To Be a Pirate King
+7
Ruy112
trixtor
The Empty Lord
Dark Avorian
Prince Patar
TATORZ
Jeeves
11 posters
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To Be a Pirate King
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!
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.
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!
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- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
Urgh... finally read the Prologue. Looks like a nice Quest so far! It actually sounds a bit like the anime One Piece, which my little brother watches.
*skims next pages*
What?! So much more text to go?! I'll read it sometime later...
*skims next pages*
What?! So much more text to go?! I'll read it sometime later...
Prince Patar- Squire
- Number of posts : 41
Re: To Be a Pirate King
Everytime I start reading again I get bored really quickly. The reason for this is simply because it is too long. Could you write a summary?
Prince Patar- Squire
- Number of posts : 41
Age : 30
Location : U.S. or Belgium
Re: To Be a Pirate King
Awesome...real genius
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: To Be a Pirate King
Wow! Just wow! I am so amazed! After reading this I felt compelled to read the other 4 parts you have up on the main forums
I tip my hat to you!
I tip my hat to you!
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: To Be a Pirate King
It's a lot of text
TATORZ- Forum Mod
- Number of posts : 2458
Age : 30
Location : USA
Re: To Be a Pirate King
but it's sheer genius...
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: To Be a Pirate King
I loved the bit where, I don't know if it's this quest or one of it's sequels, where if you fail a part of the quest it changed an aspect later on, or meant you had to do something extra. I think I'm remembering it right.
Re: To Be a Pirate King
Hey guys, thanks for all the positive feedback! Also, I'm pretty sure that in the final installment, there's a part where (once you've died a few times getting to this one place), you can either get all your accumulated items back, or you can take the weapon you need for the final boss. If you take the items, you have to go through this long, difficult challenge to get the weapon. That might be what you're thinking of....or maybe it was just smaller things throughout the other quests. I'll go back and check later.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
I've read the Summary, and I must say that it sounds intruiging. I'll surely read the entire Quest later.
Prince Patar- Squire
- Number of posts : 41
Age : 30
Location : U.S. or Belgium
Re: To Be a Pirate King
To Be a Pirate King - Part 2
Level: Master
Length: Long
Requirements:
Must have completed To Be a Pirate King – Part 1
Must have completed The Great Brain Robbery
Must have completed Dwarf Cannon
Must have completed Vampire Slayer
Must have at least 125 Kudos with the Museum
55 Herblore
55 Smithing
62 Strength
63 Agility
64 Ranged
62 Construction
45 Thieving
Level: Master
Length: Long
Requirements:
Must have completed To Be a Pirate King – Part 1
Must have completed The Great Brain Robbery
Must have completed Dwarf Cannon
Must have completed Vampire Slayer
Must have at least 125 Kudos with the Museum
55 Herblore
55 Smithing
62 Strength
63 Agility
64 Ranged
62 Construction
45 Thieving
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
----------------
Chapter 3: In Which Our Hero's Life Turns Piratical
----------------
(After talking to Daca and beginning the quest, the scroll pops up again with the chapter title at the top. This time, the ink drawing shows a man, with his back to the viewer, dressed in unimaginable splendor. In front of the man (further to the background), we see a giant dragon. Facing the dragon is a scared-looking man, who is backed against a wall.)
1. After returning to Nautarum and asking Daca for the umpteenth time whether the paperwork has been filled out, he says that the stuff has finally been put through and that the wharfmaster has agreed for you, Stan, and the others to make the voyage to Batterman Bay. Return to Stan and tell him the good news. The other members of your crew will automatically be on board.
2. Stan will set sail and you can roam around the ship doing whatever you feel like. Time passes and night falls. Suddenly, the boat comes to a sudden stop. Head up to the
wheel and ask Stan what happened. He’ll say that, despite what Daca seems to have thought, the island is definitely inhabited and someone has set up a blockade around the only shore.
3. Take a look through the telescope mounted at the fore of the ship and see that
there are several sturdy-looking ships blocking the route into the small harbor. Each flag is flying a Jolly Roger above it, so you suspect that maybe the Pirate Council is meeting here. When you confide in Stan, he says it’s a long shot, but possible. Either way, there’s no getting past the ships.
4. Head to the port side of the ship and lower yourself down into the rowboat. Row away from Stan’s ship and mosey around in the water until you come to another ship. It doesn’t have a pirate flag, so you assume it’s safe to board. Moor your boat alongside the bigger one and climb up the rope to reach the deck.
Chapter 3: In Which Our Hero's Life Turns Piratical
----------------
(After talking to Daca and beginning the quest, the scroll pops up again with the chapter title at the top. This time, the ink drawing shows a man, with his back to the viewer, dressed in unimaginable splendor. In front of the man (further to the background), we see a giant dragon. Facing the dragon is a scared-looking man, who is backed against a wall.)
1. After returning to Nautarum and asking Daca for the umpteenth time whether the paperwork has been filled out, he says that the stuff has finally been put through and that the wharfmaster has agreed for you, Stan, and the others to make the voyage to Batterman Bay. Return to Stan and tell him the good news. The other members of your crew will automatically be on board.
2. Stan will set sail and you can roam around the ship doing whatever you feel like. Time passes and night falls. Suddenly, the boat comes to a sudden stop. Head up to the
wheel and ask Stan what happened. He’ll say that, despite what Daca seems to have thought, the island is definitely inhabited and someone has set up a blockade around the only shore.
3. Take a look through the telescope mounted at the fore of the ship and see that
there are several sturdy-looking ships blocking the route into the small harbor. Each flag is flying a Jolly Roger above it, so you suspect that maybe the Pirate Council is meeting here. When you confide in Stan, he says it’s a long shot, but possible. Either way, there’s no getting past the ships.
4. Head to the port side of the ship and lower yourself down into the rowboat. Row away from Stan’s ship and mosey around in the water until you come to another ship. It doesn’t have a pirate flag, so you assume it’s safe to board. Moor your boat alongside the bigger one and climb up the rope to reach the deck.
Last edited by Jeeves on Sun Jun 28, 2009 12:05 pm; edited 1 time in total
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
5. The ship appears deserted but overturned chairs, a half-finished game of cards, and scraps of food all suggest that whoever was on this ship is still here. Search the premises until you open a hidden trapdoor in the captain’s quarters and reveal a gang of smugglers. Question them about what they’re doing and they will admit that they are “rum” smugglers.
