Transcript of The Darkness of Hallowvale

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Contents

The Next Phase[edit | edit source]

  • Player: Hello again, how's things?
  • Veliaf Hurtz: I'd say we've achieved a successful mission. This will be our new command base. I've scheduled some recon missions for the area. Secondary phase of operations will involve intelligence missions in the Sanguinesti region. We may need your help with that. We'll also need to extend a diplomatic mission into Misthalin in an effort to secure allies in our fight against Drakan.
  • Select an option
    • What will you do here in Burgh de Rott?
      • Player: What will you do here in Burgh de Rott?
      • Veliaf Hurtz: Oh, the usual. Keep a low profile and keep an eye on what the Vampyres are up to. We've come across a lot of information recently about what went on in Morytania before Drakan came here, mainly thanks to you. We'll need to spend some time looking through that and seeing if it's of any use to us.
      • (Shows the initial options.)
    • Why check in the Sanguinesti region?
      • Player: Why check in the Sanguinesti region?
      • Veliaf Hurtz: It's where most of us came from. Many of us still have friends or relatives there. And we presume that they're still being farmed for blood in the Ghetto's[sic] of the Sanguinesti region.
      • Player: That sounds awful!
      • Veliaf Hurtz: That's why we fight the vampyres, even though the odds are stacked against us. If we do find any members of the Myreque, we'll see if we can help out and join forces.
      • (Shows the initial options.)
    • Why ask Misthalin for some help?
      • Player: Why ask Misthalin for some help?
      • Veliaf Hurtz: We can't hope to fight the power of the Vampyres alone. They're the most fearsome supernatural entity you could hope to come up against. We'll need help from Misthalin by the bucket load if we're to stand a chance against them.
      • (Shows the initial options.)
    • Is there something I can do to help out?
      • Player: Is there something I can do to help out?
      • Veliaf Hurtz: Well, we've been thinking of scouting a route into the Sanguinesti region for some time now. Are you interested to learn more details? Would you like to take this quest on?
      • (Quest Overview interface opens.)
        • Not Right Now
          • (Dialogue ends.)
        • Accept Quest
          • Player: Yes, please tell me more.
          • Veliaf Hurtz: Well, we need you to find a way into the Sanguinesti region. It's important that we find out if there are any members of the Myreque still active there.
          • Player: How should I get into the Sanguinesti region?
          • Veliaf Hurtz: There is a wall to the east that you would find impossible to get past. It's higher than any building in Burgh de Rott and it's patrolled by the vyrewatch. The wall extends all the way out to sea, but you may be able to find a way around it. Search around Burgh de Rott; you may find something to help you.
          • Select an option
            • What is the Sanguinesti region?
              • Player: What is the Sanguinesti region?
              • Veliaf Hurtz: It's the region to the east that is mainly controlled by the vampyres. People live there in ghettos - it's pretty terrible. If you look around Burgh de Rott, and if you're resourceful enough, you'll probably find something to help you gain entrance into that dark land. The wall is best avoided as there are too many juves in that area to work safely. If you find a way in, beware of the vyrewatch - they're powerful vampyres, a bane on the living! They're also invulnerable to every weapon we know of, including the Rod of Ivandis!
              • (Shows the previous options.)
            • How can I search for the Sanguinesti order of the Myreque?
              • Player: How can I search for the Sanguinesti order of the Myreque?
              • Veliaf Hurtz: The Myreque has sympathisers everywhere, especially in that drab and horrible place. You'll need to talk to some people and ask them about the Myreque. Hopefully, you'll get some information that will help you to track them down. But be aware, the Myreque are very good at hiding their locations... it's why they've survived so long. And beware, Player, the vyrewatch cannot be harmed, even by the Rod of Ivandis!
              • (Shows the previous options.)
            • Can you tell me about the Sanguinesti Myreque?
              • Player: Can you tell me about the Sanguinesti Myreque?
              • Veliaf Hurtz: Certainly. The Myreque, or at least the resistance that has now become the Myreque, originated there. Previously there was nothing. It was many years ago that some very brave people, led by Safalaan Hallow, managed to escape from the ghettos of the Sanguinesti region. They got information out about what was happening and helped to organise the resistance, which today is called the Myreque. The name was given to us by the locals, who named us after the place where we hid in Mort Myre.
              • (Shows the previous options.)
            • Tell me again how I get into the Sanguinesti region.
              • Player: Tell me again how I get into the Sanguinesti region.
              • Veliaf Hurtz: There is a wall to the east that you would find impossible to get past. It's higher than any building in Burgh de Rott and it's patrolled by the vyrewatch. The wall extends all the way out to sea, but you may be able to find a way around it. Search around Burgh de Rott; you may find something to help you.
              • (Shows the previous options.)
            • Okay, thanks.
              • Player: Okay, thanks.
    • Ok, thanks.
      • Player: Ok, thanks.

Talking to Veliaf again[edit | edit source]

  • Player: Hey, what should I do again?
  • Veliaf Hurtz: Well, we need you to find a way into the Sanguinesti region and see if you can make contact with any members of the Sanguinesti order of the Myreque.
  • (Continues above.)

Searching the chest in the basement[edit | edit source]

  • You search the chest...
  • (If the player has claimed less than three garlics:)
    • You find a bulb of garlic which you add to your inventory.
    • Player receives garlic.
  • (If the player has claimed three garlics:)
    • ...but the chest is empty.

