69. In this corridor there is a single cat mewing on the ground. It looks starved and lonely. Your choices: Care for the kitty, or Ignore the kitty. If you ignore the cat, you feel horrible about yourself again and eat another twenty damage of food. If you choose to care for the cat, you pick it up and start stroking it, at which point it morphs into a Were-Cat (level 95) and attacks you. Kill the thing, but with the knowledge that you helped the kitty! Then, head to the next set of stairs, slay the hundred Beasts and get up to the final floor.

70. On this last floor, you see one of the crewmembers from another ship hanging on the end of one of the spikes you passed on your way down the whirlpool. He’s calling out to you to help pull him up. Do you: Push the man off, or Help him up? If you push him off, he tumbles, screaming, to his doom. This devastates you and you have to eat to make yourself feel better. Another twenty damage… If you choose to help him up, however, he (you guessed it) morphs into a Mean Trick (level 100) and attacks you. Once the man is gone, a portal appears. Step through it and you’ll appear in a screen of blackness, floating in midair.

71. The Dead Baron’s voice will enter your mind and commend you for making your way out of his realm. He says that he has a little reward for you for completing it spectacularly. If you chose to do mostly good things (freed the man, cared for the cat, and pulled the man up), you’ll get the Eternal Salvation sword, glowing white with prayer and with a little halo on top. If you chose to do evil things (left the man, ignored the cat, and pushed the man off), you’ll get the Utter Damnation sword, burning red with fire and with two horns on top. They’ve got the same stats, but different specials (to be described later). Then, you are teleported to the fisherman’s island on the surface above.

72. Use the man’s rowboat to make your slow way back to Mobius’ Den. Once there, show him the dagger you earned. Mobius will be overjoyed, but reminds you that your task is not yet finished. You can’t reach the temple until Troff agrees to help you get there. Troff is a strange god in that he doesn’t reside anywhere that mortals can go. Rather, he exists in a state of in-between. It’s all very confusing and Mobius will do a better job of explaining than I would, so I’ll leave it to him when you get there. Let’s just go with the fact that there is only one known way to reach Troff’s “kingdom”.

73. Troff is the god of the ocean, but also the god of having a good time. Thusly, to fully appreciate Troff’s power, you must have a good time. The result of which is how you communicate with Troff. No matter how much beer or other alcohol you drink, though, you never seem to get any drunker, so Mobius says that you’re going to need to drink a special hangover-inducer. This can be made simply enough by making a hangover cure, adding beer to it, boiling it, and then adding just the right amount of bone dust. Once you have the inducer, drink it all in one gulp and you’ll immediately feel the effects.

74. The edges of your screen will turn a searing red as your character screams in pain and throws himself onto the floor. Then, for the first time in this quest, your screen will go all red as you try to deal with your intense hangover. You can vaguely hear Mobius shouting things at you, but you don’t really care about that anymore; all you care about is the splitting pain in your head and how much you hate beer now. Suddenly, all the pain evaporates and you open your eyes to find yourself on a sunny beach.

75. Beside you is a great hairy man, sunning himself and downing beers as if they’re water. Speak to him and he’ll agree that, yes, he is the god Troff. Ask him if he can help you get inside Daccamur’s temple and Troff will reply that, though he’d love to help, he just can’t at the moment. He jerks his thumb behind him and you look around. A giant statue of Troff sits underneath two stone chutes that look as though water should be flowing through them. Troff says that if you can make the water flow past the statue again and recharge his ocean power, then he’ll help you out.

76. Head over to the statue and walk up the hill nearby to reach the top of it. The stone chutes join up and run backwards across a field, but there’s no water there either. Keep following the chute until you find what is blocking it. A ton of rocks have fallen off a nearby cliff and fallen across the chute, trapping the water behind it so that only a trickle comes out. The rocks are too massive to push aside, and no pickaxe is strong enough to crumble them. You’re going to need to do something else.

77. Closer examination of the rocks reveals several gaps among the boulders where it would be possible to stick a piece of wood or something. Hmmm… Scout out the rest of Troff’s island before you start doing anything, though. Nearby to the chute is a wooden wheel with a vicious cat resting inside. Talk to the cat and it’ll tell you that it can make the wheel spin if you give it a loaf of bread, made fresh on the island. It’s a strange request, but maybe spinning the wheel will do something for you.