6. They were heading to their secret cache in Batterman Bay and were about to sneak by the blockade when you showed up. Thinking you were customs officials, the crew hid themselves until the coast was clear. Assure them that you are by no means a customs official and they will relax. The captain, Damien, asks why you boarded the boat, then. Reply that you wanted passage onto the island since you didn’t have enough men or firepower to attempt to engage the pirates in battle.
7. Damien will acquiesce to your request so long as you don’t tip off any officials when you return to the mainland. Swear to the agreement and he’ll let you round up the rest of your crew. Stan agrees to stay with the ship and anchor where he was until you return. Once Doric, Robin, and Vannaka are all on board the smuggler’s ship, Damien will give the order and the ship will prepare to run the blockade.
==CUTSCENE==
Damien's small ship sails towards the blockade and easily dodges the cannon fire. Doric instantly heads below decks, Robin breaks down and cries, and Vannaka just shakes his head at all the cowardice. Meanwhile, Damien is laughing maniacally as his ship slices around the biggest of the blockade ships. With the danger past, the ship sails into a small cave beneath the mountains and docks in a lantern-lit cavern.
8. Disembark and walk into the smuggler’s hideout. Ask Damien how to leave and he’ll point you towards a hole at the far end of the cavern. Leave Doric and the rest in the care of Damien while you scout out the bay.
9. After leaving the hideout, you’ll need to scramble down some rocky embankments before finally arriving at a worn path hewn into the side of the mountain. Follow it west and you’ll come to a large wooden barricade preventing you from going any further. There is a keyhole, but you obviously don’t have the key.
6. They were heading to their secret cache in Batterman Bay and were about to sneak by the blockade when you showed up. Thinking you were customs officials, the crew hid themselves until the coast was clear. Assure them that you are by no means a customs official and they will relax. The captain, Damien, asks why you boarded the boat, then. Reply that you wanted passage onto the island since you didn’t have enough men or firepower to attempt to engage the pirates in battle.
7. Damien will acquiesce to your request so long as you don’t tip off any officials when you return to the mainland. Swear to the agreement and he’ll let you round up the rest of your crew. Stan agrees to stay with the ship and anchor where he was until you return. Once Doric, Robin, and Vannaka are all on board the smuggler’s ship, Damien will give the order and the ship will prepare to run the blockade.
==CUTSCENE==
Damien's small ship sails towards the blockade and easily dodges the cannon fire. Doric instantly heads below decks, Robin breaks down and cries, and Vannaka just shakes his head at all the cowardice. Meanwhile, Damien is laughing maniacally as his ship slices around the biggest of the blockade ships. With the danger past, the ship sails into a small cave beneath the mountains and docks in a lantern-lit cavern.
8. Disembark and walk into the smuggler’s hideout. Ask Damien how to leave and he’ll point you towards a hole at the far end of the cavern. Leave Doric and the rest in the care of Damien while you scout out the bay.
9. After leaving the hideout, you’ll need to scramble down some rocky embankments before finally arriving at a worn path hewn into the side of the mountain. Follow it west and you’ll come to a large wooden barricade preventing you from going any further. There is a keyhole, but you obviously don’t have the key.
Last edited by Jeeves on Sun Jun 28, 2009 12:20 pm; edited 1 time in total
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
10. Head east up the path and you’ll arrive in a small village. There are only a few houses and most of the villagers are sleeping under blankets on the ground. Enter the largest of the houses and you’ll come face to face with Chief Batta of the Battermen Tribe. Ask him about the barricade and he’ll tell you of how a strange man arrived at the Bay a few days ago. And recently a second strange man showed up and it was he who stationed soldiers behind the village and erected the barricade to prevent the villagers from walking down to the shore.
11. Thank the Chief for his time and check out the rest of town. There isn’t much here except for a bar (serves the usual stuff), a general store (same things as the Tai Bwo Wannai one), and an old man who continually repeats that nothing is true (although he’s probably lying). Head out the back of the village and carry on up the path a ways and you’ll come to a small encampment of soldiers.
12. All of them are sleeping so you don’t need to worry about being seen. Sneak up to the one called Lieutenant and pickpocket him. You’ll get a Barricade Key for your trouble. Head back down the path, through the village, and to the wooden blockade. Use the key with the keyhole and you’ll be able to pass through. Keep walking down the path until you come to a grassy plateau. Head south along this and eventually you’ll come to a small cliff with a fire at the bottom of it.
13. From here, you can see that below you is the shore and not too far in the distance, you can see docked ships. Scores of pirates are lounging around fires dotting the shore for as far as you can see, but the biggest is the bonfire almost directly beneath you. From your vantage point, you can see two important-looking men standing next to each other, but you would need to get closer to hear what they’re saying.
11. Thank the Chief for his time and check out the rest of town. There isn’t much here except for a bar (serves the usual stuff), a general store (same things as the Tai Bwo Wannai one), and an old man who continually repeats that nothing is true (although he’s probably lying). Head out the back of the village and carry on up the path a ways and you’ll come to a small encampment of soldiers.
12. All of them are sleeping so you don’t need to worry about being seen. Sneak up to the one called Lieutenant and pickpocket him. You’ll get a Barricade Key for your trouble. Head back down the path, through the village, and to the wooden blockade. Use the key with the keyhole and you’ll be able to pass through. Keep walking down the path until you come to a grassy plateau. Head south along this and eventually you’ll come to a small cliff with a fire at the bottom of it.
13. From here, you can see that below you is the shore and not too far in the distance, you can see docked ships. Scores of pirates are lounging around fires dotting the shore for as far as you can see, but the biggest is the bonfire almost directly beneath you. From your vantage point, you can see two important-looking men standing next to each other, but you would need to get closer to hear what they’re saying.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
14. Move closer to the edge of the cliff, but stay out of the firelight or else you’ll be spotted and then you’ll really be in trouble. Instead, just stick to the edge of the darkness and listen in on what the two are saying. Stifle a gasp when you learn that the two men below are none other than LaReux and the first member of the Pirate Council, Sir Raleigh Thorpe!