In Search of the (Sanguinesti) Myreque[edit | edit source]

Boat de Ruin[edit | edit source]

Searching the boat[edit | edit source]

Before starting the quest[edit | edit source]
  • This boat looks pretty broken.
After starting the quest[edit | edit source]
  • This boat looks pretty broken and in need of a serious overhaul. It's missing a plank and four nails.
After fixing the boat[edit | edit source]
  • This boat looks like it's been fixed.

Using a plank on the boat[edit | edit source]

Before starting the quest[edit | edit source]

Perhaps you should get permission before you start to tinker with people's things.

After starting the quest[edit | edit source]
  • Player has plank and 4 nails removed from them.
  • You manage to fix the boat. You feel it's a good job, well done.

Examining the boat[edit | edit source]

  • You see that the port side (left-hand side) of the boat is broken; you'll need to get closer in order to fix it.

Pushing the boat[edit | edit source]

Before fixing the boat chute[edit | edit source]
  • The boat slipway down to the sea looks like it will break the boat.
After fixing the boat chute[edit | edit source]

Fixing the boat chute[edit | edit source]

Before fixing the boat[edit | edit source]
  • This chute looks like it's in pretty poor condition. You see no reason to fix it at this time.
After fixing the boat[edit | edit source]
  • This chute looks like it's in pretty poor condition. You don't think you'll get the boat down it in this state. It looks like it might need one plank and four nails to repair.

Using a plank on the boat chute[edit | edit source]

Before fixing the boat[edit | edit source]
  • (Transcript missing. edit)
After fixing the boat[edit | edit source]
  • You manage to fix the chute. You feel it's a good job, well done.

Pushing the boat[edit | edit source]

  • You prepare to push the boat down the slipway.
  • The player pushes the boat down the slipway and into the sea.

Meiyerditch[edit | edit source]

Boarding the boat at Burgh de Rott[edit | edit source]

  • You dock the boat at a portion of wall that looks climbable.

Jumping onto the boat at Meiyerditch[edit | edit source]

  • You sail back to Burgh de Rott.

Jumping onto the rock[edit | edit source]

  • You jump onto the rocky wall.

Climbing up the rock[edit | edit source]

  • You climb the rocks.

Walking on some tiles[edit | edit source]

  • The floorboards seem to squeak a little as you go past.

Searching the floor[edit | edit source]

  • Nothing interesting happens.

Kicking down the floor[edit | edit source]

  • You kick down the floorboards; they crack and eventually fall down.

Climbing over the wall rubble[edit | edit source]

  • You climb over the rubble.

Talking to a vyrewatch[edit | edit source]

  • Player: Hello?
  • Vyrewatch: Go about your business, meat sack, before I perforate you real good!

Being spotted by a vyrewatch[edit | edit source]

  • A vyrewatch takes an interest in you. You are stunned!
  • White rings surround the player and a vyrewatch lands on the ground.
  • (Starts with one of the following lines:)
    • Vyrewatch: Halt! Halt, I say!
    • Vyrewatch: Stand where you are!
    • (Continues below.)
  • Vyrewatch: Slurp! You look positively delicious! Let me help you lose a bit of weight. Either I get a bite or you do my bidding. Which is it to be, meat sack?
  • The vyrewatch wants an answer.
    • Okay, have a bite (Offer a blood tithe).
      • Player: Okay, have a bite.
      • The vyrewatch bites the player, who is damaged for 60 life points.
      • The Vyrewatch nearly takes a chunk out of your neck!
    • (Before an unknown point in the quest:)
      • Give me your best shot, you evil bloodsucker!(Fight!)
        • Player: Give me your best shot, you evil bloodsucker!
        • The vyrewatch takes off.
        • Vyrewatch: Impressive. Not many of you have the spine for it these days!
    • (After an unknown point in the quest:)
      • Send me to the mines! (Do a bit of menial work)
        • Player: Send me to the mines!
        • Vyrewatch: Very well...
        • Screen fade out/in. The player appears in the Meiyerditch mine.
    • Hey, look over there! (Distract and sneak away).
      • Vyrewatch: What? What? Where?
      • The player runs away.
      • You manage to distract the vampyre and sneak away.

Talking to a Meiyerditch citizen[edit | edit source]