78. Elsewhere in the field, you come across a windmill. Unfortunately, all the fans have been destroyed and nothing remains of the wind part. Inside, there is a lone mule named Rocinante who is attached to the grindstone of the mill. Perhaps if you fed the mule some grain, she’d mill whatever you put into the hopper. Outside the mill, the fields are fertile and you can plant some seeds.

79. Still elsewhere in the field, you can find a small copse of trees, amongst which you find a small tool shed, containing everything you could ever hope to need: axe, knife, hammer, tinderbox, farming tools, and everything else. There are also several papers outlining the construction of various wooden contraptions. The most intriguing (and useful) involves attaching a long wooden pole to a spinning wheel, and then putting smaller wood poles in the end of it, which turn when the big pole turns.

80. Grab an axe and start chopping down trees to get some logs. Use your knife with the logs to get an interface. You can either make the usual stuff, or a type of pole. The poles you can make include a long one with holes in the end, a short one foot pole, a longer two foot pole, or a long three foot pole. Obviously you’re going to need the one with holes, so make that one first. That can be attached to a hole in the cat’s wheel. Now, you have to figure out what lengths of pole you’re going to need to put in the cracks in the boulders. All the poles need to be at the same height when you’re done, so they all fit snugly into the holes in the pole. Since the cracks are at different heights, it may take some trial and error to get it just right.

81. Before you go thinking you’re done, wait! If you only keep the poles just loosely in the holes, they’ll never stay in long enough to move the rocks. You need some sort of adhesive to stick them in the holes. Check your sheaf of papers to learn of the existence of a herd of Leperous Ugthankis on the island. Only Troff knows why the leperous things are there, but it’s a good thing that they are. The paper speaks about the magical adhesive property of the ugthanki entrails, which become nearly like rune when they harden. Clearly, you’re going to need to get your hands on some of these.

82. The way to summon the ugthankis is to burn some wheat in the middle of the field. Since no wheat is currently growing, you need to grab some seeds from the tool shed and start farming. Once you’ve got a nice harvest, gather the wheat and burn some of it. At once, the ugthankis come hobbling across the field, looking as leperous as ever. When they arrive, attack them and they will fall instantly, seeing as they have no real strength any more. Once they’re dead, they’ll drop some Gelatinous Leperous Ugthanki Entrails which you can use on the holes in the pole to make sure they don’t slip out.

83. With your remaining wheat in hand, go to the mill and put some in the hopper. Give some more to Rocinante and wait for the flour to be ready. Once you have the flour, grab a bucket from the shed, and get some water from the area behind the boulders. Mix the two together to get your dough, and use that on a fire to get some Homemade Bread (this is the only bread that you can make on a fire). Give this to the cat in the wheel and watch as the large pole spins, which causes the smaller ones to spin, which causes the biggest of the boulders to roll free of the blockage. The trapped water bursts free and flows down the chute, eventually splitting into two paths and tumbling beside the statue.

84. Return to Troff and he’ll promise to get your ships past the enchantments surrounding the temple. He offers you a beer in return for your services. Willingly, you accept. At the first sip, however, your hangover returns and you are blinded by red, raw pain. When it clears this time, you are back with Mobius and everyone else, worried that you would never recover from your unconsciousness. Apparently, you never even left Mobius’ floor. When you tell them all what happened, they cheer. Finally, you can take on Daccamur and end his bid for world domination!

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Chapter 11: In Which the Fate of the World is Decided
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85. Mobius informs you that whenever you are ready to set sail for the temple, just tell him and you can be on your way. You, Doric, Vannaka, and Robin will be riding with Mobius in his flagship. Stan will stay safe and sound with the Aurum Mea back here at the Den. All four of the Pirate Lord fleets are being used on this assault, since Daccamur controls the rest of the fleets in the Southern Sea. It will be a tough battle to even get to the docks, but with enough ships battling, there should be enough of a distraction for you to slip through.

86. Once you have all your gear (don’t forget the dagger!), check with your crew to see if they have their prisms. Then, speak with Mobius to launch the final assault against Daccamur. You’ll set sail across the ocean to the location you remember. As you approach the island, the sea beneath you swells and lifts up the entire fleet. You’re carried by the waves for a few miles before you’re deposited on the ocean surface again, safely past the magical barrier Daccamur had in place.

