Transcript:The Slug Menace
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Starting off
Talking to Sir Tiffy Cashien without the requirements
- Sir Tiffy Cashien: Jolly good show on getting into the White Knights, what?
- Sir Tiffy Cashien: Now how can I help you young [fellow/mistress]?
- Select an Option
- Do you have any jobs for me yet?
- Player: Okay... So when can I start doing missions for the Temple Knights, and get some better Temple Knight armour and weapons and stuff?
- Sir Tiffy Cashien: Well, I may have a mission for you, but it seems you are not quite ready for it yet.
- You do not meet all of the requirements to start The Slug Menace quest.
- (End of dialogue)
- (Non-quest dialogue) Can you explain the Gaze of Saradomin to me?
- (Non-quest dialogue) Can I buy some armour?
- (Non-quest dialogue) Can I switch respawns please?
- (Non-quest dialogue) Goodbye.
Talking to Sir Tiffy Cashien to start the quest
- Sir Tiffy Cashien: Jolly good show on getting into the White Knights, what?
- Sir Tiffy Cashien: Now how can I help you young [fellow/mistress]?
- Select an Option
- Do you have any jobs for me yet?
- Player: Okay... So when can I start doing missions for the Temple Knights, and get some better Temple Knight armour and weapons and stuff?
- Sir Tiffy Cashien: Well, now that you are a White Knight we can process your application form correctly.
- Player: And how long will that take?
- Sir Tiffy Cashien: Already done, old bean! The scales of justice never sleep.
- Player: Uh, right.
- Sir Tiffy Cashien: So then, dear gal; with that in mind, we have a mission for you.
- Player: Really? Great! Am I to be flung to some far off and exotic land to defeat some evil genius?
- Sir Tiffy Cashien: What? Ah, no actually. We're sending you to Ardougne.
- Player: Ardougne?
- Sir Tiffy Cashien: Hmm, what's happening in Ardougne?
- Player: I don't know, you were about to tell me.
- Sir Tiffy Cashien: No, no, no, nothing happening in Ardougne. However, there is something going on in Witchaven to the south-east of Ardougne.
- Start The Slug Menace quest?
- Yes.
- Player: Are you sure? I mean, you're not a little... senile, maybe?
- Sir Tiffy Cashien: Haw, Haw, Haw, very funny old bean. I need you to report to Col O'Niall in Witchaven. He's a retired Temple Knight, but his clearance is still active. He will be able to fill you in.
- Sir Tiffy Cashien: Remember to use the Temple Knight code phrase: 'In Falador, the geese fly backwards on Tuesdays'.
- Player: You know, I'm still not sure this isn't some giant wind up.
- Sir Tiffy Cashien: Nonsense, my [man/gal], we take our work very seriously. The fate of the world rests in our hands, don't you know.
- If the player does not have the commorb:
- Sir Tiffy Cashien: Hmm, you'll need to get your CommOrb before I send you off old bean.
- If the player has the commorb:
- Sir Tiffy Cashien: Oh, before you go, I just need to update your CommOrb with the new mission parameters.
- Sir Tiffy Cashien: Now, is there anything else I can do for you?
- (Shows other options)
- No.
- Player: Sorry, but I'm not interested.
- Sir Tiffy Cashien: As you wish, old bean. Do let me know if you reconsider.
- (End of dialogue)
- (Non-quest dialogue) Can you explain the Gaze of Saradomin to me?
- (Non-quest dialogue) Can I buy some armour?
- (Non-quest dialogue) Can I switch respawns please?
- (Non-quest dialogue) Goodbye.
Talking to Sir Tiffy Cashien after losing the commorb
- Player: Hey Tiffy, I lost my CommOrb...
- If the player has no inventory space:
- Sir Tiffy Cashien: Free up some inventory space first, what?
- If the player has inventory space:
- Sir Tiffy Cashien: Very careless of you, what? Here, take another, but be careful of this one!
- Continues with standard dialogue.
Talking to Sir Tiffy Cashien after starting the quest
- Sir Tiffy Cashien: Jolly good show on getting into the White Knights, what?
- Sir Tiffy Cashien: Now how can I help you young [fellow/mistress]?
- Select an Option
- Slug Menace.
- Player: Hey, Sir Tiffy.
- Sir Tiffy Cashien: Greetings, [player name]. Anything to report?
- Player: Not yet, sir, but I'm working on it.
- Sir Tiffy Cashien: Good show! That's the spirit.
- Select an Option
- (Non-quest dialogue) Can you explain the Gaze of Saradomin to me?
- (Non-quest dialogue) Can I buy some armour?
- (Non-quest dialogue) Can I switch respawns, please?
- (Non-quest dialogue) Goodbye.
- (Non-quest dialogue) Something else.
Contact with commorb v2
- Player: Hey, Savant! Good to speak to you again!
- Savant: [player name], I am so glad you've been assigned this mission.
- Player: Me too. So, do you have anything you can tell me?
- Savant: Only what is already available through your CommOrb I'm afraid. I'm currently collating a lot of other data pertaining to Witchaven. I'll keep you updated if anything turns up.
- Player: Thanks Savant. I know I can count on you.
- Savant: Savant out.
- (End of dialogue)
Playback with commorb v2
- Select Information
- Current Assignment
- Choose information log.
- Witchaven
- Select Information Log
- Dossier on Witchaven
- (Shows Dossier on Witchaven.)
- Related Information
- Select Dossier
- Col O'Niall
- (Shows information on Col O'Niall.)
- Cancel
- (End of dialogue)
- Cancel
- (End of dialogue)
- Cancel
- (End of dialogue)
- Previous Assignments
- (Same as above)
Witchaven
Talking to Mayor Hobb
- Mayor Hobb: Well hello there; welcome to our little village. Pray, stay awhile.
- (End of dialogue)
Talking to Brother Maledict
- Brother Maledict: The blessings of Saradomin be with you child.
- (End of dialogue)
Talking to Col. O'Niall
- Player: Excuse me sir, would you be Col. O'Niall?