  • (Begins with one of the following dialogues:)
    • (Dialogue 1:)
      • Meiyerditch citizen: Argghghhh!
      • Player: Hey, don't be scared, I just want to talk to you.
      • (Continues below.)
    • (Dialogue 2:)
      • Meiyerditch citizen: Get off me! I haven't got anything!
      • Player: Hey, calm down, I'm not going to hurt you. I just want to ask a few questions.
      • (Continues below.)
    • (Dialogue 3:)
      • Meiyerditch citizen: He-he-hello?
      • Player: Hello, I wondered if I could have a chat.
      • (Continues below.)
    • (Dialogue 4:)
      • Meiyerditch citizen: Leave me alone!
      • Player: Sorry but I need to ask a couple of questions.
      • (Continues below.)
  • Meiyerditch citizen: Well, I guess so.
  • Select an option
    • What do you do here?
      • Player: What do you do here?
      • (Continues with one of the following dialogues:)
        • (Dialogue 1:)
          • Meiyerditch citizen: I just try to make a living the best way I can. You haven't got some food have you?
          • (Shows the initial options.)
        • (Dialogue 2:)
          • Meiyerditch citizen: I'm barely surviving...
          • (Shows the initial options.)
        • (Dialogue 3:)
          • Meiyerditch citizen: Like everyone else we just survive here. Just try to keep alive till the next blood tithe - that's when they feed us.
          • (Shows the initial options.)
        • (Dialogue 4:)
          • Meiyerditch citizen: When I'm not being drained of blood I'm fixing up the ghetto.
          • (Shows the initial options.)
        • (Dialogue 5:)
          • Meiyerditch citizen: When I'm not being drained of blood, the vyrewatch force me to repair the walls.
          • (Shows the initial options.)
        • (Dialogue 6:)
          • Meiyerditch citizen: Why do you wanna know?
          • Player: Just curious, that's all.
          • Meiyerditch citizen: I dunno. I don't know if I can trust you...
          • (Shows the initial options.)
    • I'm lost... Can you help me?
      • Player: I'm lost... Can you help me?
      • Meiyerditch citizen: Well, you're in sector [one/two/three/four/five/six], but if you were hoping for any other help then I'm very sorry. I find it hard enough to help myself. Life's so very hard here. Before too long they'll be wanting to have another blood tithing and then I'll feel just awful again.
      • Player: What's a blood tithing?
      • Meiyerditch citizen: You must be new here, else you'd know for sure. It's where we have to give a blood tithe to the vampyres. They do it on a weekly basis, a different sector each week so they don't kill us all off.
      • (Shows the initial options.)
    • Do you know about the Myreque?
      • Player: Do you know about the Myreque?
      • Meiyerditch citizen: It's probably best not to talk about that, friend.
      • Player: I need to make contact with them. Please don't worry - I'm on their side.
      • Meiyerditch citizen: As are we all, but I really can't talk about them. It's not a subject easily broached here.
      • (Shows the initial options.)
    • (whisper) Do you know about the Myreque?
      • Player: Do you know about the Myreque?
      • Meiyerditch citizen: Yes... but I really can't talk about them.
      • Select an option
        • I'm lost... Can you help me?
          • (Same as above.)
        • What do you do here?
          • (Same as above.)
        • Do you know of the Myreque?
          • (Same as above.)
        • (whisper) I really need to meet the Myreque.
          • Player: I really need to meet the Myreque. If you can't talk to me about them, maybe you know someone who will?
          • Meiyerditch citizen: I understand, but you may not like what you find. Go and talk to Old Man Ral - he might help you. He lives in the centre of sector one.
          • Select an option
            • What do you do here?
              • (Same as above.)
            • I'm lost... Can you help me?
              • (Same as above.)
            • Can you introduce me to Old Man Ral?
              • Player: Can you introduce me to Old Man Ral?
              • Meiyerditch citizen: Well, I don't need to do that. Just tell him that a friend has recommended you to him. It makes him feel important.
              • Select an option
                • What do you do here?
                  • (Same as above.)
                • I'm lost... Can you help me?
                  • (Same as above.)
                • Do you know about the Myreque?
                  • (Same as above.)
                • - More questions -
                  • (Same as below.)
            • How can Old Man Ral help me?
              • Player: Do you know how Old Man Ral can help me?
              • Meiyerditch citizen: He should be able to give you some background information on this place and perhaps put you in touch with people of the same way of thinking as yourself... Hope that helps. See you around.
            • - More questions -
              • (Same as below.)
        • - More questions -
          • (Same as below.)
    • - More questions -
      • Select an option
        • Can you tell me about the Sanguinesti region?
          • Player: Can you tell me about the Sanguinesti region?
          • Meiyerditch citizen: Yep, that's where we are at the moment. This place, Meiyerditch, is just one large ghetto. The city is sectioned off so that the vampyres can collect blood tithes on a rotational basis. That way they don't kill us all off in one go.
          • (Shows the previous options.)
        • What do you know about the vampyres?
          • Player: What do you know about the vampyres?
          • Meiyerditch citizen: They're monsters, I know that much. I've never known anything else, but I have a feeling it might be nice to not have to live in fear the whole time. Worrying if I'm going to make the next blood tithe quota. I know that the juveniles are the lowest form of the vampyres, most likely converted from some sort of bipedal creature, probably human. Juvinates are initiated juveniles who've had some training and are starting to get some special powers. After that you have the vyrewatch - they're nasty... really nasty.
          • (Shows the previous options.)
        • What do you know about Drakan?
          • Player: What do you know about Drakan?
          • Meiyerditch citizen: Drakan? Which one: Ranis or Vanescula?
          • Player: Well, I was referring to the main Drakan, you know, the overlord of Morytania.
          • Meiyerditch citizen: Hmm, nothing has been seen of him for many years now. Some people say they occasionally see Ranis or Vanescula flying about, but it's not too often.
          • (Shows the previous options.)
        • - More questions -
          • Select an option
            • What is there to do around here?
              • Player: What is there to do around here?
              • Meiyerditch citizen: To do? Around here? Survive! Eke out an existence and just live for another day, that's it really. The juvinates organise work crews to mine the daeyalt, fix the walls, the castles and so on. If we refuse to do the work they put us on double tithes and you can't do that for long before you dry up.
              • (Shows the previous options.)
            • Is there anything I can do to help?
              • Player: Is there anything I can do to help?
              • Meiyerditch citizen: It's very nice of you to offer, my friend, but I shouldn't expect that you could do anything. The vampyres are just too powerful to overcome. Anyone who has challenged their power in the past, like that poor Queen Effaritay[sic], came undone.
              • (Shows the previous options.)
            • - Initial questions -
              • (Shows the initial options.)
            • Okay, thanks.
              • Player: Okay, thanks.
        • Okay, thanks.
          • Player: Okay, thanks.

