Island of the sunless sea diablo the hell 2 как пройти
Most quests are only available in single player mode, but some are present in both single and multiplayer. The table below lists each quest and the unique item (if any) you receive when you complete the quest. Normally you get it from the person who initiated the quest. Those unique items are only available in single player. Note that you don’t receive all quests in every game (although some are always present), as they are randomly selected for each game.
Contents
List of quests
- dlvl for mp
- dlvl which need to visit to activate quest. Enter to quest location opens in town.
How quests are chosen
In single player, the quests that will appear in a single game are chosen at random. But there is some structure in the way they are chosen. These quests are always present in every game: The Chamber of Bone, Archbishop Lazarus and Diablo. The other quests are all organized into groups. From each group a specific number of quests are chosen for every game. The table below summarizes the different groups and how many quests from each group are chosen each game.
Quests in each group | Number Chosen |
---|---|
The Curse of King Leoric, Poisoned Water Supply, The Infested Cellar, Lost Treasure | 2 |
The Butcher, Gharbad the Weak, Ogden’s Sign | 2 |
The Magic Rock, Valor, Halls of the Blind, The Cursed Blade | 2 |
Zhar the Mad, Black Mushroom, Anvil of Fury, Island of the Sunless Sea | 2 |
Warlord of Blood, Lachdanan, Maiden of Anguish, Horazon's Demons, The Fallen Angel | 2 |
Quests
The Butcher
This quest is present if you see a wounded townsman outside the church (in multiplayer it is always present). You will find The Butcher in a special red room on level 1. Killing him rewards you with a random magical item.
Poisoned Water Supply
This quest is present if the water in the fountain is yellow instead of blue. You will then find an entrance (dark passage) on level 2 to the small mini level where you solve the quest. To solve it, simply kill all monsters in the mini level. Go back to Pepin to get the Ring of Purity. You will know you have killed them all when the water runs blue again. The architecture of the level, its population and the rewards depend on difficulty mode.
The Curse of King Leoric
If you have this quest you will find an entrance to Skeletons King’s Lair somewhere on level 3. His lair is a mini level with lots of skeletons and hidden rooms. Pull all levers and attack all crucifixes to reveal the secrets. Beware, because in single player, the Skeleton King has the ability to raise dead skeletons. His Tomb will be very different on each difficulty level.
In multiplayer Skeleton King is simply running around somewhere on level 21. Instead of being able to raise skeletons, he has the ability to steal life in multi player. When you kill him he will drop 2 random magic items.
Ogden’s Sign
In this quest, the stair from level 4 down to level 5 is blocked by Snotspill, who wants you to go around the block and fetch him the Tavern Sign. But so does Ogden. If you bring the sign to Ogden, he will give you the Peasant Cap (quality dependent on difficulty). Snotspill will attack you regardless of whether you give him the sign or not.
The Magic Rock
If you have this quest, you will find a rock on a pedestal somewhere on level 5. Bring the rock back to Griswold and he will give you Empyrean Band.
Valor
If you have this quest, you will find a special set of rooms on level 5 with the shape of a cross. If you enter the double doors, you will find the first blood stone. Put it on the book with the pedestal in the same room. That will open up another door in the room shaped like a cross (go outside to find it). Inside the newly opened room you find yet another blood stone. Bring it back to the book too and a third room will be opened up. In it you find the third blood stone, which, if placed on the book, will open up the final part of the "cross". In it you will find Arkaine’s Valor. Its abilities and quality depend on your class and difficulty level.
The Chamber of Bone
This quest is always present in single player. You must first read the book on level 6, which activates the quest. When you do, the entrance (a stair on level 6) will open up and you can go to the mini level where you solve the quest. Pull both levers to open secret rooms. In the center of the mini level you will find the chamber of bones (lots of bones there).
Behind it you will find another room with a book. When you read the book inside the final room you have finished the quest and will gain a spell level of Guardian.
The chests found in the small rooms on the mini level will create items as if they came from a unique monster, that is, they will always be magical, have a higher probability of being unique and will drop much better items on higher difficulty modes.