15. LaReux is attempting to bargain with Thorpe for his vote at the next Pirate Council meeting. Thorpe says that he’ll think about the plea, but will not be able to make up his mind until after he has attended the Annual Arts Festival in Varrock. Since he is a foreign dignitary of much note, he will be expected to make an appearance. As such, he will not be able to pay LaReux's concerns much mind until after the *big* things have been dealt with. LaReux splutters that the decision must be made now but Thorpe waves him away with a white-gloved hand.
16. You decide that attempting to assassinate Thorpe amidst hundreds of pirates is probably not the best course of action, so eliminating him at the Arts Festival is the way to go. Return to the smugglers, grab your guys, and sail back past the blockade to Stan. Tell him that you’re going to return to Port Sarim and that you won’t be needing his services for a bit. He’ll be thrilled at the opportunity to finally get his business back and will take you back as fast as possible.
17. When you return, head to Varrock and ask around town about the Arts Festival. Most people only know that certain famous people will be parading about and then some of them will be taken into the Museum’s secret viewing room to see choicer selections of art. Speak to Curator Haig Halen in the Museum and he will let you know (if you have enough Kudos) that once the dignitaries start to parade, the Museum will be locked and will not be reopened until the last one leaves the city.
15. LaReux is attempting to bargain with Thorpe for his vote at the next Pirate Council meeting. Thorpe says that he’ll think about the plea, but will not be able to make up his mind until after he has attended the Annual Arts Festival in Varrock. Since he is a foreign dignitary of much note, he will be expected to make an appearance. As such, he will not be able to pay LaReux's concerns much mind until after the *big* things have been dealt with. LaReux splutters that the decision must be made now but Thorpe waves him away with a white-gloved hand.
16. You decide that attempting to assassinate Thorpe amidst hundreds of pirates is probably not the best course of action, so eliminating him at the Arts Festival is the way to go. Return to the smugglers, grab your guys, and sail back past the blockade to Stan. Tell him that you’re going to return to Port Sarim and that you won’t be needing his services for a bit. He’ll be thrilled at the opportunity to finally get his business back and will take you back as fast as possible.
17. When you return, head to Varrock and ask around town about the Arts Festival. Most people only know that certain famous people will be parading about and then some of them will be taken into the Museum’s secret viewing room to see choicer selections of art. Speak to Curator Haig Halen in the Museum and he will let you know (if you have enough Kudos) that once the dignitaries start to parade, the Museum will be locked and will not be reopened until the last one leaves the city.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
18. Head outside the city walls and you will be stopped by Doric, Robin, and Vannaka. They want to know if you have a plan of attack for getting at Thorpe. It seems to you that only once he’s inside the Museum will he be alone enough for you to kill him. It looks as though you’re going to need to scout out the area and see how you’re going to break into the sealed Museum. Unfortunately, the Museum has posted guards all around the Museum but you suspect they’ll be too busy watching the parade when it happens.
19. Speak to Vannaka once you’re ready and the parade will start. (NOTE: This occurs in your own “personal” Varrock.) The nobles start at the south gate of Varrock and do a loop around the fountain before parading up and down the palace. Then, they head back to the south gate and do it all over again (for those who missed it the first time). In order to get to the Museum, you’re going to need to take back alleys and other shortcuts since all the bystanders have blocked off the main routes. (And you can’t just leave the city and enter through the east gate!)
20. Once you’re there, head around to the back and Examine three different things: the loose rubble in the wall, the window in the Museum, and one of the wall’s crenelations. Once you’ve observed all this, return to Doric and the gang just outside the west wall and tell them what you’ve seen. Now, you’re going to need some assistance in preparing for the attack.
21. Ask Robin for his crossbow and some studded arrows. He’ll ask why, but keep the plan to yourself so as not to ruin the surprise. Then, ask Doric if he would grab his pickaxe and mine some of the loose rubble behind the museum. He’ll wander off to do the
errand. Then, tell Vannaka that you’re going to need him later on by the east gate. He’ll acknowledge the request and go to train on some imps. Finally, you yourself will need to return to the spot and do some more looking around.
19. Speak to Vannaka once you’re ready and the parade will start. (NOTE: This occurs in your own “personal” Varrock.) The nobles start at the south gate of Varrock and do a loop around the fountain before parading up and down the palace. Then, they head back to the south gate and do it all over again (for those who missed it the first time). In order to get to the Museum, you’re going to need to take back alleys and other shortcuts since all the bystanders have blocked off the main routes. (And you can’t just leave the city and enter through the east gate!)
20. Once you’re there, head around to the back and Examine three different things: the loose rubble in the wall, the window in the Museum, and one of the wall’s crenelations. Once you’ve observed all this, return to Doric and the gang just outside the west wall and tell them what you’ve seen. Now, you’re going to need some assistance in preparing for the attack.
21. Ask Robin for his crossbow and some studded arrows. He’ll ask why, but keep the plan to yourself so as not to ruin the surprise. Then, ask Doric if he would grab his pickaxe and mine some of the loose rubble behind the museum. He’ll wander off to do the
errand. Then, tell Vannaka that you’re going to need him later on by the east gate. He’ll acknowledge the request and go to train on some imps. Finally, you yourself will need to return to the spot and do some more looking around.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
22. Once you’re back at the Museum, check up on Doric and ask him to save four blocks of stone from the rubble pile. While you’re there, also note the new construction shadow that has appeared. Examining it will reveal that you’re likely going to need ten teak planks, seventy-five steel nails, and two lengths of rope. Bring all that to the location and start building. Once you’re done, you’ll have a lift of sorts that’s looped around one of the crenelations.
23. Once that’s done, Doric will announce that he’s finished and the two of you can get out of there before the guards return to their posts. Before you leave, though, move each of the stones onto the lift (each one you lift drains 3 strength). Then, head out from behind the Museum.
==CUTSCENE==
The nobles are finally done parading in front of the commoners and they are ushered inside the Museum. You stand clear of the doors and wait until the last noble has entered the building. The door is shut and locked behind them.
24. Now, time to go get Vannaka at the east gate. As it turns out, Vannaka is already waiting for you when you arrive. Ask him to lift you up on his shoulders and he will obey. Use your supreme agility skills to latch onto the top of the wall and hoist yourself up. Head along the wall until you reach the rope attached to the crenelation. Pull it up (if you still have the right strength level) and place all the bricks alongside each other.
