Transcript of A Void Dance journal entry

From the RuneScape Wiki, the wiki for all things RuneScape
Jump to: navigation, search
Headless arrow detail.png
This section or article is incomplete and could do with improvement.
Reason: The transcript below refers to lying to the bar owner, there is an option to tell the truth which isn't recorded below
You can discuss this issue on the talk page or edit this page to improve it.
  • I agreed to travel to the mainland in order to help the Void Knights track down the escaped pest. I should ask Commodore Tyr for more details.
  • Commodore Tyr suggests that my skills, along with those of Captain Korasi and Jessika, will be necessary to track down the escaped pest. Jessika will be under guard by Korasi; whether this is wise remains to be seen. We shall begin the hunt at Port Sarim.
  • At Korasi's request, I need to pick up the pest's trail near Port Sarim dock.
  • I should ask the locals what they have seen.
  • Gerrant, the fishmonger, has had trouble with a strange creature raiding his fish barrels. It looks like the trail may start here...
  • I have tracked the pest to a burrow near the Rusty Anchor pub. I should let Korasi and Jessika know.
  • I need to talk to the owner of the Rusty Anchor in Port Sarim and gain access to his cellar.
  • I have permission to enter the pub cellar, first I shall need to locate the missing key.
  • I should investigate the cellar for clues regarding the void pest.
  • A cracked wall in the cellar revealed a quantity of a strange goo. I need to fetch a barrel from the storage room to take a sample of it for Jessika.
  • I have navigated the storeroom and found a suitable barrel. Time to return to the knights in the main room.
  • Having collected the sample, I should decide how I'm going to deal with the owner of the pub.
  • I lied to the owner to protect his peace of mind.
  • I should report to the Void Knights near their ship on Port Sarim dock.
  • On Jessika's advice, I need to travel to Musa Point and pick up the pest's trail. A local there may be able to help.
  • It appears that Kofi, the Musa Point general store owner, knows something, but he is suffering from the same malady as the barman of the Rusty Anchor.
  • If I fix the wall of his shop for him, he will be obliged to tell me what he knows.
  • Time to have a word with Kofi again.
  • Kofi showed me to where he last saw a creature that may be the missing pest.
  • The hunt is on!
  • Someone has beaten us to the punch. I found the pest's burrow, but it's been emptied, and not without a struggle. Korasi has asked me to investigate the burrow for further clues and report back.
  • I have found some broken wood shards at the burrow.
  • Jessika suggested that Rommik, the Rimmington craftsman, might be able to further identify the wood shards.
  • Rommik spoke of a large order of boxes made from the wood... It's time to report in to my Void knight friends at the chemist's house in Rimmington.
  • Jessika and the chemist have requested my help in analysing the goo sample we took.
  • I should ask the chemist how to go about doing so.
  • Having successfully analysed the sample, I should talk to the chemist again.
  • Our analysis of the goo sample has revealed it to be a magically active substance capable of sucking energy from nearby living beings and storing it. Jessika believes it acts as a food source for pests on their native plane.
  • Jessika and Korasi are on their way to Falador to consult with Sir Tiffy of the Temple Knights. I should meet them there.
  • Sir Tiffy has asked me to investigate Ali Tist, a stallholder near the east bank in Falador, in connection with some odd boxes and a spate of local illness.
  • Ali was less than helpful. I should help Jessika open the puzzle box I acquired from him and see what clues it can provide.
  • Korasi opened the puzzle box I got from Ali Tist. The box was made from a thinly clad waxwood, and was full of the pest's goo! I believe I should have a word with Ali.
  • Ali has been less than forthcoming about where he got all the puzzle boxes from. I'll need the backing of more authority, I think, so I'd better go to Falador Parkand[sic] talk to my allies.
  • Sir Amik Varze has thoughtfully provided me with a warrant to investigate Ali's goods. This should provide the leverage I need to make him talk.
  • Ali Tist's clue scroll might lead me to more information about the boxes full of pest goo.
  • The clue scroll has brought me to a hatchway not far from the Black Knights' Fortress. It has a double lock too wide for me to open alone; I'll need to return to Falador and talk to Korasi and Jessika.
  • The Void Knights will be waiting for me at the hatchway near the Black Knights' Fortress.
  • Korasi, Jessika and I have entered an antechamber of some sort under the Black Knights' Fortress.
  • We must somehow discover the password to the inner door if we are to get past the doorkeeper.
  • Jessika has suggested using a void drone to listen in on an arriving worker. Korasi reluctantly agreed.
  • It turns out the password alone is not enough. If I'm to get through that door, I'll also need to acquire an identifying insignia from one of the workers.
  • With the password and the insignia, I have been able to get through to the main area of the fortress cellar. I had better deal with the doorkeeper before going any further...
  • If you killed the doorguard
    • I had Korasi kill the doorkeeper to prevent potential complications.
  • If you bound and gagged the doorguard
    • I left the doorkeeper alive, but bound and gagged in a storage crate.
  • In order to progress further into the workshop complex I will need a key. There may be one stashed somewhere, or I could simply kill a worker for theirs...
  • If you kill the indentured servant
    • I killed an unarmed slave for the door key.
  • The end is in sight. Two elite Black Knight guards stand between us and the pest.
  • Having disposed of the elite Black Knight guards with Korasi's help, I now need to confront the caged pest.
  • I believe the pest is too crippled to be a threat on its own, so I released it with its promise to live out its life away from humans.
  • I have finally tracked down and dealt with the missing pest, and discovered some unpleasant goings-on in the process. I should return to Commodore Tyr at the Void Knight Outpost to give him the details.