Halls of the Blind
This quest is present if you find a room shaped like an "8" on level 7. After reading the book on the same level, two doors will open to the "8". Kill all Nightmares inside it and the Amulet of the Brume will drop in the upper of the two small rooms inside the "8".
Lost Treasure
Another quest that never made it into the final release of Diablo. You will know you can get this quest if a closed Crypt entrance is found right next to the entrance to the Church (very close to where the Wounded Townsman can be found). After entering level 7, speak to Wirt and he will mutter about a map "between a rock and a tree before the bridge". You can find the map near the bridge to the cows, following the river upwards from the Abyss entrance. The map will point to the aforementioned crypt entrance, which will now be opened. It will first lead to a short dungeon level crawling with fire-themed monsters. The two levels after that are large snow/ice cavern areas full of golems and undead, where your mana will turn dark blue and slowly degenerate while your attacks become slower. Reward at the end of the second cavern is a chest full of random treasure.
Zhar the Mad
You will find Zhar the Mad in a room with a book case on level 8. He will give you a book if you talk to him. As soon as you touch the book case, he will attack you (the book case will not drop any book). When you kill him he will drop a random magical item. To make the book case drop a book, you need to either use telekinesis on it before you talk to Zhar the Mad, or you should talk to Zhar the Mad a second time before touching the book case; after beating him you will then get a book from the book case.
Any book from Zhar the Mad or his book case is created from an ilvl equal to 2•dlvl(in other words, up to qlvl 16 books can be dropped here). The item he drops when you kill him is created normally as from a unique monster.
The Infested Cellar
The first of the quest that were intended but never made it into the final release of Diablo. After visiting 9 dlvl Pepin will tell you about wyrms that infected the cellar of his unfortunate patient. The house opposite of Pepin's home will open. You must kill every last monster in the cellar to complete your quest here. Once you are done, the large chests waiting within, as well as a random magical ring given to you by Pepin upon returning to him alive, will be your rewards.
Island of the Sunless Sea
When you reach dlvl 10, if you visit Farnham, he may mutter something about an Island of the Sunless Sea, while providing the advice of shielding your eyes. If you have this quest, you will see 3 angelic looking statues in dlvl 11, in a randomized location. These statues are the portal to the Island itself, but you must solve a puzzle to open it. This quest level is strange in features. Your regeneration is boosted, but you will suffer from a penalty to your -DFE, and you will be attacked by an army of the Corrupt Order, led by the unique monster Mordessa. Additionally almost all obstacles are water pools so the level labyrinth is not shown on minimap. After she and her army lay dead, your reward is a dozen chests. There are 6 in the upper and lower corners of the map, and they always drop magical/unique items.
Black Mushroom
This is one of the most complicated quests in Diablo. After finding a fungal tome on level 12 and bringing it to Adria, the quest is initiated. You will then be able to find a huge black mushroom on level 12. Giving the mushroom to Adria will make her tell you about the demon’s brain and that you should take the brain to Pepin. The first monster you kill after Adria tells you about the brain will indeed drop a brain. It does not necessarily have to be a demon, for any monster will drop it. Take the brain to Pepin, who will give you an elixir that you should give to Adria. Finally, take the elixir to Adria and she will tell you that you can keep it. It is the Spectral Elixir. It will give you +1 to all attributes.
Gharbad the Weak
You will find Gharbad the weak somewhere on level 11. Talk to him and then go away (off screen so you don’t see him) and then come back. You will now receive a random magical item. Go away again, and the next time you come back and talk to him he will tell you he is almost finished. The third time you come back to him, he will attack you. When killed he drops a random magical item of 'Mace' type.
Anvil of Fury
The anvil can be found on a small peninsula on level 10. It is heavily guarded by lots of monsters. Bring the anvil back to Griswold and he will give you a specific unique weapon depending on your class. The types of monsters guarding the Anvil and the quality of the prize depend on difficulty mode.