25. Now, attach a rope to one of Robin’s studded arrows and fire it at the marked spot just above the window directly across from you. Once that’s done, tie the other end of the rope off to another crenelation. Do that with two more arrows and you’ll have a platform of sorts made of rope. Now you’re going to need four more ropes and attach each one to one of the stones. Lift each stone up, sling it over the three ropes, and push it down against the Museum wall. Once you’ve done this with each stone, you should have a workable bridge from the wall to the window.
23. Once that’s done, Doric will announce that he’s finished and the two of you can get out of there before the guards return to their posts. Before you leave, though, move each of the stones onto the lift (each one you lift drains 3 strength). Then, head out from behind the Museum.
==CUTSCENE==
The nobles are finally done parading in front of the commoners and they are ushered inside the Museum. You stand clear of the doors and wait until the last noble has entered the building. The door is shut and locked behind them.
24. Now, time to go get Vannaka at the east gate. As it turns out, Vannaka is already waiting for you when you arrive. Ask him to lift you up on his shoulders and he will obey. Use your supreme agility skills to latch onto the top of the wall and hoist yourself up. Head along the wall until you reach the rope attached to the crenelation. Pull it up (if you still have the right strength level) and place all the bricks alongside each other.
25. Now, attach a rope to one of Robin’s studded arrows and fire it at the marked spot just above the window directly across from you. Once that’s done, tie the other end of the rope off to another crenelation. Do that with two more arrows and you’ll have a platform of sorts made of rope. Now you’re going to need four more ropes and attach each one to one of the stones. Lift each stone up, sling it over the three ropes, and push it down against the Museum wall. Once you’ve done this with each stone, you should have a workable bridge from the wall to the window.
Last edited by Jeeves on Mon Jun 29, 2009 3:56 am; edited 1 time in total
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
26. Break through the window and you will emerge on the second (or first for you Brits) floor of the museum. If you attempt to head to the stairs that take you up to the next level, you will be stopped by a guard who is blocking the way. He makes a comment that you don’t have the proper hat to be allowed through to see Sir Thorpe and the rest of the nobles. Only those with the proper hat clearance are allowed beyond this point. Somehow the guard fails to consider the fact that the Museum is locked and yet you're inside. You’ll be ejected from the Museum unceremoniously and left to ponder how to get past the guard.
27. Speaking to Captain Lordall just outside the Museum doors will reveal some insight. Captain Lordall is Thorpe’s personal bodyguard for this trip and when you tell him of the guard who ejected you, he will simply agree that you don’t have the right hat. Keep him talking and he will mention that he is exceptionally thirsty.
28. Buy a few beers and give one of them to Lordall. He’ll thank you profusely and down the entire thing in one gulp. Then, his tongue loosened somewhat, he’ll mention that Thorpe’s entire fleet wears the same type of hat and that no one else anywhere has the same kind. Keep him chatting and he’ll eventually mutter something about a rotten deserter who he had “discharged” behind the Blue Moon Inn. Head to the inn, head around back, and steal the hat from the dead deserter.
29. With hat on head, return to the Museum and walk confidently up to the guard who will let you pass after acknowledging your proper headgear. When you stride up to the guard who is watching over the stairway, however, he is not so easily swayed. He demands to see the insignia given to each member of Thorpe’s crew (apparently none of the other nobles have guards). When you admit you don’t have one, the guard promptly throws you out of the Museum.
27. Speaking to Captain Lordall just outside the Museum doors will reveal some insight. Captain Lordall is Thorpe’s personal bodyguard for this trip and when you tell him of the guard who ejected you, he will simply agree that you don’t have the right hat. Keep him talking and he will mention that he is exceptionally thirsty.
28. Buy a few beers and give one of them to Lordall. He’ll thank you profusely and down the entire thing in one gulp. Then, his tongue loosened somewhat, he’ll mention that Thorpe’s entire fleet wears the same type of hat and that no one else anywhere has the same kind. Keep him chatting and he’ll eventually mutter something about a rotten deserter who he had “discharged” behind the Blue Moon Inn. Head to the inn, head around back, and steal the hat from the dead deserter.
29. With hat on head, return to the Museum and walk confidently up to the guard who will let you pass after acknowledging your proper headgear. When you stride up to the guard who is watching over the stairway, however, he is not so easily swayed. He demands to see the insignia given to each member of Thorpe’s crew (apparently none of the other nobles have guards). When you admit you don’t have one, the guard promptly throws you out of the Museum.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
30. Bring your new woes to Lordall and he will feel your pain although he keeps mum about any insignia. He feels that you’re a friend to him or else he probably would have slain you for attempting to reach Thorpe. After another comment about how parched he is, give Lordall another beer. Now, the beer taking effect, he will begin to tell you about life on Thorpe’s ship and how it can sometimes be incredibly overwhelming.
31. When you casually slip the insignia into the conversation, Lordall will scoff and remark how foolish Thorpe has made it. He says that of all the things to pin on their chests, each crew member must now have a silver cat on them for all the world to see. Ask if you can see the insignia and Lordall will quickly flash it to you. It’s good enough for you and, with only a bar of silver, you can make a decent recreation.
32. Head back up to the Museum, bypass the first guard again, and proudly present your new insignia to the second guard. He’ll inspect it and then let you pass. On the next floor, you’ll find that Jacques is no longer here. You figure that he is probably the one presenting the new artwork to the nobles in the new viewing area which is likely the room above this one, accessed by a ladder. Standing by that ladder, blocking your path, is another guard.
33. Although you sincerely doubt that your current attire is good enough, approach the guard and ask to get through. Like you suspected, this guard is not impressed by the insignia and demands that you tell him the code phrase in order to enter the viewing area. Confess that you have no code phrase and he will toss you out like the guards before him.
31. When you casually slip the insignia into the conversation, Lordall will scoff and remark how foolish Thorpe has made it. He says that of all the things to pin on their chests, each crew member must now have a silver cat on them for all the world to see. Ask if you can see the insignia and Lordall will quickly flash it to you. It’s good enough for you and, with only a bar of silver, you can make a decent recreation.
32. Head back up to the Museum, bypass the first guard again, and proudly present your new insignia to the second guard. He’ll inspect it and then let you pass. On the next floor, you’ll find that Jacques is no longer here. You figure that he is probably the one presenting the new artwork to the nobles in the new viewing area which is likely the room above this one, accessed by a ladder. Standing by that ladder, blocking your path, is another guard.