87. The cannons start firing as soon as you’re within range and a battle just like at Mortus’ fortress is upon you. Mobius hands off control of the ship and gathers you and your crew in his quarters for a last minute briefing. All four of the prisms must be attached to the pyramid in order for the portal to the gods’ realm to open. Also, in order for the portal to fully work, a transceiver of sorts must be placed on top of the temple. Since you don’t have a prism, this is going to be your job. Mobius hands you a thin metal rod, but before you can ask any more questions, a cannonball bursts through the hull of the ship, spilling you and your crew out the side and leaving Mobius stranded in a sinking ship.

88. You swim to shore and pull yourself up onto the beach. It seems that the four of you have washed up by the Ruins, which are right in front of the temple. Already, your own pirate allies have landed and are fighting tooth and nail against the mindless followers of Daccamur. Tell Doric, Robin, and Vannaka to make their way into the temple somehow and wait for Mobius to show up. Meanwhile, you’ll be making your way up to the top of the temple to put the transceiver on.

89. As everyone runs off towards the temple, you notice a monsoon forming out at sea, no doubt the work of Troff. The sky turns black and the ocean turns a dark blue as the seas thrash the helpless wooden boats and buckets of rain drench everyone (always raining, isn’t it?). The battle still rages fiercely at sea, and you can only hope that Mobius is as tough to kill as he looks.

90. Run towards the temple in an attempt to get up there early, but find your path blocked by dozens of mindless Daccamur Minions (levels 10-50). There’s a veritable sea of them, but you don’t have to kill all of them; just enough so that you can make your way to the base of the temple and start climbing it. Once you reach the temple, click Climb and you’ll start going up. You’ll climb automatically, but stop at some points when you run out of room to go straight up. You’ll have to look left or right for another good part to climb on, and Climb over that way. Sometimes you’ll have to backtrack or go down before you can choose another way. Once you reach the top, the screen will fade and come back to you and everyone in the group. This time, the camera is centered on Vannaka.

91. Watch as the same conversation you had before takes place, but something is different. Now you can control Vannaka!!! His skills are not much to look at except his combat stats: 112 Strength and 99 Attack, Defense, Hitpoints, and Prayer. Your weapons cannot be switched from the 2 handed steel sword and dragon square shield (not that you’d want to switch those out). Run for the door to the temple and destroy the weak guards standing there. Everyone falls before Vannaka’s might! Open the door and go inside, but it slams shut before everyone else can get in.

92. Walk forward tentatively towards the pyramid, getting your prism ready, but you fall through a trap before you’re halfway there. After tumbling through the hand-dug shaft, you find yourself in a recently made corridor. The walls are all made of dirt, and there are no torches to illuminate a way out. You can hear…things shambling in the darkness, but you can’t see what they are. The minimap is of no use to you, since it’s pitch black. You have no other choice but to move forward, hacking apart anything that gets in your way.

93. What follows is a maze in the dark, where you can’t see any of the walls and you’re being attacked by level 80 ???s at almost every turn. Keep killing, keep moving, and don’t stop until you see a small gleam of light, and the minimap is illuminated a little. Keep moving towards the light and eventually you’ll see that it’s a hole leading up into the corridor you had fallen through. Climb up and leave the ghastly things behind in the hole. Unfortunately, there are also some of the same things up here in the corridor, having been stationed by Daccamur for your arrival. Begin to attack them, feet from the pyramid chamber, and watch as the screen fades to black.

94. Yet again, the quest resumes back when everyone is talking in front of the temple. This time, Robin is the focus of the camera. Once you gain control, you can check out his stats. They’re similar to Vannaka’s except instead of having 112 Strength, he has 112 Ranged. This will come in handy later, as you learn that Robin can do things that normal archers can’t. Your inventory is also full of coils of rope, extra arrows, crossbows, and all sorts of stuff. Vannaka dashes into the temple before you and the door shuts before you can do anything else. Doric walks next to the door and starts digging into the ground, but you can’t do anything of the sort.