Maiden of Anguish
After visiting the 12th dungeon level, Gillian will speak to you about strange lights that lure away men from the town and they never return. In town a crack will appear where Adria's hut is in Vanilla Diablo similar to the quick entrance to hell. Andariel's dungeon has two floors and each floor features life degeneration for your character, so it is extremely advised to stock up on health replenishing provisions. Wearing an item with the "+100% Life Regeneration" affix will slow down the degeneration process, extending the time limit in which you can clear each floor before inescapable death claims you. If one happens to be using the Mana Shield spell, it will, of course, drain his/her mana instead, at which point you will greatly appreciate mana provisions and maybe an item with the "+100% Mana Regeneration" affix. After clearing both dungeon levels and destroying the Maiden of Anguish herself, Gillian will give two free stat points that you can use on any stat. These bonus points respect Mordor's stat limitations, however, so doing this quest with maxed attributes may be ill advised if going for efficiency
Warlord of Blood
If you find lots of Chaos Knights on level 13, you have this quest. After reading the book on this level, the room next to the stairs down to level 14 will open up and you can fight the Warlord of Blood. After killing him, don’t forget to collect all the magical items on the racks in his room.
Lachdanan
Lachdanan is a unique Ghost Warrior that you will find on level 14. If you have this quest you will also find other Chaos Knights on this level. He asks you for the golden elixir, which can be found somewhere on level 15. Bring it to him and he will give you the Veil of Steel. Its affixes depend on that of your character class, and the quality of those stats depends on difficulty mode.
The Cursed Blade
After entering dlvl 14, upon returning to town you will see Tremain the Priest standing in front of the towns well, on the pathway leading to Adria. He tells you about a returning hero speaking of a cursed blade and Fleshdoom. Returning to dlvl 14, you will find a small 'C' shapes wall with the entrance to the Pit of Flame. You will receive a penalty to your fire resistance, as well as encounter fire and lightning casting enemies. After a series of loops, you will encounter Fleshdoom and around 20 enemies of previously encountered enemies in the level. After killing Fleshdoom, will you enter the City of the Damned, with an even further decrease to your fire resistance. At the end of the level you will find the Wielder of Shadowfang, killing him and returning to the priest with Shadowfang will kill the priest. Upon his death he will state taking the blade to the Hellforge, the next quest area. The area is a small rectangular area, with many burning crosses as well as a further decrease to your fire resistance. Around 20-30 enemies with spawn surrounding Hephasto the Armorer. Be careful to not click on any of the cauldrons as their effect is not yet know, there are about 8. Killing Hephasto and destroying the blade will grant you 10 blacksmith oils, as well as and magic items off of the armor and weapon racks.
Archbishop Lazarus
On level 15, you will find the Staff of Lazarus. Take it to Cain and he will initiate the quest. A red portal will open up on level 15, adjacent to the pentagram. It takes you to Lazarus’ lair, a small mini level (monster numbers and dungeon architecture vary per difficulty mode). You will find two Books of Vileness. Stand on the small pentagram near each one and read the books. They will teleport you to new sections of the mini level. After reading both books, a new pentagram will appear at the place where you entered the mini level. Standing on it will teleport you into Lazarus’ room. Kill him and the red portal will once more appear at the entrance to the mini level. If you take it back to level 15 you will see that the pentagram has turned red and it takes you to level 16.
In multiplayer, you will not find the Staff of Lazarus. Lazarus himself will be in the upper corner of level 15, in a small room. Kill him to open/activate the pentagram to level 16.
Diablo
Diablo will be in a random area somewhere in level 16, surrounded by Magistrates. He will drop multiple magical items when killed.
Celia's Toy
You will find a little girl standing close to the bridge just above the one that leads to the Abyss. She will only appear once you have been to the Abyss. When you kill Malantor on level 3 of Abyss, he will drop Theodore, the teddy bear. Take it to the little girl and she will give you a unique amulet. The affixes depend on your character class, and the qualities of those affixes depend on difficulty mode on which you finish this quest.