33. Although you sincerely doubt that your current attire is good enough, approach the guard and ask to get through. Like you suspected, this guard is not impressed by the insignia and demands that you tell him the code phrase in order to enter the viewing area. Confess that you have no code phrase and he will toss you out like the guards before him.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
34. Ask Lordall about a code phrase and he will admit that he doesn’t know what it is. Apparently, he wasn’t high up enough to get invited to the viewing party nor special enough for Thorpe to tell it to him. He does let slip that a friend of his was invited but decided not to attend. After he makes note of the bizarre thirst gripping him today, fetch Lordall his third beer.
35. This time, the floodgates are opened and Lordall tells you everything about his friend who was invited. Named Randulf Harlow, Lordall’s friend used to be a notable Vampire Slayer back in the day and quite often hung around with Lordall. However, due to Harlow’s notable feature of getting and staying drunk, he decided not to attend the party and likely ruin it for everyone.
36. Head up to the Blue Moon Inn and talk to Dr. Harlow. Mention the viewing party and he will tell you his sad, pathetic tale of drunkenness. Ask him what the code phrase was to get in, and he slyly gets you to accept the deal of buying him several drinks in exchange for the code.
37. Once he’s got the drinks, Harlow will tell you that the code phrase is “Jacques Netis is amazing.” as well as a hurried statement that he didn’t come up with the phrase. Thank him and return to the Museum. Pass the first two guards and whisper the code to the third guard. He will nod and step aside. Before you go up the ladder, though, it would be a good idea to stock up for a battle.
38. When you climb the ladder, a cutscene will start involving the nobles and Jacques Netis, the artist himself! Jacques will be unveiling a new sculpture of his when you burst through the trapdoor and call out Raleigh Thorpe, your weapon pointing at his chest. Jacques and the other guests will scream and leap out the windows to get away from this madman. Raleigh, on the other hand, looking just like the rest of them (powdered wig, opera gloves, high socks, etc.) will draw his own sword and turn to face you.
35. This time, the floodgates are opened and Lordall tells you everything about his friend who was invited. Named Randulf Harlow, Lordall’s friend used to be a notable Vampire Slayer back in the day and quite often hung around with Lordall. However, due to Harlow’s notable feature of getting and staying drunk, he decided not to attend the party and likely ruin it for everyone.
36. Head up to the Blue Moon Inn and talk to Dr. Harlow. Mention the viewing party and he will tell you his sad, pathetic tale of drunkenness. Ask him what the code phrase was to get in, and he slyly gets you to accept the deal of buying him several drinks in exchange for the code.
37. Once he’s got the drinks, Harlow will tell you that the code phrase is “Jacques Netis is amazing.” as well as a hurried statement that he didn’t come up with the phrase. Thank him and return to the Museum. Pass the first two guards and whisper the code to the third guard. He will nod and step aside. Before you go up the ladder, though, it would be a good idea to stock up for a battle.
38. When you climb the ladder, a cutscene will start involving the nobles and Jacques Netis, the artist himself! Jacques will be unveiling a new sculpture of his when you burst through the trapdoor and call out Raleigh Thorpe, your weapon pointing at his chest. Jacques and the other guests will scream and leap out the windows to get away from this madman. Raleigh, on the other hand, looking just like the rest of them (powdered wig, opera gloves, high socks, etc.) will draw his own sword and turn to face you.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
39. He asks who you are, but you remain silent. He asks what you’re doing here and still you say nothing. Finally, Raleigh pulls a shield out from under his seat and starts to laugh. On the shield are three symbols: a dog, a demon, and a burst of flames. Thorpe calls out, “By the power of the house of Thorpe, I summon the Family Guardian!” He then kicks you backwards down the ladder and you land in a heap on the next floor down.
40. Leap up and come face to face with a giant, two-headed Thorpe Guardian (level 89). The Guardian can hit you twice (it does have two heads) but isn’t really a threat. Thorpe watches calmly from the background as you struggle with the dog, but you can’t attack him. Once the Guardian is dead, Raleigh holds up the shield again and intones, “By the power of the house of Thorpe, I summon the Family Curse!” In a burst of flames, something appears which you cannot see. You are blasted across the room and you tumble down the staircase.
41. The guards in this room have run off, presumably because of the noises upstairs, so now there is nothing blocking you from the exit at the other end. As you start to run, a large demon comes down the stairs behind you and starts to shoot fireballs at you. As long as you are behind one of the display cases when the demon fires, you should be safe (the same can’t be said for the display case). If you aren’t, then you’ll take about fifteen damage.
42. Once you’re almost at the next staircase, the demon will teleport in front of you and you’ll have to face the Thorpe Curse (level 101). This thing has a high strength level and a medium defense level, but it is not that difficult to deal with. Once it’s dead, it explodes in a ball of ash and you fly down the stairs to the ground floor. Thorpe follows behind, not laughing anymore.
40. Leap up and come face to face with a giant, two-headed Thorpe Guardian (level 89). The Guardian can hit you twice (it does have two heads) but isn’t really a threat. Thorpe watches calmly from the background as you struggle with the dog, but you can’t attack him. Once the Guardian is dead, Raleigh holds up the shield again and intones, “By the power of the house of Thorpe, I summon the Family Curse!” In a burst of flames, something appears which you cannot see. You are blasted across the room and you tumble down the staircase.
41. The guards in this room have run off, presumably because of the noises upstairs, so now there is nothing blocking you from the exit at the other end. As you start to run, a large demon comes down the stairs behind you and starts to shoot fireballs at you. As long as you are behind one of the display cases when the demon fires, you should be safe (the same can’t be said for the display case). If you aren’t, then you’ll take about fifteen damage.
42. Once you’re almost at the next staircase, the demon will teleport in front of you and you’ll have to face the Thorpe Curse (level 101). This thing has a high strength level and a medium defense level, but it is not that difficult to deal with. Once it’s dead, it explodes in a ball of ash and you fly down the stairs to the ground floor. Thorpe follows behind, not laughing anymore.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
43. As you start to rush him, Thorpe holds up the shield one last time and cries, “By the power of the house of Thorpe, I summon the Family Secret!” In a flash of light, a dragon is teleported into the middle of the Museum, enraged at being confined in such a small space. If you don’t have any dragonfire equipment with you, grab an anti-dragonbreath shield off the eastern wall.