95. Walk around the temple until you spy a little window about twenty feet up the side of the temple. Equip a crossbow and grappling hook, fire at the window, and climb up through the window. Then, drop down into the darkness of the temple walls. You’ll fall for a bit, but then land deep underground in a twisted obstacle course. Before you stretches a vast cavern, made by Daccamur’s magic. Ropes stretch every which way, making a tangled web of the empty space. Rocks and boulders are stacked here and there to block your way and there are hundreds of holes in the wall that look as though arrows pop out if you make a wrong move.

96. There’s really only way to complete this course, involving firing arrows into a wall, climbing up them, swinging on ropes, ziplining, climbing across vast pits, and the like, but that can all be thought of later. Suffice to say that you eventually reach a ledge far above the rest, from which you can fire arrows into the wall and climb back up to the temple. Eventually, you’ll come across another window, this one looking into the pyramid room. Fire an arrow with some rope across the room and climb through the window; the screen fades to black before anything else happens.

97. Again, you restart back at the group, this time as Doric. Your main stats this time are Smithing and Mining, both at 112. When the group breaks, you follow Robin and Vannaka, but the door closes before you can do anything. Luckily, since you’re the most incredible dwarf that ever lived, you can dig wherever you please with your almighty King of Spades (a glorified shovel). Dig right in front of the temple door to start your lengthy trek into the temple.

98. As Doric, your challenge is simply to find a path to the pyramid chamber. Once you’re underground, you can move up, down, forward, backward, left, or right. You can’t see what’s in each direction, but you do know where your eventual destination is. However, each square that you move in can be one of many things: dirt (normal stuff – you can move through), rock (can’t move through at all – dead end), acid (kills you on contact – resets maze and you), magma (same as acid), water (same as magma and acid). These different squares are scattered randomly underground. You need to find a safe path through these dangers to reach the right spot (which your senses keenly point out to you).

99. Once you reach the desired square, go up to emerge right inside the pyramid chamber. Clamber up and start walking towards the pyramid in the center to trigger some more blackness…

100. This time, you don’t restart talking with the group, but when the cannonball blasts Mobius’ ship. You’ve probably figured it out by now, but this time you’ll be playing as Mobius. All his stats are ??, but that’s fine since you don’t do much as him. Once your character, Doric, Robin, and Vannaka all swim away, you just have to go above deck and grab the wheel. Your task is to steer the ship through the battle to the marked spot on the map. It’s not difficult to do and it should be quickly accomplished. The problem is that you don’t have much time once you reach your destination to figure out what to do.

101. You have about a minute to guess what’s going on, since the ship is nearly sunk by this time, due to the rising water below decks. If you die, you start back up from the initial cannonball blast and have to steer the ship again. The correct answer is to fill one of the cannons with black powder, dump the prism in, stick some rope in the back, and light it up. Once that’s done, the screen cuts to black and reemerges in a cutscene.

102. Ooohhh…dramatic shot and lighting effects. Up above, your character struggles to climb on top of the pyramid amidst the howling rain and cracking lightning. Cut to Vannaka, hacking apart grotesque beasts with one arm and trying to reach for the pyramid chamber with the other. Cut to Doric, emerging from the hole in the ground and beginning to walk towards the pyramid. Cut to a view within the wall of Robin preparing to zipline down into the room. Cut to Mobius, covering his ears for the cannon blast.

103. Camera view from above the pyramid, slowly spinning as each thing happens. Vannaka, in desperation, tosses his prism through the air into the chamber. Doric, walking, trips on his own feet and the prism goes flying from his hands. Robin zooms down the zipline, waiting to shove his piece into place. An explosion occurs in the wall, and Mobius’ prism comes hurtling towards the pyramid. Up above, you start placing the transceiver on the very top of the temple. All this is taking place in a very cool slow motion shot.

104. Then, in a strange coincidence, the four prisms all hit their precise mark at the exact same moment; that moment happens to be right when you place the transceiver on top of the temple. A multi-colored beam erupts through the roof of the temple, shooting up into the heavens. The beam throws you off balance and you fall through the hole it created, tumbling down into the pyramid chamber. The prisms have all scattered, of course, since they were only in their places for a moment, but the bridge remains, sensing its purpose. Vannaka falls, Doric gets up, Robin slams into a wall, and you faint…Fade to black…

105. While the screen is still black, you hear conversations around you. Doric shouts something about Mobius suddenly appearing through the hole his prism made. There are sounds of a scuffle and someone screaming “NO!”, followed by a strange “zwinging” sound. When you finally wake up, Doric tells you that Mobius went through the portal already and knocked Vannaka out when he tried to follow. It’s up to you to make sure that nothing goes wrong. Gather your wits and whatever preparation you can make in the small chamber, and then step into the portal to finally meet your enemy.