The Fallen Angel
After reaching the Abyss, if you talk to Gillian, she may say something about Farnham muttering the name 'Izual'. If you ask her further about the quest, she reveals that maybe it wasn't a key in a barrel, but a barrel that is the key. On dlvl 19, you will find an entrance to the Passage of Fire. You can find this easily by keeping on the lookout for a boxed area, accessible only from the south corner. After you enter the passage, you must go all the way down, searching for the barrel that is the key, until you make it to the end. After the barrel is destroyed, a red portal opens to Izual's Lair. Once you enter, you can hear him ask the hero "How much suffering, mortal, does it take, before you lose your grace?". Be forewarned, as his level's feature is a reduction in all resists, and there are a lot of Lightning-cast mobs. Your job here is to find and kill Izual, along with his army of minions on the level. Once you are done here, your rewards are what the mobs drop, and the chests positioned near Izual's location. Upon returning to Gillian, she will give the hero 50k EXP on Horror, 500k EXP on Purgatory, and 2 million EXP on Doom.
Horazon's Demons
The biggest quest of The Hell mod. This starts on 23 dlvl after reading a tome warning you to go away from the entrance to Horazon's rooms. This dungeon contains 2 big and 1 small quest floors with two hard bosses, one of which will be a familiar foe from vanilla Hellfire. Feature of this quest is disabling teleportation spells (warp, teleport, phasing). The only rewards for this quest are the items that the bosses drop, as well as the large chests that are positioned in the prison chamber inside the Summoning Room.
Diablo: The Hell is a free modification of Diablo: Hellfire. It features many minor improvements and bug fixes, which combined greatly enhances the players experience over the original game. If you are thinking about replaying the original Diablo, try Diablo: The Hell instead. Start by reading the getting started guide.
This endgame area is guarded by six Angel Bag. By transmuting all the bags, it creates the Six Angel Bag charm.
There's a 10% chance that those bosses drop the statue Sunless Crystal Bird . Its only purpose is to add a small bonus to the charm when transmuted with it.
The place where angels watch, an underground cave miraculously illuminated by sunlight. Was once the staging ground of the heavenly hosts for their crusades into the abyss. When the holy legions were defeated and forced out of the dimension by the forces of Hell, a few human worshippers remained behind to stand vigil. However, heavenly magic is too powerful for mortals to tolerate for long. The mutated, wretched remains of the human defenders were found and embraced by the mighty Lucion, son of Mephisto.
« Убийцы - хладнокровные воительницы, использующие как магию, так и холодное оружие. Они обладают пытливым умом и могут опознавать магические предметы самостоятельно. Убийцы могут пользоваться многими видами оружия и не имеют правил - они беспринципны, им неважно, как убивать, им просто хочется убивать, и это все, что их волнует. По магическим способностям они уступают только Магам, они хорошо владеют щитами и отражают атаки с приличной скоростью, они могут пользоваться двумя оружиями одновременно, но явно отдают предпочтение мечам, и явно из серии тех, что требуют больше искусности в обращении, чем грубой силы. Убийцы могут наносить быстрые и смертельные удары двумя клинками, и поэтому они очень опасны. Они любят бить по слабым местам врага, нередко убивая одним точным ударом. Но они даже менее выносливы, чем Монахи и больше полагаются на доспехи и ловкость, чем на свою стойкость. Их потенциал развития защиты почти такой же высокий, как у Гладиаторов, но они, как более искусный вид бойцов, тяготеют к доспехам, требующим больше ловкости, чем грубой силы. Нередко они ослабляют врага магией издали и добивают его в ближнем бою, получая от процесса убийства эстетическое наслаждение».
Взято из гайда по ТН
- Низкая сила и живучесть
- Использование луков влечет за собой штраф
- На некоторых боссах чувствуется нехватка грубой мужской силы и тяжелого топора
Техническая информация: Текущая версия мода 1.180. Новейшая на сегодняшний день – 1.180.
Дни с 1 по 4 написаны на версии 1.150с.
Дополнительную музыку пока не использую.
P.S. В Хрониках вместо названия мода The Hell будет использоваться аббревиатура ТН.