Talking to a Meiyerditch citizen after being told about Old Man Ral[edit | edit source]

  • (Begins with one of the following dialogues:)
    • (Dialogue 1:)
      • Meiyerditch citizen: Hello?
      • Player: Hello, I wonder if I could ask some questions.
      • (Continues below.)
    • (Dialogue 2:)
      • Meiyerditch citizen: Hey, don't sneak up on me like that!
      • Player: Sorry, didn't mean to scare you. I just wanted to ask a question.
      • (Continues below.)
    • (Dialogue 3:)
      • Meiyerditch citizen: Oh, hello. How's everything?
      • Player: Not too bad thanks, but I wanted to ask a question.
      • (Continues below.)
    • (Dialogue 4:)
      • Meiyerditch citizen: What? What's wrong?
      • Player: Nothing, I just need to ask a couple of questions.
      • (Continues below.)
  • Meiyerditch citizen: Well, I guess so.
  • Select an option
    • What do you do here?
      • (Same as above.)
    • I'm lost... Can you help me?
      • (Same as above.)
    • Do you know about the Myreque?
      • (Same as above.)
    • - More questions -
      • (Same as above.)

Talking to a Meiyerditch child[edit | edit source]

  • (Begins with one of the following dialogues:)
    • (Dialogue 1:)
      • A Meiyerditch child: Argghghhh!
      • Player: Hey, don't be scared, I just want to talk to you.
      • (Continues below.)
    • (Dialogue 2:)
      • A Meiyerditch child: Get off me, I haven't got anything!
      • Player: Hey, calm down, I'm not going to hurt you. I just want to ask a few questions.
      • (Continues below.)
    • (Dialogue 3:)
      • A Meiyerditch child: He-he-hello?
      • Player: Hello, I wondered if I could have a chat.
      • (Continues below.)
    • (Dialogue 4:)
      • A Meiyerditch child: Leave me alone!
      • Player: Sorry, but I need to ask a couple of questions.
      • (Continues below.)
  • A Meiyerditch child: Well, I guess so.
  • Select an option
    • What do you do here?
      • Player: What do you do here?
      • (Continues with one of the following dialogues:)
        • (Dialogue 1:)
          • A Meiyerditch child: I 'elp wiv building fings an' da wall. But mainly I is hiding from da vyresies. I don't like dem vyresies.
          • (Shows the initial options.)
        • (Dialogue 2:)
          • A Meiyerditch child: I was playin', but den da flapsies came so I was hidin'. Don't want da flapsies to bit me.
          • (Shows the initial options.)
        • (Dialogue 3:)
          • A Meiyerditch child: I'm not supposed to talk to strangers, and you sure are strange...
          • (Shows the initial options.)
        • (Dialogue 4:)
          • A Meiyerditch child: Nuffin', I wasn't doin' nuffin'! Yous ain't my dad, I'm tellin' on you!
          • (Shows the initial options.)
    • I'm lost, can you help me?
      • Player: I'm lost, can you help me?
      • A Meiyerditch child: Urm, well I fink we're in sector [one/two/three/four/five/six]. Not sure what else to say. I'm only a kid ya know!
      • (Shows the initial options.)
    • Do you know about the Myreque?
      • Player: Do you know about the Myreque?
      • A Meiyerditch child: Err, me dad says I'm not allowed to talk about that. Do you have any sweets?
      • Player: No, sorry, but please can you answer my questions?
      • (Shows the initial options.)
    • (whisper) Do you know about the Myreque?
      • Player: (whisper) Do you know about the Myreque?
      • A Meiyerditch child: Err, no! I'm not allowed to say any thingies about dem; but they're the good 'uns what can help us.
      • (Shows the initial options.)
    • Okay, thanks.
      • Player: Okay, thanks.

Cats[edit | edit source]

[note: dialogue starts with options right away]

  • Player: What is this place?
    • Cat: It's a desolate, sad place... The peoples here seldom feed me - take me with you!
    • Player: I'm sorry, I can't take you with me, but I will help if I can.
  • Player: How are you doing?
    • Cat: Not well, I have to ssssssay, but you look healthy. I wish I were healthy like you.
  • Player: What's that awful smell?
    • Cat: *Sniff, sniff* I don't think it's me. All I can smell is dirty vyrewatches tithing the poor humans.
  • Player: How long have you been here?
    • Cat: As long as I can remember. So far we've not found any way out of this place, and after all, we couldn't leave these poor humans to fend for themselves.
  • Player: Okay, thanks.

Sven[edit | edit source]

[Note: all dialogue options are the same as with the regular citizens, except for 'What do you do here?']

  • Player: What do you do here?
    • Trader Sven: I'm a black-market trader... Fancy taking a look at my wares?
      • Player: What sort of stuff have you got?
        • Trader Sven: Well then, young [lad/lass], that is a good question. In fact, I specifically deal in vyrewatch uniforms – they might leave you alone a bit more if they think you're one of them! Makes it easier to move around the sectors without them demanding a blood tithe every time you dare breathe. So then, do you wanna have a look at my stuff?
      • Player: Yes, I'll take a look at your wares!
        • Trader Sven: Good on ya, [lad/lass]. Good on ya.
      • Player: No, I want to ask more questions.