- Col. O'Niall: I might. Who's asking?
- Player: [player name], sir. Sir Tiffy Cashien sent me.
- Col. O'Niall: And?
- Player: Umm... In Falador the geese fly backwards on Tuesdays?
- Col. O'Niall: What? Are you mad [boy/girl]?
- Player: Uhh. I thought it was a Temple Knight, secret code phrase.
- Col. O'Niall: I see Sir Tiffy still has his fun with the Initiates. Sigh, I asked for a Knight and I get a whelp.
- Player: Whelp? I am a full member of the Temple Knights, sir!
- Col. O'Niall: Like I said, a whelp. And don't 'Sir' me [boy/girl], I work for a living.
- Player: Right sir, I mean Colonel.
- Col. O'Niall: Jake will do fine [boy/girl].
- Col. O'Niall: Now what do you want to know.
- Select an Option
- What's the mission?
- Player: What's the mission?
- Col. O'Niall: Well, I started to notice something about three weeks ago.
- Col. O'Niall: The Mayor called a meeting of the town council. Nothing too strange about that, in and of itself.
- Col. O'Niall: He was acting a bit strange, like he'd taken a blow to the head or something. At the end of the meeting he announces that he's going to be renovating the shrine just west of the town.
- Col. O'Niall: Now, I thought that was a bit off since he's about as religious as a dead dog on a termite mound.
- Player: Eeew!
- Col. O'Niall: Quiet down, I'm talking here.
- Col. O'Niall: I could have let that slip, save for the things he's been bringing in.
- Player: What, like surface to air ballistas, intercontinental exploding fireballs and quasi-futuristic henchman uniforms?
- Player: The essential tools for world domination?
- Col. O'Niall: No, mining equipment.
- Player: That doesn't sound very evil?
- Col. O'Niall: As well as the mining equipment, he's been bringing in rune essence in large quantities.
- Col. O'Niall: Far beyond what's needed for a small village such as this.
- Player: Okay, that sounds suspicious. I'll look into it.
- Player: Anything else?
- Col. O'Niall: Yes, some of the villagers have been disappearing overnight and reappearing the next day in a dazed and confused state.
- Player: Are you sure they're not just getting drunk?
- Col. O'Niall: They could be I suppose, but I'd rather you made sure.
- Player: Sure thing.
- Col. O'Niall: Anything else you need to know?
- (Shows initial options)
- Tell me about Witchaven.
- Player: Tell me about Witchaven.
- Col. O'Niall: Well, what's to say. This place is falling apart.
- Player: I noticed it's a bit run down.
- Col. O'Niall: Run down? Hah! This place used to be a bustling hive of industry.
- Player: What happened to it?
- Col. O'Niall: The Fishing Platform happened to it.
- Col. O'Niall: When you introduce a large scale operation like the Fishing Platform, it takes away the business from the little guy.
- Col. O'Niall: Almost overnight Witchaven became a ghost town.
- Player: That's very sad. However, you can't stand in the way of progress.
- Col. O'Niall: I'm going to pretend you didn't say that girl.
- Col. O'Niall: Remember, bigger is not always better.
- (Shows initial options)
- Who are the important people in Witchaven?
- Player: Who are the important people in Witchaven?
- Col. O'Niall: Hmm. There are only three people I recommend speaking to.
- Player: Right, who would that be?
- Col. O'Niall: Firstly go speak to Mayor Hobb. He was the first to be acting strangely.
- Col. O'Niall: As well as that, he isn't looking too healthy.
- Player: Speak to the Mayor, check.
- Col. O'Niall: Next, speak to Brother Maledict at the church.
- Col. O'Niall: He speaks to a lot of the villagers and has a good feel for what's going on in town.
- Player: Brother Maledict, right.
- Col. O'Niall: Finally, speak to Holgart the fisherman. I haven't seen him sailing in a while. That is definitely a bit off.
- Player: Holgart, oh yes I've spoken to him before.
- Col. O'Niall: That covers about everyone, but don't just limit yourself to those three. Others may have some insight into what's been happening.
- Player: Will do Col. O'Niall. Thanks for the advice.
- (Shows initial options)
- That's enough for now.
- Player: That's enough for now.
- Col. O'Niall: Stay sharp [boy/girl].
- (End of dialogue)
Talking to Col. O'Niall before getting all the information
- Player: Excuse me Col. O'Niall. I need some more information.
- Col. O'Niall: What do you want to know?
- Select an Option
- What's the mission?
- (Same as above)
- Tell me about Witchaven.
- (Same as above)
- Who are the important people in Witchaven?
- (Same as above)
- That's enough for now.
- (Same as above)
Talking to Jeb
- Jeb: You are not part of us. Leave us alone.
- (End of dialogue)
Talking to Holgart
- Player: Hello again, Holgart.
- Holgart: Well, hello again m'hearty. How're yer fare?
- Player: Busy as always. Is everything okay?
- Holgart: 'Fraid not [lad/lass]. I've been washed up and left to dry.
- Player: Pardon?
- Holgart: Scuppered I am, keelhauled and bottomed out.
- Player: What?
- Holgart: I'm destitute. I can sail no more.
- Player: Oh my, that's terrible! What happened?
- Holgart: About two weeks ago, I was hauled up in front of the Mayor and he tells me I've broken his new 'Articles of sailing'.
- Holgart: He tells me that under his new laws my boat is forfeit.
- Player: He took your boat?
- Holgart: Aye. The Mayor has given it to Jeb Wormwood. He is running the boat to the Fishing Platform now.
- Holgart: Speaking of which, since you were last there it's got a might bit stranger. You really should take a look.
- Player: I'll do that Holgart. I hope you get your boat back soon.
- Holgart: Aye. Fare thee well.
- (End of dialogue)
Talking to Holgart again
- Holgart: I don't know what to do without my boat.
- (End of dialogue)
Talking to Jeb after Holgart says to ask him about a boat
- Player: I understand you can take me to the Fishing Platform.
- Jeb: Yes, we can do that.
- Player: Will you take me please?