-ARD: Absorbs Ranged Damage -- уменьшение повреждений от всех видов дистанционного урона.
-DFE: -Damage From Enemies -- уменьшение всех видов входящего урона.
Прохожу мод впервые, по этому в моих домыслах возможны неточности. Если увидели ошибку - прошу сообщить о ней в топике ниже.
Тема для обсуждения хроник здесь
Хроники Gunnar’a. Мод The Hell. День первый.
Сложность: Horror
«Начало длинного пути»
Скрытый текстТак как персонаж женщина, то называть ее GunnaR не вижу смысла =). Поэтому:
География Тристрама потерпела сильные, но в тоже время удобные для игрока изменения. Адрия теперь живет в городе на месте Джиллиан, Джил же теперь обитает около Портала. Разлом в ад перекочевал из огорода Пепина на место бывшего домика ведьмы. Коровы туда же, но ниже. Около Склепа убрали почти все могилки. На скрине ниже пресловутый гопник-Вирт попрошайничает свои 50 коп. на новом месте))
Стартовые параметры. Как видите у меня есть молоток. )) Прикупил Неаморе лук за 100 злотых. Выглядит как в Диабло 2, мне нравится. На заметку: В The Hell в отличии от Diablo на старте игры дают 200 золотых.
Обратите внимание на скриншот ниже. Заклинания Поиска теперь не надо. Все выпавшие вещи подсвечиваются автоматически. Кроме того они еще и обозначаются на карте синенькими «квадратиками».
Еще один момент: В ТН нету свитков. Вместо них – Реликты. Работают они как руны из Hellfire. На скрине – реликты Лечения.
Еще один момент: Книги магии требуют НАМНОГО больше магии для изучения чем в обычном Диабло. Например: Книга Лечения 1 уровня к примеру требует 40 магии. В обычной Дьябле – 18 вроде.
Разнообразие монстров огромное, поэтому буду останавливаться только на самых интересных. Вот попался первый «главарь». На заметку: теперь показываются жизни боссов. Которые к слову они очень быстро регенерируют. Так что пусканием крови босса не одолеть. Надо сразу и с наскока. К тому же боссов стало больше, а их жизни растут приблизительно +50 за каждый уровень локации.
И через пару минут – третий уровень. Поинты вкладываю, как и обещал, в магию. Ведь Магия в ТН для ассасины очень важна, так как клинками возьмешь далеко не всех.
Выпала неплохая дубина. Беру ее себе вместо кинжала. Теперь буду ходить с двумя палицами наперевес. Хоть это и неклассовое оружие, но дамаг хороший. Да и против скелетов +50% урона лишними не будут.
Нашел сокровищницу. Золота, как и всего остального, на 1 уровне в ТН падает неплохо. Собирать вещи на продажу не советую. Так как стоят они в основном 20-30 монет, а это дроп с одного «золотоносного» монстра.
Очередной желтый моб. Первый уровень почти зачищен, впереди – второй. На этом первый день Хроник Гуннара подходит к концу.
The First Curator is a Sunless Sea Character Story Event.
The First Curator is responsible for the preservation of the tomb-colonies of Venderbight.
Contents
Trigger conditions [ ]
The First Curator can be visited in Venderbight after you do the Visit the First Curator action.
Character description [ ]
“No more light,” the Obsequious Steward cautions you. The Curator is terribly afraid of moths. He opens the door, and you step into near-darkness. A pair of luminous lamp-lighter bees buzz in a latticed ivory tube. There is no other source of light.
A bandaged shape no larger than a child lies crumpled on a couch. It lifts its head with obvious effort. It takes several seconds for you to distinguish its voice from the soft buzz of the bees.
Interactions [ ]
The First Curator's Manse [ ]
The First Curator gives you the THE NEATHBOW, a book that is only complete when you pick up all of the seven missing colour pages.
“Zee-Captain. Silk-skin. Not much left of me. I will go. into the Grand Sanatorium. Bring me colours. Seven colours. Pay. Well.”
“Cosmogone. Irrigo. Peligin. Steward has. list. Find them here and there, across the wide black zee. ”
One hears the name whispered, here and there in the arcades of Venderbight.