Old Man Ral[edit | edit source]

  • Player: Hello there!
  • Old Man Ral: Hmph!
  • Select an option
    • I'm lost. Can you help me?
      • Player: I'm lost. Can you help me?
      • Old Man Ral: Hmph! What do I know about anything? I know nothing of you!
      • (Shows the initial options.)
    • Do you know anything about the Myreque?
      • Player: Do you know anything about the Myreque?
      • Old Man Ral: Hmph! A simple man only knows simple truths, and what I know is my own business. I share that which is precious only to those who consider it valuable. Nothing will I share with those who are unknown to me.
      • (Shows the initial options.)
    • I just want to help. What should I do?
      • Player: I just want to help, what should I do?
      • Old Man Ral: Hmph! I am a simple man, what little do I know? Must a man be esteemed before he feels his efforts are truly appreciated?
      • Player: You're answering every question with a question!
      • Old Man Ral: Hmph! Am I?
      • (Shows the initial options.)
    • Someone said you could help me.
      • Player: Someone said you could help me.
      • Old Man Ral: Hmph! People say things they do not mean - many times this has been true.
      • Player: It's true. They said that you were very well informed. In fact they had a name for you!
      • Old Man Ral: Hmph! Oh yes, what was it?
      • Select an option
        • Old Man Ral, he's a very good pal.
          • Player: Old Man Ral, he's a very good pal.
          • Old Man Ral: Hmph! Nope, that can't be me they're talking about, must be someone else.
          • Player: No, I'm sure they gave you a name, but it might have been something else.
          • Old Man Ral: Hmph! Okay then, what was it?
          • (Shows the previous options.)
        • Old Man Ral, the nefarious rascal.
          • Player: Old Man Ral, the nefarious rascal.
          • Old Man Ral: Hmph! Nope, doesn't sound like me, you sure you've not got me confused with someone else?
          • Player: No, I'm pretty sure they directed me to you. What was that name they used to describe you?
          • Old Man Ral: Hmph! Yes indeed, what was the name?
          • (Shows the previous options.)
        • Old Man Ral, the Meiyerditch snitch.
          • Player: Old Man Ral, the Meiyerditch snitch.
          • Old Man Ral: Hmph! A snitch! Are you trying to insult me? Get out! Go on!
          • Player: No, no, sorry, I do apologise. I'm sure that was someone else. My mistake entirely!
          • Old Man Ral: Hmph! So, no one actually referred to me at all then?
          • Player: No they did, and they referred to you as...
          • (Shows the previous options.)
        • Old Man Ral, the sage of Sanguinesti.
          • Player: Old Man Ral, the sage of Sanguinesti.
          • Old Man Ral: Hmph! Sage of Sanguinesti, eh?
          • Player: Yes, yes, saying you were the local font of knowledge.
          • Old Man Ral: Hmph! So, that's what they call me now, is it?
          • Player: Oh, yes, yes. All the time. And only in the most respectful way.
          • Old Man Ral: Hmmm. Sage of Sanguinesti. Has a nice ring to it. Yes, that sounds like they were referring to me. What else did they say about me?
          • Player: They said that you might be able to help me find some people... Some hidden people.
          • Old Man Ral: Hmmmph. That depends. Did they hide themselves or did someone else hide them?
          • Player: Well, hopefully they hid themselves. I need to make contact with the Myreque.
          • Old Man Ral: Hmph. Myreque, eh? Well, it'll take a lot to find them. It's not an easy route up to sector three, but that's where they are. You'll need to follow the symbols in order to get there. And, now, you should leave - I have little tolerance for people and talking to you has tired me out.
          • Player: Okay, thanks very much.
        • Sorry to bother you.
          • Player: Sorry to bother you.
    • More...
      • Select an option
        • Previous...
          • (Shows the initial options.)
        • About the Task System...
        • Sorry to bother you.
          • Player: Sorry to bother you.

Talking to Old Man Ral again[edit | edit source]

  • Player: Hello again!
  • Old Man Ral: Hmph!
  • Select an option
    • What do you do here?
      • Player: What do you do here?
      • Old Man Ral: Hmph! Why? What do I know? I'm just an old man; what would anyone want with an old man?
      • (Shows the initial options.)
    • I'm lost. Can you help me?
      • Player: I'm lost... Can you help me?
      • Old Man Ral: Hmph! Who says I'm not lost, eh? Ever think of that, did you? In a rush to find out all the answers, not thinking for a second that someone else might be just as lost, if not more lost, than you! And what do you care about them, huh?
      • (Shows the initial options.)
    • Do you know about the Myreque?
      • Player: Do you know about the Myreque?
      • Old Man Ral: Hmph! Why should I know about the Myreque, eh? What use have they ever been to me, huh? I ask you!
      • (Shows the initial options.)
    • Can you help me?
      • Player: Can you help me?
      • Old Man Ral: Hmph! What makes you think that I can help you, eh? Do I look like a fountain of knowledge, eh? Do I?
      • Player: Well, you've helped me before! You said something about symbols? To find the Myreque.
      • Old Man Ral: Hmph! Yes of course, that's how to get to them. Follow the symbols.
      • Player: Which symbols?
      • Old Man Ral: The symbol of the Myreque - the silver sickle!
      • Player: Oh, and where would that be then?
      • Old Man Ral: Around and about; it should be an aid.
      • (Shows the initial options.)
    • More...
      • Select an option
        • Previous...
          • (Shows the initial options.)
        • About the Task System...
        • Okay, thanks.
          • Player: Okay, thanks.

Attempting to climb down the broken stairs[edit | edit source]

  • These stairs appear broken. It would be too dangerous to climb these.

Searching the table[edit | edit source]

  • You search the table and find there is a trapdoor underneath.

Opening the trapdoor table[edit | edit source]

  • You open the trapdoor.

Opening a locked door[edit | edit source]

  • The door seems to be locked.
  • (If the player has the door key:)
    • Player has Door key (Darkness of Hallowvale) removed from them.
    • You use the key you found to unlock the door. The key seems to be stuck in the lock.
    • You swing the door open.
    • The player walks through the door.