44. When you face the Thorpe Secret (level 202), you’ll notice that it's tougher than most dragons. With a high defense level and great attack stats, this battle will be a tough one. The Secret has a fire attack as well as some melee attacks that can both slightly hit through prayer. Once the Secret is dead, Thorpe’s shield will be out of uses and he has no choice but to attack you.
45. Raleigh Thorpe is only level 112, but he does have decent stats as well as his strange shield. Keep attacking him until he loses all his HP and falls to one knee. Then, you’ll enter a cutscene with you and Thorpe. Thorpe praises you for being such a worthy adversary but asks why you have done away with him. Reply that Governor Daca asked you to and Thorpe will stiffen at Daca's name.
46. Ask him what’s wrong and Thorpe will violently tell you to warn the rest of the Pirate Council. He begs you to sail immediately to Mooncog Isle and warn the Pirate Lord residing there of Governor Daca. When you ask him why he fears Daca so, Thorpe begins to tell you but chokes and splutters on the words. Then, he falls limp in your arms.
47. As you stand up to leave, Curator Haig Halen emerges from the basement, asking what all the commotion is. When he sees you standing over Thorpe’s lifeless body, he screams for the guards and dashes out of the Museum. With all haste, you also leave the Museum and run out of the city, making sure to grab Doric and the gang as you leave. Once you’re safely in Barbarian Village, you tell the others what you’ve done and what Thorpe asked of you.
48. Robin suggests that you not listen to Thorpe and instead focus on eliminating the rest of the Council. Since you have a lead on where the next member might be, he says that you should talk to Stan and have him take you all there. Head to Port Sarim and talk to Stan. He says that he’ll have to search around for a bit, but he should be able to locate Mooncog Isle.
NOTE: You can’t return to Varrock for two or three days after killing Thorpe, since the guards are still on the lookout for you.
44. When you face the Thorpe Secret (level 202), you’ll notice that it's tougher than most dragons. With a high defense level and great attack stats, this battle will be a tough one. The Secret has a fire attack as well as some melee attacks that can both slightly hit through prayer. Once the Secret is dead, Thorpe’s shield will be out of uses and he has no choice but to attack you.
45. Raleigh Thorpe is only level 112, but he does have decent stats as well as his strange shield. Keep attacking him until he loses all his HP and falls to one knee. Then, you’ll enter a cutscene with you and Thorpe. Thorpe praises you for being such a worthy adversary but asks why you have done away with him. Reply that Governor Daca asked you to and Thorpe will stiffen at Daca's name.
46. Ask him what’s wrong and Thorpe will violently tell you to warn the rest of the Pirate Council. He begs you to sail immediately to Mooncog Isle and warn the Pirate Lord residing there of Governor Daca. When you ask him why he fears Daca so, Thorpe begins to tell you but chokes and splutters on the words. Then, he falls limp in your arms.
47. As you stand up to leave, Curator Haig Halen emerges from the basement, asking what all the commotion is. When he sees you standing over Thorpe’s lifeless body, he screams for the guards and dashes out of the Museum. With all haste, you also leave the Museum and run out of the city, making sure to grab Doric and the gang as you leave. Once you’re safely in Barbarian Village, you tell the others what you’ve done and what Thorpe asked of you.
48. Robin suggests that you not listen to Thorpe and instead focus on eliminating the rest of the Council. Since you have a lead on where the next member might be, he says that you should talk to Stan and have him take you all there. Head to Port Sarim and talk to Stan. He says that he’ll have to search around for a bit, but he should be able to locate Mooncog Isle.
NOTE: You can’t return to Varrock for two or three days after killing Thorpe, since the guards are still on the lookout for you.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
----------------
Chapter 4: In Which Things Progress from Bad to Worse
----------------
(Below the chapter title on the typical scroll, there is an ink drawing of a scared man hurrying down a narrow passageway between two buildings. The background looks as though the man is in a cave. Behind the man, in the shadows of the buildings, you can see strange, metal contraptions in the shape of men following stealthily behind.)
49. After a period of time, one of the Trader Crewmembers comes and informs you that Trader Stan has located Mooncog Isle on his sea charts and is ready to set sail as soon as you are. Doric, Robin, and Vannaka have set up a permanent campsite just east of Barbarian Village, so just speak to them and they will leave for Port Sarim.
50. Stan alerts you that Mooncog Isle is a long ways west of Nautarum and Batterman Bay. He doubts that he’d be able to make the journey more than once or twice without stopping to replenish his supplies. Accept this fact and begin the voyage.
51. After a long and harrowing journey, Stan will call everyone up to the deck. He’ll point out into the distance and tell you that Mooncog Isle doesn’t seem to have a harbor. Check and see that he is right. Where most islands would have a dock of sorts, the Isle doesn’t seem to have anything. Not that you can tell from this distance, and the thunderstorm hovering over the island doesn’t make it any easier.
52. Stan will tell you that his large charter ship is unable to dock without something to dock to, so you’re going to need to sail in a smaller vessel to reach the Isle. You suggest a rowboat, but Stan knows that it would be too weak. He suggests that you build yourself a sloop and sail in, through the storm. One of his crew members at Port Khazard has recently built a sort of ship manufacturing building, so he recommends that you pay him a visit. He’ll even cover the charge of sailing back to the mainland.
53. Once you reach Port Khazard, enter the new building on the water and you’ll come face to face with the Sailor Foreman. Tell him that you want to build a sloop, and he’ll ask you all sorts of questions about how you’re going to use it. When you answer that it should a) have sturdy sails for storm running, b) have a strong hull to withstand the waves, and c) be able to dock without a dock, the Foreman informs you that you’re going to need to fetch several parts for this ship.
54. Ordinarily, the Foreman could make a sail with just a few bolts of cloth, but for an extra sturdy one, he’d need three burlap sacks to sew into the fabric. Patchy, but it does the trick. Once he gets those, he tells you that in order to make a super sturdy hull, he needs to lacquer some mahogany planks. The lacquer in question is obtained by bottling some blamish snail slime and heating it over a fire. Once you’ve got it, bring that, ten mahogany planks, and fifty mithril nails to the Foreman.