- Jeb: Board the boat and we shall depart.
- You arrive at the fishing platform.
- (End of dialogue)
Talking to Bailey at the Fishing platform
- Player: Hello Bailey.
- Bailey: Well, hello again, [player name]. What brings you back out here?
- Player: Just looking around.
- Bailey: Are you insane? Have you seen what's happening out there?
- Player: You mean the sickly looking lobsters?
- Bailey: Yes the mutant lobsters! I swear at any minute they are going to break down the door and attack me.
- Player: They seem fairly peaceful so far.
- Bailey: Well, true, but you can't be too careful.
- Player: When did they start appearing?
- Bailey: Not long after you rescued Kennith.
- Bailey: They get hauled out of the sea as ordinary giant lobsters, the fishermen hit them with a mallet then a Sea Slug jumps into the crack.
- Bailey: After a while they turn green, before jumping back into the sea and swimming off towards the mainland.
- Player: This sounds very serious. Hmm, I'd best get back to the mainland and see where these lobsters are heading.
- Bailey: Please be quick, I can't leave whilst those things are out there.
- (End of dialogue)
Talking to Jeb at the Fishing platform
- Player: Hey, Jeb.
- Jeb: Business here is complete. Do you wish to return to the dry land?
- Select an Option
- No, I'm going to stay a while.
- Player: No, I'm going to stay a while.
- Jeb: Then stay if that is your wish.
- (End of dialogue)
- Okay, let's go back.
- Player: Okay, let's go back.
- Jeb: Then board the rowing boat.
- The boat arrives at Witchaven.
- (End of dialogue)
Talking to Brother Maledict
- Player: Good day to you, sir.
- Brother Maledict: And a good day to you my [son/daughter].
- Brother Maledict: I am Brother Maledict, at your service.
- Player: [player name], at yours. How are you?
- Brother Maledict: Well, to be perfectly honest with you, I am a little concerned.
- Player: Really, what's up?
- Brother Maledict: It's my congregation. They seem to be drifting away from me.
- Brother Maledict: With all the hardships this small village has endured in the past few years, the people of Witchaven have never needed the solace of Saradomin more.
- Player: Well that's understandable.
- Brother Maledict: Yes indeed. However, less and less people have been attending my services lately.
- Player: I can see why that would worry you. Do you have any idea why they would not attend?
- Brother Maledict: The only thing I can think of, is that the Mayor has asked them to help improve the shrine.
- Player: Well, that would make sense. Hmm, one more thing.
- Select an Option
- Tell me again, what's worrying you?
- Player: Tell me again, what's worrying you?
- Brother Maledict: It's my congregation. They seem to be drifting away from me.
- Brother Maledict: With all the hardships this small village has endured in the past few years, the people of Witchaven have never needed the solace of Saradomin more.
- Player: Well that's understandable.
- Brother Maledict: Yes indeed. However, less and less people have been attending my services lately.
- Player: I can see why that would worry you. Do you have any idea why they would not attend?
- Brother Maledict: The only thing I can think of, is that the Mayor has asked them to help improve the shrine.
- Player: Well, that would make sense. Hmm, one more thing.
- (Shows initial options)
- What can you tell me about the shrine?
- Player: What can you tell me about the shrine?
- Brother Maledict: Ah yes, one of the wonders of Witchaven. That particular shrine has existed since before Witchaven was even founded.
- Player: Wow! Now that is old.
- Brother Maledict: Over one hundred and fifty years old in fact.
- Brother Maledict: The role I now fulfill was originally given to one of the Temple Guardians, but in time that has been delegated to one of the ordained, such as myself.
- Brother Maledict: The shrine was abandoned when the village came into being. Since then it has fallen into disrepair and other less savoury elements have moved in.
- Player: You must be pleased that the Mayor is renovating the shrine.
- Brother Maledict: Well yes, it came as something of a pleasant shock. I only hope he will let me visit it soon.
- Brother Maledict: He wants me to wait until it's ready to unveil.
- Brother Maledict: Anything else I can help you with?
- (Shows initial options)
- Tell me about the people of Witchaven.
- Player: Tell me about the people of Witchaven.
- Brother Maledict: Ah, the people of Witchaven are the salt of the earth. Hardworking and very generous. Well, usually that is.
- Player: Not anymore?
- Brother Maledict: Oh, most of them certainly. It's just that something has changed over the past few weeks.
- Brother Maledict: It's nothing I can put my finger on. My flock aren't exactly unfriendly anymore, just different.
- Player: How so?
- Brother Maledict: Well, they used to be very rigorous in attending my services. Now they seem almost apathetic.
- Brother Maledict: They wander around the village in a listless state, everyone except the Mayor that is.
- Brother Maledict: Since the opening of the Fishing Platform he was a man beset by worries. The only thing that occupied his mind was how to rescue his village from financial collapse.
- Brother Maledict: Ordinarily, I would welcome his new found drive and energy, especially as it is directed towards renovating the shrine
- Brother Maledict: I'm not sure but something about him has me worried.
- Player: Perhaps he thinks the shrine could bring new interest to the village?
- Brother Maledict: Perhaps. Maybe I'm being a little paranoid. I'll give it some thought.
- Brother Maledict: In the meantime, is there anything else I can help you with?
- (Shows initial options)
- That's enough for now.
- Player: That's enough for now.
- Brother Maledict: Peace be with you child.
- (End of dialogue)
Talking to Brother Maledict again
- Player: Good day to you, Brother Maledict.
- Brother Maledict: And a good day to you again, [player name]. How can I help?
- Select an Option
- Tell me again, what's worrying you?
- (Same as above)
- What can you tell me about the shrine?
- (Same as above)
- Tell me about the people of Witchaven.
- (Same as above)
- That's enough for now.
- (Same as above)
Talking to Mayor Hobb
- Mayor Hobb: Well hello there; welcome to our little village. Pray, stay a while.
- Player: Good day to you. Would you be the Mayor?
- Mayor Hobb: Indeed. Mayor Eustace Hobb, in fact. Do you like our home?