“Oh, silk-skin. You don't want to know. ” The chuckling becomes a cough. “We don't die here below. Not unless we go to zee. So we needed something else: somewhere to end. ”
“Thank you. This poor flesh. thirsts for colours. ”
It collapses, rustling, back on to the couch. Even the effort of speaking seems to have diminished it a little. The audience is over. As the door opens, it shrinks from the finger of light that reaches across the floor.
Outside, the Obsequious Steward nods. “The book? Yes, the book.” He hands you a slim, illustrated volume. “The Curator is old - old as dust. We will all be grateful if you do it this one last favour.”
"Oh. bright as. bright as waking. "
The Curator cups its hands over the lump of glowing coral. Its face, you see now, is masked with copper. Its fingers wither in the light. A curl of smoke rises. But It only clutches the coral tighter. "The sea," it whispers. "I smell the sea."
You smell scorched dust. But here's your payment, in rubies of antique cut. The Curator seems happy.
"Oh. yes. it also wants. it also wants. "
The Curator cups its hands over the soft-glowing chess-piece. Its face, you see now, is masked with copper. Its fingers wither in the light. A curl of smoke rises. But It only clutches the chess-piece tighter. "The sea," it whispers. "I smell the sea."
You smell scorched dust. But here's your payment, in rubies of antique cut. The Curator seems happy.
Beside the Curator's couch waits a humped machine of iron and brass. "There," it wheezes, straining to raise its arm. A recess, approximately the size of the cinder, waits.
You place the cinder there and close the lid. Faint atonal music, like the pricking of starlight, drifts from within. "I will never see Parabola," the Curator wheezes. "But perhaps you will. Take this mirror. It was born in a volcano. " Dark glass, serpent-carved.
"Disappointing," it wheezes. "I imagined gant as. hungry grey. more. beige. but. promised. Your payment is there. "
A human skull sits atop a dusty notebook.
A human skull sits atop a dusty notebook.
"Disappointing," it wheezes. "It looks. imagined. almost. unreal. A memory. But. enough. Your payment is there. "
A human skull sits atop a dusty notebook.
"Yes. I want to forget. "
At its direction, you place the skull atop a dripstone pedestal - a stalagmite, once, now carved with crockets and grimacing faces. Irrigo sparks crawl across it. For a moment you forget what you were doing.
"Thank you," the Curator whispers. "Perhaps you have saved me from the Sanatorium. And perhaps - the emergence - will be less painful -" Its chest pulses feebly.
You accept a single huge black pearl. The Curator's fancies grow worse, but it pays well.
"Yes. End it. I will find my own ending. "
At its direction, you place the Core in a bath of frothing acid. It dissolves slowly. Irrigo vapours ascend, and snake into your mouth, eyes, heart. For a long minute, you forget who you are. When you return to yourself, no trace of the Fluke remains.
"Thank you," the Curator whispers. "Perhaps you have saved me from the Sanatorium. And perhaps - the emergence - will be less painful -" Its chest pulses feebly.
You accept a single huge black pearl. The Curator's fancies grow worse, but it pays well.
"I saw it once. I saw it long ago. when first I came here below. "
"My left eye is blind. Should I replace it with this one, it will be no blinder. But perhaps I will see - within - " It raises the hand with the Hunter's Eye towards its concealed face.
No sound is indescribable, but some should be. This is one. Let us not trouble ourselves with its nuances - its reminders of marsh and gangrene and chrysalid emergence.
"Take," it says. Its voice is ragged. It gestures at a side-table where a spoire-tusk sits. A pearl tiara is perched jauntily atop the tusk. Both, apparently, are yours.
"We would have made a better contract. But we hungered for the flesh of gods."
It extends a brittle arm from beneath its coverlet - dips it in the ink - conveys the finger back to its hidden mouth.
"Ah," it sighs. "The colour will enter my bones. And then, perhaps, the Moth."