Chapter 4: In Which Things Progress from Bad to Worse
----------------
(Below the chapter title on the typical scroll, there is an ink drawing of a scared man hurrying down a narrow passageway between two buildings. The background looks as though the man is in a cave. Behind the man, in the shadows of the buildings, you can see strange, metal contraptions in the shape of men following stealthily behind.)
49. After a period of time, one of the Trader Crewmembers comes and informs you that Trader Stan has located Mooncog Isle on his sea charts and is ready to set sail as soon as you are. Doric, Robin, and Vannaka have set up a permanent campsite just east of Barbarian Village, so just speak to them and they will leave for Port Sarim.
50. Stan alerts you that Mooncog Isle is a long ways west of Nautarum and Batterman Bay. He doubts that he’d be able to make the journey more than once or twice without stopping to replenish his supplies. Accept this fact and begin the voyage.
51. After a long and harrowing journey, Stan will call everyone up to the deck. He’ll point out into the distance and tell you that Mooncog Isle doesn’t seem to have a harbor. Check and see that he is right. Where most islands would have a dock of sorts, the Isle doesn’t seem to have anything. Not that you can tell from this distance, and the thunderstorm hovering over the island doesn’t make it any easier.
52. Stan will tell you that his large charter ship is unable to dock without something to dock to, so you’re going to need to sail in a smaller vessel to reach the Isle. You suggest a rowboat, but Stan knows that it would be too weak. He suggests that you build yourself a sloop and sail in, through the storm. One of his crew members at Port Khazard has recently built a sort of ship manufacturing building, so he recommends that you pay him a visit. He’ll even cover the charge of sailing back to the mainland.
53. Once you reach Port Khazard, enter the new building on the water and you’ll come face to face with the Sailor Foreman. Tell him that you want to build a sloop, and he’ll ask you all sorts of questions about how you’re going to use it. When you answer that it should a) have sturdy sails for storm running, b) have a strong hull to withstand the waves, and c) be able to dock without a dock, the Foreman informs you that you’re going to need to fetch several parts for this ship.
54. Ordinarily, the Foreman could make a sail with just a few bolts of cloth, but for an extra sturdy one, he’d need three burlap sacks to sew into the fabric. Patchy, but it does the trick. Once he gets those, he tells you that in order to make a super sturdy hull, he needs to lacquer some mahogany planks. The lacquer in question is obtained by bottling some blamish snail slime and heating it over a fire. Once you’ve got it, bring that, ten mahogany planks, and fifty mithril nails to the Foreman.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
55. Last, he’s going to need something sturdy so that the sloop can dock without mooring ropes. Luckily, you have just the thing from a small island named Harmony. Lug the Barrelchest Anchor to Port Khazard and the Foreman will declare that it's perfect for the job. Then, just use all the parts on the sloop shadow in the water and soon you’ll have your own working storm-runner. Hop in and sail out to Stan’s ship. Stow the sails and hoist it up into the cargo hold for future use. Then, head back out for Mooncog Isle.
56. Funnily enough, the storm is still active when you return to the Isle. No matter, for such a brave adventurer as yourself would never cow at the mere sight of a thunderhead! Drop the sloop into the water, unfurl the sails and set off for the beach. Movement in a sloop is different than in a rowboat. Your run meter is replaced by a wind gauge. You can’t manually control your movement, but you can control the direction you face. If you match up the direction you’re facing with the direction the wind is blowing, you’ll come out with maximum speed.
57. Once you reach the beach, lower the anchor into the surf and climb out. Slog through the breakers until you reach the shoreline. After panting and heaving after such a tiring trial, take a look around at your surroundings. The most noticeable feature of the landscape is the sheer rock cliff with a wrought-iron gate embedded in the middle. Approach the gate to get a closer look.
58. At the gate, you cannot see anything inside, nor can you read the rotted wooden sign planted in the ground next to it. While trying to peer inside, a sudden flash of lightning illuminates the sign. You step back in horror as you see that just pastthe gates are ten or twelve skeletons all piled up against one another and posed as if they were trying to claw their way out of the gate. Another flash of lightning and you can read the sign next to it: Mooncog Isle – Lord Steam’s Workshop.
56. Funnily enough, the storm is still active when you return to the Isle. No matter, for such a brave adventurer as yourself would never cow at the mere sight of a thunderhead! Drop the sloop into the water, unfurl the sails and set off for the beach. Movement in a sloop is different than in a rowboat. Your run meter is replaced by a wind gauge. You can’t manually control your movement, but you can control the direction you face. If you match up the direction you’re facing with the direction the wind is blowing, you’ll come out with maximum speed.
57. Once you reach the beach, lower the anchor into the surf and climb out. Slog through the breakers until you reach the shoreline. After panting and heaving after such a tiring trial, take a look around at your surroundings. The most noticeable feature of the landscape is the sheer rock cliff with a wrought-iron gate embedded in the middle. Approach the gate to get a closer look.
58. At the gate, you cannot see anything inside, nor can you read the rotted wooden sign planted in the ground next to it. While trying to peer inside, a sudden flash of lightning illuminates the sign. You step back in horror as you see that just pastthe gates are ten or twelve skeletons all piled up against one another and posed as if they were trying to claw their way out of the gate. Another flash of lightning and you can read the sign next to it: Mooncog Isle – Lord Steam’s Workshop.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
59. With this eerie sight planted in your mind, turn to see what else can be found on this strange island. To the east, you are faced with a rockslide triggered by the torrential downpour. You cannot bypass by any current means, but closer inspection reveals that a large explosion might be able to shift the boulders.
60. The rain trickling down your face and the thunder in your ears, you head down the only path left available to you. Enter the tunnel near the gate and be glad to get out of the rain. Unfortunately, that happiness is short-lived, since you immediately sense that something is not right with this tunnel.
61. The entire passage is filled with pipes venting steam up from some unknown source. Bits of machinery are humming quietly here and there along the tunnel. The scariest part about the whole thing is the steam itself. The noise of the hissing steam, if listened to carefully enough, seems to form the words, “We…are…still…waiting…” As you continue down the passage, the phrase rings in your ears and you find your feet moving faster and faster to get out of the area.
62. Finally, you see the end of the tunnel and you burst back out into the storm. In front of you, the remains of a small cottage are smoldering. The roof has completely caved in and you can see a gaping hole in the floor that seems to lead down indefinitely. Again, no human life can be seen. Cautiously, you approach the wreckage.