- Player: It's certainly very quiet.
- Mayor Hobb: Yes, quiet and undisturbed. Just how we like it.
- Mayor Hobb: Tell me, what brings you to Witchaven?
- Select an Option
- I'm here to relax.
- Player: I'm here to relax.
- Mayor Hobb: That's good, yes, that's good. Witchaven is a nice quiet village - very relaxing, good fishing.
- Player: Are you alright? You seem a little, hazy.
- Mayor Hobb: It's nothing, I'm just a little tired at the moment. So much work, so much to do.
- Player: Really, what are you working on?
- Mayor Hobb: To the West, the shrine needs... work, yes work. Things must be made better.
- Player: Well, um. Yes. Indeed. I'm sure Saradomin would be pleased.
- Mayor Hobb: Saradomin... Why are you really here?
- Player: Like I said, I'm here to...
- Mayor Hobb: Are you sure that's the only reason you are here, [player name]?
- Player: Well, I'm also here to visit a friend, Jake O'Niall.
- Mayor Hobb: Ahh, then this all makes sense. Yes, this is very good.
- Player: Err, how did you know my name?
- Mayor Hobb: You told me when you came in.
- Player: No, no I didn't.
- Mayor Hobb: It does not matter. One of my... villagers, must have mentioned that you are here.
- Mayor Hobb: Is there anything else you need to know?
- Select an Option
- What can you tell me about Witchaven?
- Player: What can you tell me about Witchaven?
- Mayor Hobb: The land has seen much sorrow, much loss.
- Player: Are you talking about the Fishing Platform?
- Mayor Hobb: Fishing Platform? Oh yes, that. No. The platform will do much for this place.
- Mayor Hobb: The platform heralds a new beginning for Witchaven, undreamed of by those who built it.
- Player: I thought it took away all the trade?
- Mayor Hobb: This is true, but it has brought us so much more in return, so much more.
- Player: Hmm, and I thought the village hated the Fishing Platform.
- Mayor Hobb: It was... a necessary step.
- Mayor Hobb: Is there anything else you need to know?
- (Shows initial options)
- What improvements are you making to the shrine?
- Player: What improvements are you making to the shrine?
- Mayor Hobb: Ahh, the shrine - the future, our destiny, our heritage.
- Player: How so?
- Mayor Hobb: That which the shrine holds can unlock a new path for all the village of Witchaven. And in time the whole of Gielinor.
- Player: Wow, the whole of Gielinor? I thought it was just some old shrine to Saradomin.
- Mayor Hobb: The history of that shrine should not be overlooked. It is ancient beyond your knowledge and much that shaped our history is contained within its walls.
- Player: Sounds like a very interesting place. I may have to take a look.
- Mayor Hobb: There is much to be done before it is opened.
- Player: So it's not completed yet?
- Mayor Hobb: When you are ready, it may be that you will be unable to keep yourself away.
- Player: You know, you really are a strange person.
- Mayor Hobb: Is there anything else you need to know?
- (Shows initial options)
- Do you know you look very ill?
- Player: Do you know you look very ill?
- Mayor Hobb: Ill? No, merely tired.
- Player: But you've turned a slightly sickly colour.
- Mayor Hobb: A touch of food poisoning perhaps.
- Mayor Hobb: This has been known to turn the face and give the impression of severe illness.
- Player: I've seen food poisoning. People normally don't look like... that.
- Mayor Hobb: Time is all that is needed. Yes, time to... get better.
- Player: Well, I hope you get better soon.
- Mayor Hobb: Soon, all will be well again. Have no fear.
- Mayor Hobb: Is there anything else you need to know?
- (Shows initial options)
- Nothing at the moment thanks.
- Player: Nothing at the moment thanks.
- Mayor Hobb: Then please feel free to stay in our village a while longer. Farewell.
- (End of dialogue)
- I'm just looking around.
- (Transcript missing. edit)
- I'm here to fish.
- (Transcript missing. edit)
Talking to Mayor Hobb again
- Mayor Hobb: Hello again, [player name].
- Mayor Hobb: Is there anything else you need to know?
- Select an Option
- What can you tell me about Witchaven?
- (Same as above)
- What improvements are you making to the shrine?
- (Same as above)
- Do you know you look very ill?
- (Same as above)
- Nothing at the moment thanks.
- (Same as above)
Talking to Col. O'Niall after talking to Mayor Hobb
- Col. O'Niall: So [boy/girl], what have you learned?
- Player: Something is definitely very wrong here.
- Player: Mayor Hobb has confiscated Holgart's boat and given it to someone else.
- Player: As well as this, there's something very... fishy about him.
- Col. O'Niall: Hmm, fishy you say. Anything else?
- Player: Yes, Brother Maledict is worried that his congregation is being led astray.
- Col. O'Niall: Did he say anything more?
- Player: The shrine to the west of the village has been consecrated to Saradomin for centuries.
- Player: However, last time he was there, there was a very definite unpleasant feeling in the air.
- Col. O'Niall: Sounds like this shrine needs a thorough investigation.
- Col. O'Niall: I recommend taking a good look down there - see if anything is amiss.
- Player: I was thinking the same thing. I'll get right on it.
- Col. O'Niall: Anything else I can do for you?
- Select an Option
- What's the mission?
- (Same as above)
- Tell me about Witchaven.
- (Same as above)
- Who are the important people in Witchaven?
- (Same as above)
- That's enough for now.
- (Same as above)
The shrine
Attempting to push the wall before talking about the shrine
- You push the wall. It looks a bit odd, but not immediately interesting.
- (End of dialogue)
Pushing the wall without the commorb
- The wall creaks open to reveal a hidden entrance!
- Player: I'd better carry my CommOrb so that Savant can see what's in there.
- (End of dialogue)
Attempting to enter the open wall without the commorb
- Player: I'd better carry my CommOrb so that Savant can see what's in there.
- (End of dialogue)
Contacting commorb before scanning the shrine
- Savant: Hello, [player name]. What can I do for you?