Searching the pots[edit | edit source]

  • You search the pots.
  • (If the player doesn't have the door key:)
  • (If the player has the door key:)
    • You find nothing.

Talking to a vampyre juvinate/juvenile by the eastern castle[edit | edit source]

  • [Vampyre juvinate/Vampyre juvenile]: What's your problem, food sack? Better move on before I perforate you real good!

Searching the broken ladder[edit | edit source]

  • This ladder looks like it's missing the top part. It looks too dangerous to climb down from here.

Searching the wall[edit | edit source]

  • You search the wall...
  • (If the player doesn't have the ladder top:)
    • Player receives ladder top.
    • You find the topmost part of a ladder.
  • (If the player has the ladder top:)
    • But find nothing.

Using the ladder top on the broken ladder[edit | edit source]

  • Player has ladder top removed from them.
  • You attach the top of the ladder to the bottom.
  • Nothing interesting happens.

Pushing a wall[edit | edit source]

Before unhooking the latch[edit | edit source]
  • [Which object will you use to try and unhook the latch?]
    • Knife
      • (Transcript missing. edit)
    • Silver sickle (b)
      • You prepare to use your blessed silver sickle to unhook the latch.
      • You use your blessed silver sickle to unhook the latch.
After unhooking the latch[edit | edit source]
  • You push the door to one side.
  • The player walks through.

Pushing the decorated wall[edit | edit source]

  • You push the symbol in... You hear a click.
  • A tile of lumpy rug appears.

(After a few seconds:)

  • You hear a click near the centre of the room.
  • The tile of lumpy rug disappears.

Opening a locked door[edit | edit source]

  • This door is locked.

Opening the lumpy rug[edit | edit source]

  • You open the secret trapdoor.

Climbing down through the trapdoor[edit | edit source]

  • You climb down through the trapdoor.
  • The player appears in the Myreque Sanguinesti base.

The Sanguinesti Order[edit | edit source]

Searching a locker or bunk bed[edit | edit source]

  • Your search reveals little more than a few personal items.

Searching the crate with chain moulds[edit | edit source]

  • You search around a bit, but it just looks like an assortment of junk to you.

Searching the crate with smoke bombs[edit | edit source]

  • You don't need those.

Searching the boxes with papyrus[edit | edit source]

  • (If the player has less than five pieces of papyrus in the backpack:)
    • You find some papyrus.
    • Player receives papyrus.
  • (If the player has at least five pieces of papyrus in the backpack:)
  • I think I have enough papyrus on me now.

Searching a tool rack[edit | edit source]

  • This looks like a crude rack where tools might once have been stored.

Mekritus A'hara[edit | edit source]

  • Player: What do you do here?
  • Mekritus A'hara: I'm helpin' ta protect the base camp. How about you, what are you doing here?
  • Player: Oh, I'm trying to help out around here.
  • Mekritus A'hara: Good, we can always use extra help - just make sure you don't go getting into any trouble or you'll have me to deal with!

Flaygian Screwte[edit | edit source]

  • Player: Hello. What do you do here?
  • Flaygian Screwte: I'm a researcher. I'm looking for ways to defeat those awful Vyrewatch - it's looking tough, but we must keep trying.

Vertida Sefalatis[edit | edit source]

  • Player: Hey, you're with the Myreque aren't you?
  • Vertida Sefalatis: Who are you? What are you doing here?
  • Player: I'm a friend of the Myreque; I've come to help!
  • Vertida Sefalatis: Oh, and I'm just supposed to believe you am I?
  • Player: It's true. I was sent by Veliaf - he's the leader. We've just moved base from the Hollows to Burgh de Rott.
  • Vertida Sefalatis: Veliaf? Is he still alive? Amazing! Well, you make a convincing story, so I guess I'll have to believe you for now.
  • Select an option
    • Who are you and what do you do here?
      • Player: Who are you and what do you do here?
      • Vertida Sefalatis: My name is Vertida and I'm a member of the Myreque here in Meiyerditch.
      • Player: I can't believe that people live in these conditions; it's truly terrible.
      • Vertida Sefalatis: I know! It's the reason why I fight for the Myreque. I presume you have the same sentiments!
      • (Shows the initial options.)
    • I was asked to make contact with the Myreque.
      • Player: I was asked to make contact with the Myreque.
      • (If the player doesn't have Vertida's message:)
        • Vertida Sefalatis: Well, it seems like you've done that! I'll tell you what I'll do. I'll write you out a message to give to Veliaf as proof that the Sanguinesti order of the Myreque exists.
        • Player receives Message (Vertida).
        • Vertida gives you a message.
        • Vertida Sefalatis: This will explain our current situation and give some proof that the Sanguinesti order of the Myreque exists.
        • (Shows the initial options.)
      • (If the player has Vertida's message:)
        • Vertida Sefalatis: Well, it seems like you've done that! Just take that message I gave you to Veliaf as proof that the Sanguinesti order of the Myreque exists.
    • What should I do now?
      • Player: What should I do now?
      • (If the player doesn't have Vertida's message:)
        • Vertida Sefalatis: That's really up to you. You could investigate the ghetto a little more - familiarise yourself with the area. However, you'll probably want to get back to where you came from and deliver that message I gave you.
        • (Shows the initial options.)
      • (If the player has Vertida's message:)
        • Vertida Sefalatis: That's really up to you. You could investigate the ghetto a little more - familiarise yourself with the area. Why are you here anyway?
        • (Continues above.)
    • Okay, thanks.
      • Player: Okay, thanks.
Talking to Vertida again[edit | edit source]

Vertida's message[edit | edit source]

The following text is transcluded from Transcript:Message (Vertida).
  • The message seems to be a short communiqué from Vertida Sefalatis to Veliaf. It confirms that the Sanguinesti order of the Myreque is operational, but in need of support.