63. The only thing that you can tell about the cabin is that it didn’t seem to be inhabited. The most interesting thing is the hole in the ground. Grab a rope from among the rubble and tie it to one of the rocks by the hole. Then, prepare yourself to climb down.
60. The rain trickling down your face and the thunder in your ears, you head down the only path left available to you. Enter the tunnel near the gate and be glad to get out of the rain. Unfortunately, that happiness is short-lived, since you immediately sense that something is not right with this tunnel.
61. The entire passage is filled with pipes venting steam up from some unknown source. Bits of machinery are humming quietly here and there along the tunnel. The scariest part about the whole thing is the steam itself. The noise of the hissing steam, if listened to carefully enough, seems to form the words, “We…are…still…waiting…” As you continue down the passage, the phrase rings in your ears and you find your feet moving faster and faster to get out of the area.
62. Finally, you see the end of the tunnel and you burst back out into the storm. In front of you, the remains of a small cottage are smoldering. The roof has completely caved in and you can see a gaping hole in the floor that seems to lead down indefinitely. Again, no human life can be seen. Cautiously, you approach the wreckage.
63. The only thing that you can tell about the cabin is that it didn’t seem to be inhabited. The most interesting thing is the hole in the ground. Grab a rope from among the rubble and tie it to one of the rocks by the hole. Then, prepare yourself to climb down.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
64. When you arrive at the bottom of the hole, you’ll notice that you’re standing on top of the remains of a wooden elevator. Obviously it doesn’t work anymore or else you probably would have used it. The pipes that talk are here too as well as flickering lamps that light your path. Keep traveling along until you come to a steel doorway that doesn’t have any visible means of opening. Next to the door is a steel sign with the words “Smelting Chamber” etched into it.
65. After attempting to try anything you wish, the hissing steam will suddenly increase in pressure and the phrase seems to change from “We are still waiting” to a shrill whistling. The quickness and urgency with which it seems to be repeating urges you to leave the tunnels very, very quickly. Before you can do more than turn around, though, the door slides open behind you and you are tackled to the ground by some unknown entity.
66. Roll over to see that your attacker is none other than a clanking, steam-driven steel man. The Steam Contraption is only level 38 and is incredibly weak. You should be able to dispatch it easily. Once it’s destroyed, you can head through the door, since it has stayed open after the Contraption came through. The pipes have now gone back to their usual mantra.
67. Inside the Smelting Chamber, the first thing you notice is the massive cauldron suspended above the floor in the middle of the room. Climb up the ladder leaning against it to find out that the pot is full of a solid gray metal. Even worse than that, the bottom half of a skeleton is sticking out of the steel-like material. You can see part of a clipboard sticking out of the stuff beside him, but you can’t read what’s on it.
65. After attempting to try anything you wish, the hissing steam will suddenly increase in pressure and the phrase seems to change from “We are still waiting” to a shrill whistling. The quickness and urgency with which it seems to be repeating urges you to leave the tunnels very, very quickly. Before you can do more than turn around, though, the door slides open behind you and you are tackled to the ground by some unknown entity.
66. Roll over to see that your attacker is none other than a clanking, steam-driven steel man. The Steam Contraption is only level 38 and is incredibly weak. You should be able to dispatch it easily. Once it’s destroyed, you can head through the door, since it has stayed open after the Contraption came through. The pipes have now gone back to their usual mantra.
67. Inside the Smelting Chamber, the first thing you notice is the massive cauldron suspended above the floor in the middle of the room. Climb up the ladder leaning against it to find out that the pot is full of a solid gray metal. Even worse than that, the bottom half of a skeleton is sticking out of the steel-like material. You can see part of a clipboard sticking out of the stuff beside him, but you can’t read what’s on it.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: To Be a Pirate King
68. To get the clipboard (which you are incredibly keen on doing), it’s evident that you must melt and then drain the cauldron. Check around the room and you’ll eventually find a book labeled Production Manual sitting on a damaged desk near the door at the opposite end of the chamber. Open it up and read the first few pages to learn all about the Smelting Chamber.
69. In order to melt the metal in the pot (a new ore called Steem), you need the perfect combination of heat and (guess what?) steam! To make sure that fire is just right, you need to add tons of coal to the furnace pit below the cauldron and light it up. However, the heat by itself will not do the trick, and you need to moisten the solid Steem with some vapor. Add buckets of water to the vat next to the cauldron and put some logs beneath the vat. Light everything up and let it do its magic.
70. However, you can’t have too much heat or too much steam or else the Steem will not melt correctly. Add logs, take away coal, add more water, and everything else to keep the little arrow on the melting gauge always in the green. If it hits the white or the red, the entire process will be a failure and you’ll have to start over. Logs, coal, and buckets can all be found in the storage boxes along the edge of the room and water can be gotten from the stagnant pool in the corner.
71. Once the whole thing is melted, you’re going to need to drain the stuff. This is easy enough to do. The cauldron has a spout that drains into a sort of sluice that stores the molten metal. Pull the lever beneath the cauldron and the entire contents pour out into the trench, but they don’t solidify (which is good!). Now, climb back up the ladder and wrench the clipboard from the charred hands of the skeleton.
69. In order to melt the metal in the pot (a new ore called Steem), you need the perfect combination of heat and (guess what?) steam! To make sure that fire is just right, you need to add tons of coal to the furnace pit below the cauldron and light it up. However, the heat by itself will not do the trick, and you need to moisten the solid Steem with some vapor. Add buckets of water to the vat next to the cauldron and put some logs beneath the vat. Light everything up and let it do its magic.
70. However, you can’t have too much heat or too much steam or else the Steem will not melt correctly. Add logs, take away coal, add more water, and everything else to keep the little arrow on the melting gauge always in the green. If it hits the white or the red, the entire process will be a failure and you’ll have to start over. Logs, coal, and buckets can all be found in the storage boxes along the edge of the room and water can be gotten from the stagnant pool in the corner.
71. Once the whole thing is melted, you’re going to need to drain the stuff. This is easy enough to do. The cauldron has a spout that drains into a sort of sluice that stores the molten metal. Pull the lever beneath the cauldron and the entire contents pour out into the trench, but they don’t solidify (which is good!). Now, climb back up the ladder and wrench the clipboard from the charred hands of the skeleton.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
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