- Player: Nothing thanks Savant. I was just checking this thing still worked!
- Savant: You shouldn't really waste my time like this, [player name]...
- Savant: Still, no harm done I guess! Call me if you need me!
- Player: Okay Savant, will do.
- Savant: Savant out.
- (End of dialogue)
Scanning the commorb in the wrong place
- You need to get closer to the doors for the scan to work.
Scanning the commorb while in combat
- You can't use the orb while you're in combat!
Scanning the commorb near the door
- Savant: [player name], hang on a second.
- Player: What's the problem?
- Savant: The markings on that door look familiar. Can you take a scan for me please?
- Player: I'll get right on it.
- (End of dialogue)
Attempting to open the door
- A flash of light springs from the door, burning your hand.
Approaching door without commorb
- Player: Savant needs to see this. I better get my Comm Orb.
Scanning commorb near the door
- Savant: I thought so. Those glyphs look similar to some ancient Saradomin runes I studied at the academy.
- Savant: Hmm, I know a man who can translate them for us, just be careful as he's not a member of the Knights.
- If the player has no inventory space:
- Player: Um... So how am I supposed to show him the glyphs?
- Savant: Empty some space out of your pack and use the CommOrb to get a transcription of the glyphs.
- (End of dialogue)
- Savant: I have added a transcript of the runes into your pack.
- Savant: The man you need to see is called Jorral. You can find him in his tower north-west of Ardougne.
- Player: Fantastic - I'll get right on it.
- (End of dialogue)
Contacting the commorb after scanning the doors
- Player: Hey Savant?
- Savant: Yes, [player name]?
- Player: What did you think of those doors? Spooky hey?
- Savant: Very, though I can't shake the feeling that I've seen something like that before.
- Player: They did look really out of place. I wonder who put them there?
- Savant: The answer is probably contained within those strange glyphs.
- Player: I only hope that Jorral can translate them.
- Savant: He has a very good track record in translation of ancient runes.
- Savant: Although, to be fair he does tend to get a bit obsessive at times.
- Player: Thanks for the warning Savant.
- Player: Speak to you soon.
- Savant: Savant out.
- (End of dialogue)
Contacting commorb after losing door transcription
- Select Information
- Current Assignment
- Choose information log.
- Witchaven
- (Same as above)
- Receive Glyph Transcription
- If the player has no inventory space:
- You do not have enough space in your inventory.
- (End of dialogue)
- (Player receives Door transcription.)
- If the player has no inventory space:
- Cancel
- Previous Assignments
- (Same as above)
The pages
Talking to Jorral
- What do you want to talk about?
- (Non-quest dialogue) History
- Translations
- Player: Excuse me?
- Jorral: Yes, can I help you?
- Player: I understand that you are something of a historian?
- Jorral: Hah! I am the foremost historian in the world.
- Player: Great, I was wondering if you could translate something for me please?
- Jorral: Possibly, I am very busy you see and my services don't come cheap.
- Player: Hmm, how much are we talking?
- Jorral: Well, I am very busy, but I could fit you in sometime next month.
- Player: That was a bit longer than I was willing to wait. Can't you fit me in anytime sooner?
- Jorral: I'm afraid not. You see, I have this ongoing series of texts that need to be catalogued as soon as possible.
- Savant: Psst, [player name].
- Player: Savant?
- Jorral: What?
- Savant: Drat, I was hoping he wouldn't notice.
- Jorral: Excuse me, but are you talking to your backpack?
- Player: Um, no. (whispers) Savant, help.
- Savant: Uh. Tell him that you're working for a wizard who's sending you telepathic instructions.
- Player: I, err, am working for a wizard who is giving me telepathic instructions.
- Jorral: Riiiight. Okay. What does this err, voice, want you to do?
- Savant: We have a front company who's keeping Jorral on retainer.
- Player: We have a...
- Savant: No! Hang on, I wasn't finished.
- Player: Sorry.
- Jorral: Pardon?
- Player: Not you.
- Savant: Can I finish now? Anyway, tell him you are working for Petmel Books.
- Player: Apparently, I'm working for Petmel Books and this document is from them.
- Jorral: Oh, right! That explains the mild insanity. No problem; hand over the document and I'll have a look
- If the player is not holding the door transcription:
- Player: Um, I don't appear to have it on me.
- Jorral: Well, run along and fetch it then.
- (End of dialogue)
- Jorral: Hmm. Interesting, very interesting.
- Jorral: It's an early variation on a script used by the priests of Saradomin a long time ago.
- Player: What does it say?
- Jorral: Look, you can see how the sentence structure and grammar evolved from the...
- Player: Yes, yes I'm sure it's very interesting but what does it say?
- Jorral: Hmph. It seems this text pertains to a great battle between the temple of Saradomin and something called the Mahey'ish Medron.
- Player: The Mavis Merton?
- Jorral: Mahey'sh Medron. I think it's a corruption of an even earlier language and actually refers to something called Mother Mallum.
- Player: And?
- Jorral: Well, there isn't a whole lot more. They managed to trap the Mother Mallum behind a mystical prison where she was to wait for all time.
- Player: Well, thanks for that. You have been a great help.
- Jorral: Any time. I recommend a doctor for those voices, though.
- Player: Uh, right. Goodbye.
- (End of dialogue)
After talking to Jorral
- Savant: [player name], come in. This is Savant.
- Player: Fantastic, I'm here Savant.
- Savant: That was the final piece of the puzzle I needed.
- Savant: I've cross-referenced the name Mahey'ish Medron with some other texts and been able to piece together some of the history.
- Player: Finally, some solid information.
- Savant: Indeed. It seems this isn't the first time the Temple Knights have run across this Mother Mallum character.
- Player: Now, why doesn't that surprise me?
- Savant: Yes, it seems that centuries ago we discovered that a great evil had taken control of some of the most influential people in the world.
- Savant: That great evil was the Mother Mallum.
- Player: So what happened?
- Savant: Well, it took the few remaining uncorrupted knights all their wit and strength to devise a method of removing sea slug possession.