106. The gods’ realm, place of legends…You could spend all day searching this place for the hundreds of hidden wonders it contains. Right now, though, your only concern is the heated battle taking place before you. This gods’ realm, like most, consists mostly of fluffy clouds. Ten yards away, Mobius and Daccamur himself are dueling on top of one such fluffy cloud. Daccamur is level 1200 and giving Mobius a run for his money. You’re actually surprised that Mobius has lasted this long.

107. You’re distracted by someone calling your name. You look behind you and notice three familiar faces. The ghosts of Sir Raleigh Thorpe, Lord Steam, and El-Zheraim are smiling at you from on top of yet another cloud. They seem not to hold any grudge against you for killing them. In fact, they seem to be happier up here than they were when they were alive. El-Zheraim comments that Mobius won’t be able to hold out much longer and that it will be up to you to defeat him. You’re going to need more than just your current weapons however, and it is for that reason that the three of them have shown up.

108. Raleigh hands over his summoning shield with a wink, asking if you’d return it to the Varrock Museum when you’re done with it. Lord Steam gives you a Steam-Powered Mini-Cannon to use, and El-Zheraim gives you a Pirate Magicks scroll and some of the essential runes. All three of them wish you luck and vanish into thin air. A piercing scream from behind you returns your attention to the battle.

109. Mobius, who had been gaining the upper hand, has just been stabbed through the stomach! Daccamur laughs and kicks Mobius off the cloud. He falls right through the one you’re standing on and continues down to…who knows where. Daccamur then turns to you. He recognizes you almost at once and sneers. “So…this is what it comes down to. A mere landlubber who thinks to take on me, Daccamur, god of all the pirates! I have beaten you once, Mr Jeeves84, and it shall be no trouble to beat you again. After all, this is MY realm! How can you hope to beat a god in his own realm? Ha ha ha!”

110. And it’s true. None of your attacks do more than 0 damage against him. Fortunately for you, Daccamur is too busy laughing to attack you. This gives you the time you need to formulate a plan. You can try whatever you like, but only one thing will actually work. Activate Thorpe’s shield and summon the Thorpe Secret (that dragon from Part 2). It catches Daccamur off guard and blasts him back through the portal into the human realm. Follow him before he has a chance to come back through.
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Post by Jeeves Tue Mar 08, 2011 12:49 pm

111. Once you leave the god realm, the portal closes and Daccamur howls with rage. “Puny mortal!! You may have denied me my permanent godhood, but I am the most powerful being on the entire planet! None can stand before Daccamur!” He stops his monologue at the sound of a great roaring from outside. Both of you look out the hole in the side of the temple to see a cascading waterfall at the beach. The temple and the surrounding waters are being lowered back down to the depths, while the rest of the ocean remains the same! The temple is slowly filling with water as the sea above starts flooding the island.

112. Now begins the real fight with Daccamur. Your attacks still can’t hurt him, but they do damage him in a way. Instead of dealing damage to his hitpoints, damage is dealt to his overall level. He starts at level 1200, so if you do 12 “damage” to him, he decreases to level 1188. All the while, Daccamur is hitting you for insane damage and hitting through every prayer to boot. Not only do you have to survive his attacks, but you also have to get him down to level 1000 in a matter of minutes! If you don’t get him to that level before the water completely floods the chamber, you die and have to try again.

113. Once he’s at level 1000, he mutters something and the wall of the temple is blown open, spilling the water everywhere. Follow him outside and gasp when he teleports up onto the top of the temple. From there he shoots magic at you, but your magic/arrows just aren’t good enough to reach him. Whip out your SPMC, load it up, and fire it at Daccamur. The crazy contraption catches him off guard and he tumbles down the side of the temple. Now, you can go back to fighting him, without the time limit this time.