Envoy to Misthalin[edit | edit source]

Back to the Burgh[edit | edit source]

  • Player: Well met, Veliaf.
  • Veliaf Hurtz: Well met indeed. What news, my friend?
  • Select an option
    • I have a message for you from Vertida!
      • Player: I have a message for you from Vertida!
      • Veliaf Hurtz: Great! Please let me see it.
      • You hand over the message to Veliaf.
      • Player has Message (Vertida) removed from them.
      • Veliaf Hurtz: Hmm, bad news. It looks like the vampyres are bringing in fresh victims from somewhere. These beasts just don't know when to stop! I've also heard disturbing news from Paterdomus that needs to be investigated.
      • Select an option
        • What should we do about the vampyres?
          • Player: What should we do about the vampyres?
          • Veliaf Hurtz: We need to get assistance from somewhere... Maybe Misthalin will come to Morytania's aid? If we could persuade Roald to send us some troops, that would be a start.
          • (Shows the previous options.)
        • What should we do about Paterdomus?
          • Player: What should we do about Paterdomus?
          • Veliaf Hurtz: I'm not sure. There have been some odd reports from that area recently, people going missing and some odd noises being heard. It would certainly help to talk to Drezel and find out from him what he thinks is going on.
          • (Shows the previous options.)
        • What do you want me to do?
          • Player: What do you want me to do?
          • Veliaf Hurtz: Firstly, we need you to talk to Drezel and ask him about the activities near Paterdomus. Drezel will likely also want you to pass some information on to the King. Then, press onwards to Varrock and seek an audience with King Roald. Express the desperate nature of the situation here and beg him to send troops.
          • Player: Any tips to offer?
          • Veliaf Hurtz: Well, you could offer to guide one of the Burgh de Rott villagers up to Paterdomus. It might be nice to have company for the trip.
          • (Shows the previous options.)
        • Okay, thanks.
          • Player: Okay, thanks.
        • What do you want me to do?
      • Player: What do you want me to do?
      • Veliaf Hurtz: Please return to the Meiyerditch Myreque and ask them for some sort of status report.
      • Player: Oh, I've just remembered, I have a message for you from Vertida.
      • (Continues above.)
    • How should I do that?
      • Player: How should I do that?
      • Veliaf Hurtz: Go back into the Sanguinesti region and talk to your contact.
      • Player: Oh, I've just remembered, I have a message for you from Vertida.
      • (Continues above.)
    • Okay, thanks.
      • Player: Okay, thanks.

Paterdomus[edit | edit source]

Drezel[edit | edit source]

  • Drezel: Greetings again adventurer. How go your travels in Morytania? Is it as evil as I have heard?
  • Player: Hey, Drezel, Veliaf sent me. Apparently there have been some 'strange goings on' which you need me to investigate. Actually, that's a bit odd isn't it? Because in Morytania, 'strange' is the order of the day. I'd have been more surprised if there had been reports of things getting back to normal!
  • Drezel: Good! I'm glad you're keeping your sense of humour; it will help you to maintain mental clarity while dealing with the tasks you've been given.
  • Player: Okay then, what do you want me to do? Hurry up, I have to get on and speak to King Roald, or rather, Roald. We've been on first name terms for quite a while now. Funny that, eh? A lowly adventurer like me having mates like you and the king of a country. Still, at least I haven't lost my common touch.
  • Drezel: Just check around the building, will you, and make sure there's nothing funny going on. Ivan mentioned that he had heard some strange noises recently. Not too near, just outside of the temple grounds. Come and let me know if you find something.
  • Select an option
    • When and where were these sounds heard?
      • Player: When and where were these sounds heard?
      • Drezel: Ivan said he heard them occasionally at odd times during the day, but usually when it's very quiet. We both looked around near the temple but we didn't find anything. We were both a bit nervous about going any further west than the steps.
      • Player: Do you think the sounds could have come from beyond the steps? I mean, from further west?
      • Drezel: It's certainly possible and more than likely. I'd be grateful if you could extend your search as wide as possible.
      • (Shows the initial options.)
    • Did you hear the sounds as well?
      • Player: Did you hear the sounds as well?
      • Drezel: I must confess, I have heard some strange things around here recently. Like hushed voices.
      • Player: So, maybe Ivan was whispering to you?
      • Drezel: They didn't sound human!
      • Player: Right! That's different! What did they sound like?
      • Drezel: Well, very gruff, almost animal-like and speaking in guttural common tongue.
      • Player: Hmmm, never fear, inspector Player is here! I'll work this out Drezel, don't you worry!
      • (Shows the initial options.)
    • Has anyone seen or reported anything unusual?
      • Player: Has anyone seen or reported anything unusual?
      • Drezel: Unfortunately, they have. Several people have gone missing from the local limestone mining area. Other locals have reported seeing shadowy figures moving along the Paterdomus path, which goes from Paterdomus to Varrock. Now, there's nothing to suggest that this is anything more than just an enterprising, though perhaps ruthless, bunch of brigands. If it is, simply give them a taste of Misthalin law and order.
      • Player: And if it turns out to be more than that?
      • Drezel: Well then, my friend, I will pray that Saradomin's blessings be upon you, that he guides your actions and keeps you safe from harm.
      • Player: How incredibly reassuring!
      • Drezel: Don't take that tone with me, young [man/woman]! Saradomin's powers are not to be underestimated.
      • (Shows the initial options.)
    • How is Ivan - is he okay?
      • Player: How is Ivan - is he okay?
      • Drezel: He's as well as can be expected considering the circumstances. He's a very confused young man at the moment what with the shadowy events that started his life. Both his parents died in the Sanguinesti region, though he still holds hope that they may be found alive. The death of Sani has really affected him as well. Like him, she was an orphan - they had a lot in common.
      • Player: It's all so incredibly tragic; I wish there was something I could do for him.
      • Drezel: Well, you brought him here, which was very brave. He's very grateful to you. It's remarkable, really. He has this inner calmness that I find so very affecting. His studies go well and he has Saradomin's blessings, it's clear to see. I would see him as a worthy successor as protector of Paterdomus. When all of his teachings are done, naturally.
      • (Shows the initial options.)
    • Okay, thanks.
      • Player: Okay, thanks.
Talking to Drezel again[edit | edit source]
  • Player: Sorry, Drezel, what did you want me to do again?
  • Drezel: Just check around the building, will you, and make sure there's nothing funny going on. Ivan mentioned that he had heard some strange noises recently. Not too near, just outside of the temple grounds. Come and let me know if you find something.
  • (Continues above.)