- Player: Great, that means we can free those poor people who have already fallen.
- Savant: Once freed, the Temple Knights pursued a great crusade to destroy the Mother Mallum. Unfortunately, she was too powerful and the best they could do was to trap her inside a mystical prison.
- Player: It looks like she's breaking free of that prison.
- Savant: Right, the best thing we can do then is to repair or reenforce it before she escapes.
- Player: Did your research reveal how she was trapped in the first place?
- Savant: No, I hit a brick wall after that. We had a dragon crash land on our headquarters a few years ago and the resulting fire destroyed a lot of our records.
- Player: Drat, that complicates things.
- Savant: I think the best thing you can do is take a look around Witchaven, speak to some of the locals and see if there are any clues to be found.
- Player: Righty ho. I'll get to it. Thanks Savant.
- Savant: Don't mention it, [player name].
- Savant: Savant out.
- (End of dialogue)
Contacting the commorb after learning about Mother Mallum
- Player: So, Savant. Can you tell me about the Mother Mallum again please?
- Savant: Sure thing, [player name].
- Savant: Well, this isn't the first time the Temple Knights have encountered the Mother Mallum.
- Savant: Centuries ago we discovered that a great evil had taken control of some of the most influential people in the world.
- Savant: That great evil was the Mother Mallum.
- Savant: It took the few remaining uncorrupted knights all their wit and strength to devise a method of removing sea slug possession.
- Savant: Now the best thing we could to is to repair or reinforce it before she escapes.
- Player: Thanks for the reminder Savant.
- Savant: Don't mention it, [player name].
- Savant: Savant out.
- (End of dialogue)
Talking to Col. O'Niall after learning abotu Mother Mallum
- Player: Col. O'Niall, this is worse than we thought.
- Col. O'Niall: I doubt that, but go on.
- Player: There is something trapped under the town of Witchaven.
- Player: Something the Temple Knights fought in ages past.
- Player: Something ancient and very, very evil.
- Col. O'Niall: That's an awful big something girl.
- Col. O'Niall: Care to be more specific?
- Player: It's called the Mother Mallum and may have some connection to the sea slugs.
- Col. O'Niall: Hmm, it can't be a coincidence that the Mayor is 'renovating' the shrine. He must be preparing to break the Mother Mallum free.
- Player: I agree, but what can we do about it?
- Col. O'Niall: Hmm, it might be worth speaking to that priest of Saradomin.
- Col. O'Niall: See if he's got any more light to shed on this.
- Player: Of course! The temple of Saradomin has had a shrine here for centuries. I'll get right on it.
- Player: That's enough for now.
- Col. O'Niall: Stay sharp [boy/girl].
- (End of dialogue)
Talking to Col. O'Niall again
- Col. O'Niall: Anything new to report?
- Player: Not yet, but I was wondering if I could ask you some more questions?
- Select an Option
- What's the mission?
- (Same as above)
- Tell me about Witchaven.
- (Same as above)
- Who are the important people in Witchaven?
- (Same as above)
- That's enough for now.
- (Same as above)
Talking to Maledict after learning about Mother Mallum
- Player: So Maledict.
- Brother Maledict: . . . . .
- Player: Uh, Maledict.
- Brother Maledict: Hmm. Oh, yes. We are Maledict.
- Player: Are you feeling alright?
- Brother Maledict: It's nothing, just a little tired at the moment. So much work, so much to do.
- Player: That sounds hauntingly familiar.
- Brother Maledict: Was there something you wanted?
- Player: I wanted to ask you something about the Shrine to Saradomin.
- Brother Maledict: Yes?
- Player: Well I have discovered a hidden passageway leading to a huge pair of double doors.
- Brother Maledict: And?
- Player: And I thought you might know something about what is behind them.
- Brother Maledict: Ahh. Right. No.
- Player: What do you mean, no?
- Brother Maledict: Most of the history of the shrine is contained within the holy book of Saradomin. We have yet to read that portion of the text.
- Player: Great! Can I have a look please?
- Brother Maledict: No.
- Player: Again with this no business. Why not?
- Brother Maledict: Because the three pages pertaining to the shrine's history have been stolen.
- Player: Ah, right, sorry. Would you like me to find them for you?
- Brother Maledict: It is imperative that you find them.
- Player: I'll get right on it.
- Brother Maledict: Peace be with you.
- (End of dialogue)
Talking to Brother Maledict again
- Brother Maledict: The joys of family are not to be underestimated child.
- (End of dialogue)
Opening Maledict's desk
- You open the locked drawer and find a page of Maledict's holy book.
- If the player has no inventory space:
- However, you have no inventory space to store it.
- (End of dialogue)
Talking to Ezekial Lovecraft after Brother Maledict asks about the pages
- Ezekial Lovecraft: Hello again, [player name]. How are things?
- Player: Frustrating, to be honest.
- Ezekial Lovecraft: Sorry to hear that.
- Ezekial Lovecraft: Is there any way I can help?
- Player: Well, I'm not sure. Brother Maledict has asked me to find some pages that were torn out of his holy book.
- Ezekial Lovecraft: What, like this?
- Player: Yes, just like that, but I can't seem to find...
- Player: . . . .
- Player: Where on Gielinor did you get that?
- Ezekial Lovecraft: Someone pushed it under my door just before you arrived. I went outside to see who it was but they'd already gone by the time I got there.
- Player: Strange. Do you mind if I take that?
- If the player has no inventory space:
- Ezekial Lovecraft: Sure, but I don't think you have enough space in your pack to hold it.
- Player: Hang on, I'll just make some room.
- (End of dialogue)
- Ezekial Lovecraft: Sure, here you go.
- Player: Thanks very much.
- Ezekial Lovecraft: Glad I could be of service. Anything else you need?
- Select an Option
- You know, you sound just like the mayor?
- Player: You know, you sound just like the mayor?
- Ezekial Lovecraft: Really? That's the nicest thing anyone has ever said.
- Ezekial Lovecraft: I admire him a great deal. He works so hard for this town.