114. Once you’ve got him down to level 750, a hoard of your pirate allies comes charging from the dock to aid you. They all fire their bows at Daccamur, but he stops them with a wave of his hand. They all turn around and plunge into the hearts of the poor befuddled pirates. He laughs maniacally. “*This* is the best you can do, Mr Jeeves84? You have failed to do any damage to me, while I have reduced you to devouring food and potions, and summoning these worthless allies. Come, let us end this!”

115. Quickly, while Daccamur is busy, use your Resurrect magick to bring the dead pirates back to life. Daccamur doesn’t notice as each of the zombies loads an arrow and fires it into his back before collapsing dead again on the ground. Daccamur is hit for 100 damage and turns to finish you off with only 650 levels. Just like in Mortus’ fortress, you have no control over where the battle takes you. As you parry his attacks and take away his levels, you notice (through a brief cutscene) that next to the dock, a large whirlpool has opened up and is spewing black smoke and red liquid everywhere. Now, the temple is below the ocean surface, and this whirlpool is below the island’s surface. That could only lead to the Dead Baron’s realm. In a flash of inspiration, you know what must be done.

116. The more levels you take away from Daccamur, the closer you move to the docks. Eventually, Daccamur will be at level 400 when you are at the very edge of one of the piers. “Bah! You have reduced me to almost mortal status again! But you cannot damage me! No one can hurt a god, no matter how lowly he is! No one!” Finally, after dealing 700 damage to this guy, equip the Baron’s Dagger to trigger a cutscene.

117. The camera circles around as you and Daccamur exchange blows on the edge of the pier. Daccamur has his back to the whirlpool which is just behind him. Suddenly, he disarms you and your weapon flies backward onto the beach. Daccamur laughs and makes to stab you through the heart, but your lightning-fast hands plunge the Dagger into his chest before he can do anything. At first, Daccamur laughs and makes to pull it out, but he finds that he can’t budge it. With a gasp, he notices the handle and drops his sword. A lone, red 99 blob appears over Daccamur’s head. Then another…then another. What started as a slow leak becomes a river of red as 99 after 99 spews out from Daccamur’s head. He stumbles backward, clutching the knife as thousands of damage is done to the mortal immortal. Then, he teeters backwards and tumbles into the whirlpool.

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Epilogue: In Which Everything Ends Well
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118. Doric and Robin rush over to you from the Ruins where they were hiding. They shout that the portal to the gods’ realm has reopened and that it’s your only chance of survival. Run to the temple and enter the shimmering portal. Doric drags Vannaka in, and Robin is the last to leave, barely making it in before the entire temple crumbles. Once inside the gods’ realm, you view your final cutscene.

119. You are up on a cloud in front of the ghosts of all the long-dead Pirate Lords and the various minor gods and goddesses of the Southern Seas. On the cloud with you are the Dead Baron, Troff, Mobius, and Jolly Roger (who looks like Postie Pete, but with a pirate hat and an eyepatch). Mobius, it turns out, was sent from the gods’ realm by Jolly Roger to ensure that you, the hero, would eventually defeat the evil Daccamur. As such, Mobius isn’t dead seeing as he was never really “alive” in the first place.

120. Jolly Roger congratulates you and says that you have the gratitude of not only the Southern Sea, but the entire world. Everyone applauds as you, Doric, Robin, and Vannaka all take a deep bow. The image freezes and turns into an ink drawing in a book. The camera zooms out to show you holding the book reading to a group of children in a house somewhere. “And they all lived happily ever after. The End. Now wasn’t that a nice story?” You close the book and the children all clap.

***QUEST COMPLETE!***
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Post by Duskcurse Wed Mar 09, 2011 11:46 am

Nice, specially the last cut-scene but can you post the miniquests, and can I borrow from you mooncog island and lord steam Wink, please Mr. Jeeves, king of the pirates Tongue
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Post by Jeeves Wed Mar 09, 2011 2:00 pm

Tongue The miniquests never got written, unfortunately, but I had some ideas milling around for them. And go ahead and borrow them, but just make sure you give me credit!
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Post by Duskcurse Wed Mar 09, 2011 8:42 pm

And El-zherahim and it's isle, it's that for lord steam I want to make mini-series in wich he tries to attune for the errors of his past it will also include the new update and repopulating mooncog island, and ofc I'll give you credit
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Post by The Empty Lord Thu Mar 10, 2011 12:23 am

Holy rubber duck. Shock
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Post by Jeeves Thu Mar 10, 2011 7:16 am

Tongue Yeah, 's a lot, innit?