It's plainly rambling, but at least it hasn't forgotten your reward - a cameo of a bandaged beauty painted on the mummified palm of a mummified hand. All right, not to everyone's taste, but it's terribly well executed.
"The Fingerkings. Our enemies. The enemies of everyone. "
"This is the border of Parabola. The dream-country. You know that, don't you? Yes. The devils know that, too. "
It becomes motionless - for so long that you wonder if it is finally truly dead. At last it expels a rattling breath and points wordlessly at a cloisonné mask on a trophy-stand, half-visible in the gloom. "Elder Continent," it wheezes. "Made within sight of the Mountain. Wear it and think. of me. "
"Yes. Yes, that has passed between. two worlds. "
"Varchas. I wanted to see Varchas, before I died. The Mirrored City. So. glorious. But that light. would crumble me. like. "
It becomes motionless - for so long that you wonder if it is finally truly dead. At last it expels a rattling breath and points wordlessly at a cloisonné mask on a trophy-stand, half-visible in the gloom. "Elder Continent," it wheezes. "Made within sight of the Mountain. Wear it and think. of me. "
"Oh, my, my, my. They are. cross. "
"They won't stay. imprisoned long. But longer than. I will. "
It becomes motionless - for so long that you wonder if it is finally truly dead. At last it expels a rattling breath and points wordlessly at a cloisonné mask on a trophy-stand, half-visible in the gloom. "Elder Continent," it wheezes. "Made within sight of the Mountain. Wear it and think. of me. "
It reaches up to clasp your hand. “I am. grateful. You don't know what you've done to me. Accelerated. the growth beneath the flesh. Spared me the sanatorium. Here. my. dissolution. ”
The Curator moves faster than you've ever seen - flinging its arms back, as if in delight. Its chest pulses, then crumbles inwards. It cries out softly, and turns its masked face to watch you. Its chest crumbles like damp clay. Something damp and sleekly shining pushes out. Antennae rustle. Faceted eyes glisten.
The Curator's hand reaches up to caress the creature, and then goes still forever. It frees itself, flexing damp wings. A moth of prodigious size. Its wings are figured with patterns in familiar colours - peligin, viric, irrigo.
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Trigger the The Curator's End interaction
You have no further business with the Curator just now.
The Obsequious Steward bows obsequiously. The flickering lights of Venderbight seem bright after the Curator's lair.
The Curator's End [ ]
"The moth perches at the head of the sofa. You've never seen one this big. Its wings are a whole library of glyphs, clues, ink-blot images.
"It's finished, Captain," the Obsequious Steward says behind you: though he seems less Obsequious, now. "All shall be well and all manner of thing shall be well. But first. "
"It was too frail to sail, by the time she was completed. It would have wanted you to have her."
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+1 x Deeds to a Steam Yacht
Witnessed: the Curator's End = 1 [You witnessed the Curator's Emergence]
"Perhaps it would have preferred you to have its memoirs? They're a little dry. But it was very wise. It had lived a long, long, time."
The memoirs are hand-written on bark-cloth from the bolegus, those vast and woody mushrooms that grow on fertile islands. "It preferred the old ways," the Steward says obscurely. "I recommend the section on its stay in the Khanate. Surprisingly spicy. It was not always old."
"My thanks again. And - be discreet in the matter of the Birth. Not everyone in Venderbight would understand."
"Of course, if it's avarice that motivates you. I must admit I am, myself, motivated chiefly by avarice."
Rings, crowns, rods. Copper discs, garnet-studded. A mirror figured with a map of the lost Surface. Silver coins with squat glyphs like wax-stains. A jade tiger with a ruby heart.
"You earnt it," the Steward remarks. "Spend it in good health."
It's watching you. Does it remember the flesh it dwelt in? It spoke often of the zee. Perhaps it would like to travel?
It glides to your wrist like a falcon. The furred scales of its wings are thick as carpet fibres. It smells of wax and frost. Bend your head closer. If you can't hear it speak, perhaps you can read meaning in its wings?
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+1 x Keeper-Moth
Witnessed: the Curator's End = 1 [You witnessed the Curator's Emergence]
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