- Player: You look like him as well?
- Ezekial Lovecraft: Hmm, I don't think I do.
- Player: No really, what with the unhealthy skin tone and bulging eyes. The resemblance is uncanny.
- Ezekial Lovecraft: Well, I haven't spoken to him in a while. I don't get out much.
- Player: I can see why.
- Ezekial Lovecraft: Maybe the Mayor has finally seen how much I admire him and has grown to admire me?
- Player: Anything's possible I suppose. Wait a minute, you mean you've always looked that odd?
- Ezekial Lovecraft: Hey, I resent that!
- Player: I'm sorry, it's just... Nevermind.
- (Shows initial options)
- (Non-quest dialogue) What do you do here?
- (Non-quest dialogue) Can I buy some fishing supplies please?
- You are a bit too strange for me. Bye.
- Player: You are a bit too strange for me. Bye.
- Ezekial Lovecraft: Sniff. Yes, everyone says that.
- (End of dialogue)
Talking to Col. O'Niall while looking for the final page
- Col. O'Niall: [player name], there you are.
- Player: Jake, I hope you can help me out here.
- Col. O'Niall: Perhaps. What is it that you need?
- Player: Well I... Hang on a moment, you're looking a bit sickly.
- Player: Oh no. They got to you too, didn't they?
- Col. O'Niall: Are you sure this is not some elaborate deception on my part, to fool them?
- Player: Well, I don't know, but how can I trust you?
- Col. O'Niall: Because you seek the last page of Maledict's holy book. It is right here for you.
- Player: That seems a tad convenient.
- Col. O'Niall: Perhaps, but at the end of the day it is what you need. Do you want it or not?
- Player: I'm not so sure that this is a good idea, but yes, I'll take it.
- If the player has no inventory space:
- Col. O'Niall: Well, you'll need to free up space for three items in your backpack first.
- Player: Right, I'll do that now.
- (End of dialogue)
- Col. O'Niall: It has been torn into three pieces. You will need to stick them back together before you can use them.
- Player: Great, another complication I didn't need. I wonder if swamp paste will do the trick?
- Col. O'Niall: Don't mention it.
- (End of dialogue)
Using swamp paste on the pages
- Savant: [player name], stop!
- Player: What? I'm only trying to glue these pages back together.
- Savant: Please don't use oil-rich swamp paste on an ancient parchment. It'll ruin it.
- Player: So, how do I stick the pages back together?
- Savant: Well, lucky for you, my preliminary sea slug analysis has just finished.
- Savant: It shows that if you render the slug down, it will form a very sticky glue that will dry clear.
- Savant: You will need to find someone who has years of experience in aquatic cooking or it could go horribly wrong.
- Player: No problem Savant. I'll snap to it right away.
- (End of dialogue)
Talking to Bailey after learning about the glue
- Bailey: Waaaaah!
- Player: Arrrgh!
- Bailey: Oh, sorry, [player name]. I thought you were one of those fishermen.
- Player: N-No problem. It was just a surprise that's all.
- Bailey: Well, I am scared half to death out here.
- Player: Well, I have something that could help you out.
- Bailey: Really, great!
- Bailey: What is it?
- Player: Well, I have a page that should give me the instructions on how to eliminate what could be the source of the sea slugs.
- Bailey: Then why haven't you used it?
- Player: It's been torn up into three pieces.
- Player: I have it on good authority that you may be able to help me out by rendering a dead sea slug down for glue.
- Bailey: Well, you are in luck. I had been cooking a new batch of gumbo for my dinner. However, I've let it cook too long and it's become very thick and sticky.
- Bailey: It should make the perfect base for your glue.
- Player: Wow! That was good timing wasn't it.
- Bailey: Uncanny really.
- Bailey: Do you have a dead sea slug I can use?
- If the player has no sea slug:
- Player: Ah. Um. No, not at the moment.
- Bailey: Well, get back to me when you have.
- Player: Sure.
- (End of dialogue)
- Player: Yes, here you go.
- Bailey: Right, I'll get cooking.
- Bailey: Right, there you go.
- Bailey: That should do the trick.
- Player: Thanks very much. I'll get right to work on the parchment.
- Bailey: Good luck.
- (End of dialogue)
Crafting the runes
Shaping a rune
- If the player has no chisel:
- You need a chisel to be able to craft the rune
- (End of dialogue)
- If the player has no rune essence:
- You need some rune essence to be able to craft the rune.
- (End of dialogue)
- If the shaping is not successful:
- You attempt to craft the stone but fail, destroying the essence.
- (End of dialogue)
- If the shaping is successful:
- You managed to shape the rune essence into the desired shape.
- (End of dialogue)
Failing to enchant a rune
- You attempt to empower the rune but fail, destroying the essence.
Enchanting the air rune
- You manage to empower the required air rune.
Enchanting the earth rune
- You manage to empower the required earth rune.
Enchanting the fire rune
- You manage to empower the required fire rune.
Enchanting the mind rune
- You manage to empower the required mind rune.
Talking to Col. O'Niall after losing the commorb
- Player: Um Colonel, I lost my CommOrb...
- Col. O'Niall: Very careless of you, what? Here, take another, but be careful with this one!
- Select an Option
- What's the mission?
- (Same as above)
- Tell me about Witchaven.
- (Same as above)
- Who are the important people in Witchaven?
- (Same as above)
- That's enough for now.
- (Same as above)
The imposing door
Opening the door without the commorb
- Player: I'd better carry my CommOrb so that Savant can see what's in there.
- (End of dialogue)
Opening the door with the runes and commorb
- Mayor Hobb: Ah, so good of you to finally join us [player name]. To be honest, I never thought you'd make it this far.
- Player: What? Mayor Hobb.
- Player: What's going on?
- Mayor Hobb: Oh come now [player name]. Surely you are smart enough to know when you've been played for a fool?
- Player: Ahh, the penny drops. You got me to do your dirty work for you.
- Mayor Hobb: Indeed. The enchantment placed upon this door by the Temple Knights prevented anyone not working in their interests from opening it.
