|
menu

Home
The Quest
The Rules
The Qualification Race
Props & Thanks
Journals & Letters
Beggar's Note
Marcus Journal 1
Sailor's Message
Witch's Letter
Wizard's Letter
Day 1
Marcus Journal 2
The Beggar
The Witch
The Wizard
Day 2
The Sailor
The Guardian
The Pirate
The Alchemist
Day 3
The Architect
The Oracle
Walkthroughs
The Race
The Quest Day 1
The Quest Day 2
Gargish Dictionnary
The Maze
The Teleporter
|
DIALOGUES
The Alchemist
Character profile:
If fame has reached even the most primitive area of the
known world. The mesmerizing power of his potion are
legendary. His mastery of his art will transcend time
iself. For years, his skills were put to the service of
the Good King and his people. When Lord British left,
anarchy slowly started installing itself. Greed and
thirst for power surged among the King's former loyal
servants. Many tried to get him to assist them in their
effort to secure power for themselves. Fleeing the power
battle, he went into hiding so his work wouldn't fall
into the evil hands of corrupted men. Over time, people
started to think of him in terms of a mythical figure.
Only those who had met him in the flesh could swear he
had existed and was probably still alive somewhere. A few
years ago, an extremely ill man stumbled on his doorstep.
He took him in and used his wondrous potions to heal him.
Awed by his skill, the now recovered man, a powerful
pirate leader, thanked him by abducting him and holding
him prisoner on a remote island forcing him to work
towards the creation of evil potions. Being single and
without family, the Alchemist resisted the demands of the
Pirate who had no ammunition against him. He would choose
death over helping such evil.
Dialogue
I see you have found my map. I'm sorry about the signal
you had to make but I needed to make sure that whomever
found the map was a friend and not a foe. The Wizard
wouldn't have talked about my secret signal to someone
who would want me harm. I know the young man you are
looking for. A brave man he is. Reckless but brave.
He asked me to prepare a potion to help bind the Lady's
niece's soul back to her body. I can easily prepare the
binding potion. Or rather, the binding part of the
potion. But her case is special. She fell under a very
powerful curse that needs to be lifted. You will need to
mix my potion to a hex lifting cure. A powerful witch
could prepare this for you or an extremely talented
herbalist. Oh?! You already have such a cure? Excellent,
give it to me. Now listen to
me carefully, as you know, only one of the ethereal
creatures can bring her back to life. Make sure you
quickly give her this potion to drink after she has been
ressuscitated. If you wait too long, she will die again
and this time, her soul will be lost forever. She must be
bound to the realm of the living, and this potion will do
it.
I wish this was the end of your adventures,
unfortunately, you have more difficult tasks ahead, one
of them particularly dangerous. As you know, the
Gargoyles put Clio to sleep to protect her soul. Semidar
got wind of it and went into one of her famous rages and
forbade the Gargoyles to assist Marcus any further in
this matter lest she unleashes her fury on them. As you
can guess, they will not risk it. Trouble is, the only
the Gargoyles never told Marcus what the magical word to
awaken Clio was. And they will not tell him now. Your
only chance at discovering it would be the Oracle. She is
rumored to live at the top of a fortress somewhere here
in Felucca. That fortress is heavily defended by
murderers, and assassins of all types. No one knows where
that fortress is located exactly, because no one lived to
tell the tale. That is, no one but the man who built it:
the Architect. Well, if you can call this living.
The Architect made a career out of designing and
constructing the most incredible buildings of this land.
When I heard he was going to build that fortress, I
suspected no good could come of it. But to my surprise,
the murderers kept their end of the bargain and let him
leave safe and sound. Not only did they let him go, they
gave him another contract even more lucrative and
challenging than the first. The Architect didn't care for
the money. He strived on the challenge. They told him
that the Oracle requested a temple of the complexity and
magnificence of the tomb of Khal-Ankur. But I knew they
wouldn't want someone who knew the secret and location of
their fortress to walk a free man. It was a trap all
along. As soon as the Architect reached the tomb, the
stench of death started to attach itself to him. The more
he dug into the secrets of Khaldun, and the more Khaldun
was determined to keep him to itself. I know not what
horrible secret he unconvered in the tomb, but it was the
weapon of his demise. They do not call it the tomb of the
damned for no reason. From what I heard, the Architect
found his way into a hidden room. A swarm of Zaelots
assailed him. And just as the last drop of life was
seeping out of him, the cursed explorers showed up,
opened their arms to him and said: "welcome brother,
to your new home".
Just like Tavara and the others, he is now cursed and
doomed to remain forever in the tomb, with no chance at
eternal rest. There is a teleporter inside the tomb that
is actually a puzzle that you must solve in order to
summon him back to this realm. You must move around it in
a certain way and the pattern will change as you move.
Once you have solved it, the Architect will appear. You
have 5 minutes to speak to him and get what informations
you can. After which, he will get sucked back into
whatever dimension his soul now dwells in. If you need to
speak to him again, you will have to solve the puzzle
once more. It is a dangerous place. You do not wish to
tally there more than you need. So be swift and to the
point.
|