And go for it! Lord Steam is sort of...dead, but I suppose it would be fun to see his ghost wandering around trying to make things right again! Pleased
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Post by Duskcurse Thu Mar 10, 2011 8:37 am

Exactly I got some optiosn about, a fight or two, and you'll get the chance to bury lord steam, and something about dwarves, btw did doric settled in mooncog island?
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Post by Jeeves Thu Mar 10, 2011 8:41 am

I don't think I ever really said if he did or didn't, so go for whichever works!
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Post by Duskcurse Thu Mar 10, 2011 8:44 am

Ok thxs, I was also thinking of repopulating the island and btw did EL-zerahim reincarnated?
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Post by Jeeves Thu Mar 10, 2011 8:53 am

Yeah, it doesn't really say at the end, but he comes back after the whole thing is over.
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Post by Duskcurse Thu Mar 10, 2011 11:22 am

Jeeves wrote:Yeah, it doesn't really say at the end, but he comes back after the whole thing is over.

To his home or mooncog island, btw if you want you may help me with it, or you mena El-Zerahim?
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Post by Jeeves Thu Mar 10, 2011 12:29 pm

El-Zheraim goes back to his home island after the whole thing is done. And Lord Steam just kind of...hangs around as a ghost in his control room thingy.
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Post by Duskcurse Fri Mar 11, 2011 6:45 am

Thats why I want him to rest peacefully
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Post by Jeeves Mon Jul 04, 2011 10:34 am

Just want to throw out there that it's quite possible (but not really) that the mechanic stated for Salt in the Wound where the player gets to take control of three other heroes while infiltrating the stronghold *might* have been gotten from my mechanic of the same idea in TBaPK 5.

So I'm just going to pretend that that's two ideas of mine Jagex has used in their quests. Pleased And nobody tell me otherwise.
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Post by The Empty Lord Tue Jul 05, 2011 9:14 am

Hehe. Wink
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Post by The Empty Lord Tue Sep 18, 2012 11:27 am

I can't remember if you play League of Legends, but could you write me a two-three paragraph "biography" for my champion suggestion: Mutiny, the Pirate King?

http://leagueoflegends.wikia.com/wiki/User_blog:Emptylord/Mutiny_the_Pirate_King

He's undead, but I don't know if you'd want to write the lore pre-death or post-death.

Here's the world map:
To Be a Pirate King - Page 7 MapofValoran

The port-town is Bilgewater, and Blue Flame Island is like Tortuga in Pirates of the Caribbean:
http://leagueoflegends.wikia.com/wiki/Blue_Flame_Island
http://leagueoflegends.wikia.com/wiki/Bilgewater

Gangplank is an existing pirate champion (also an example of the "background" I'm looking for):
http://leagueoflegends.wikia.com/wiki/Gangplank_the_Saltwater_Scourge/Background

Smile
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Post by Jeeves Tue Sep 18, 2012 2:35 pm

I used to play LoL but dropped out before too long... Sigh Anywho, I'll give this a shot! It's been a while since I've done any real creative writing. Grin
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Post by The Empty Lord Tue Sep 18, 2012 10:00 pm

Thanks! Grin

I'm thinking of naming his ship The Blue Flame, either after his homestead or his ship was the namesake of his homestead (aka Blue Flame Isle, where the town of Bilgewater is situated). I disliked one of his skill's names ("Ghost Ship"), and someone proposed I perhaps name it after his ship (as he signals his ship in the effect). "Blue Flame" is an awesome name for a skill. Smile
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Post by Jeeves Wed Sep 19, 2012 2:50 am

Hmm, is there any lore that would contradict the island being named after his ship?
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Post by The Empty Lord Wed Sep 19, 2012 3:01 am

None that I'm aware of. There is no lore about Blue Flame Island other than it's three islands and that Bilgewater is a city; and the only lore concerning Bilgewater only goes as far back as to know Gangplank's father's name (Gangplank is the "captain" of Bilgewater, along with Miss Fortune; although, strictly speaking, the islands are lawless).
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