- Mayor Hobb: With your superb timing, our plans have been advanced quicker than even we could have anticipated.
- Player: And what are they? What are your plans?
- Mayor Hobb: You'd really like to know? Well, it seems the least I can do for you after all your hard work.
- Mayor Hobb: Behold, the beauteous visage of our beloved Prince.
- Player: So this is the Mother Mallum?
- Mayor Hobb: Mwahahaha... Fool. No, this is not our Great Mother, though I sincerely wish you had the chance to gaze upon her.
- Mayor Hobb: Sadly for you, this will be the last thing you ever see.
- (End of dialogue)
Reentering the fight
- Mayor Hobb: Behold, the beauteous visage of our beloved Prince.
- Player: So this is the Mother Mallum?
- Mayor Hobb: Mwahahaha... Fool. No, this is not our Great Mother, though I sincerely wish you had the chance to gaze upon her.
- (End of dialogue)
After killing the slug prince
- Mayor Hobb: No! Do you realise what you have done?
- Player: Yes. I have destroyed one of the great evils infesting this world.
- Mayor Hobb: You fool! Did you think it would be so easy? The Prince will be reborn in all his glory!
- Mayor Hobb: Now you face the true wrath of the Mother Mallum!
- Mother Mallum: Calm yourself, my child. We anticipated this eventuality. Go now and prepare the throne for our arrival.
- Mayor Hobb: By your command, my queen.
- Mother Mallum: So then, [player name], it is just us. What shall we do with you?
- Mother Mallum: Your mind is like an open book to us. Your very essence laid bare before our sight.
- Mother Mallum: You have great potential, [player name]. We should destroy you now, lest you interfere with our plans further.
- Mother Mallum: Or we could take you whole and make you an extension of our will.
- Mother Mallum: After millennia, this husk is almost spent and requires replacement. Yes, you will make an excellent host.
- Player: Never! I'll never serve you. I shall fight until my last breath before giving in.
- Mother Mallum: Yes, that's it, fight, fight with all your heart.
- Mother Mallum: It's always so much sweeter when they resist us.
- Player: Nooooooooo!
- Savant: [player name], are you there? We've been having a few technical problems...
- Player: Savant! Help me, please, for the love of Saradomin!
- Savant: By the gods! I'll get you out of there immediately! Initiating emergency teleport.
- Mother Mallum: Come with us, [player name]. Come and be with us for all eternity.
- Player: Savant!
- Savant: She's blocking my magic! One second, I'll try something else.
- Mother Mallum: Ahh, [player name], it is useless to resist. Now we shall become as one.
- Player: Savant, now would be a good time!
- Savant: Right, I think I've got it this time. Just one more second.
- Savant: [player name], are you there?
- Savant: [player name], are you okay? Speak to me!
- Player: Phew! Yes, Savant. That was too close for comfort.
- Savant: Thank Saradomin!
- Savant: I thought we'd lost you there for a moment.
- Savant: I think you'd better talk to Sir Tiffy about this.
- Player: Indeed. I'll just get my breath back first.
- (End of dialogue)
Talking to Sir Tiffy Cashien after killing the slug prince
- Sir Tiffy Cashien: Free up some inventory space first, what?
- Sir Tiffy Cashien: Jolly good show on getting into the White Knights, what?
- Sir Tiffy Cashien: Now how can I help you young [fellow/mistress]?
- Select an Option
- Slug Menace.
- Sir Tiffy Cashien: Greetings, [player name]. Anything to report?
- Player: Sir Tiffy, it's all gone horribly wrong!
- Sir Tiffy Cashien: Nonsense, dear gal, it can't be as bad as all that.
- Sir Tiffy Cashien: Why don't you relax a little and tell Sir Tiffy what's wrong, hmm?
- Player: The town of Witchaven has been overrun by mind controlling sea slugs!
- Sir Tiffy Cashien: Hmm, go on.
- Player: Well, the Mayor of the town was first, then brother Maledict, and finally Colonel O'Niall.
- Sir Tiffy Cashien: Oh dear, that is a shame. Please go on.
- Player: Well, they tricked me into opening the prison that kept their Queen imprisoned.
- Sir Tiffy Cashien: Ahh, the Mother Mallum. Dear-oh-dear, this isn't good news at all.
- Player: Well, it isn't all bad. I did manage to kill the Prince.
- Sir Tiffy Cashien: Excellent! That should delay her plans somewhat. If she follows the same pattern as last time, the important figures of Gielinor will be her next targets.
- Player: That cannot be allowed to happen! What can we do about it?
- Sir Tiffy Cashien: I think we are going to have to increase our surveillance somewhat.
- Sir Tiffy Cashien: Seeing as you already have a familiarity with the sea slugs, I am going to place you personally in charge of this mission.
- Player: If you think I'm ready for it, Sir Tiffy.
- Sir Tiffy Cashien: Of course you are, my gal. Now you will need access to some of the more restricted resources of the Temple Knights.
- Sir Tiffy Cashien: So, with immediate effect, I am promoting you within the Temple Knights. Congratulations!
- Sir Tiffy Cashien: I only wish it were under better circumstances.
- Player: Wow! I am honoured.
- Sir Tiffy Cashien: Tish, pashaw and nonsense. It's about time you were rewarded for your work.
- Sir Tiffy Cashien: Now, with this promotion comes some new responsibilities. In due time you will have access to the Temple Knight headquarters, but for now we need to collate our
- Sir Tiffy Cashien: information and plan ahead.
- Sir Tiffy Cashien: Report back to me in a little while and I'll have some new tasks for you.
- Player: Yes sir, I'll keep my eyes open for any signs of sea slug infiltration.
- Sir Tiffy Cashien: Good lass. Oh and Colonel O'Niall has been placed on our disavowed list. He should be considered extremely dangerous and is to be killed on sight.
- Player: Right, no problem. Well, I'll see you soon.
- Sir Tiffy Cashien: Ta ta, old bean.
- Congratulations! Quest complete!
- (Non-quest dialogue) Something else.