Search and Find[edit | edit source]

Searching the bushes near the temple entrance[edit | edit source]
  • You search the bushes and find someone lying unconscious.
  • Screen fade out/in. Cutscene begins. Shadowy figures appear and one knocks you out from behind. Screen fade out/in.
  • Shadowy figure [1]: I told you to hide it properly!
  • Shadowy figure [2]: Not to worry! Now we've got more!
  • Shadowy figure [1]: Nah, we can't take [him/her], it'll look suspicious.
  • Shadowy figure [2]: Let's go! Have you got the tithe?
  • Shadowy figure [1]: Of course!
  • Screen fade out/in. Cutscene ends.

Reporting Back[edit | edit source]

  • Drezel: Hello, Player, did you find anything out nearby?
  • Player: Yes, perhaps a bit too much!
  • Drezel: How do you mean, Player?
  • Player: But for the grace of Saradomin am I here now! I was attacked from behind.
  • Drezel: Did you see the assailants?
  • Player: Not clearly, but I believe they could have been werewolves, or at least a type of werewolf.
  • Drezel: This is terrible, terrible news! They have found a way to get across the Salve!
  • Player: I know, it's very worrying.
  • Drezel: I must make immediate preparations and meet with other members of my order. You must hurry directly to King Roald and impart this information to him. Here, take these runes; they should help you to return to Varrock faster.
  • Player receives 1 law rune, 3 air runes and 1 fire rune.
  • Drezel gives you a handful of runes.
  • Player: Very well, I'll make my way and bid you good luck.
  • Drezel: Likewise, Player.

Drezel again[edit | edit source]

  • Drezel: Hello, Player, have you been to Varrock yet?
  • Player: Not yet, sorry; what should I do again?
  • Drezel: You said that you wanted to warn King Roald about possible incursions into Misthalin from Morytania. You also wanted to ask him about sending troops to help the Myreque in their efforts to overthrow Drakan and his minions.
  • Player: Ah yes, quite right, thanks for reminding me.

Talking to Veliaf before talking to King Roald[edit | edit source]

  • Veliaf Hurtz: You've returned already?
  • Player: Yes, I have some news!
  • Select an option
    • I was attacked near the temple!
      • Player: I was attacked near the temple!
      • Veliaf Hurtz: Attacked by whom?
      • Player: By beasts! From Morytania, I believe... perhaps werewolves.
      • Veliaf Hurtz: This must be Drakan's foul doing! Did you speak with Roald yet? We need his support if we are to end this suffering.
      • Player: Not yet, I'm afraid. I thought you would want to know about the werewolves as soon as possible.
      • Veliaf Hurtz: It's good of you to return with this information, but we need to know Roald's answer before we can make any further plans.
      • (Shows the initial options.)
    • What should I do now?
      • Player: What should I do now?
      • Veliaf Hurtz: We need to know if Roald will aid us in our struggle. Please go and speak to him and ask him for his assistance in this matter. And let us all pray that he will give you a favourable answer.
      • (Shows the initial options.)
    • Okay, thanks
      • Player: Okay, thanks

An Audience with the King[edit | edit source]

  • What do you want to do?
    • Talk about Darkness of Hallowvale.
      • Player: Hello, Roald, I must speak with you on a matter of grave importance.
      • King Roald: Certainly. What seems to be the problem?
      • Player: I am witness to a great many terrible things happening in Morytania, some of which could be happening in Misthalin before long!
      • King Roald: This sounds pretty grave, please go on.
      • Player: I have for some time now been helping a collection of brave freedom fighters - the Myreque - darkness of Morytania. The land is controlled by a dark, merciless overlord known as Drakan. He and his vampyric kin farm humans for their blood! People, my lord! Men and women like your own loyal subjects, who live such pitiful and desolate lives that death is a welcome end for them.
      • King Roald: This sounds shocking... awful. Yes, yes of course, we must do something!
      • Aeonisig Raispher: I would beg my lord not to give in so easily to his very compassionate nature. We know not if these people are loyal Saradomin supporters, my liege.
      • King Roald: Oh yes, we need to consider that as well. You're right of course, Aeonisig. Do you know if these people follow Saradomin?
      • Player: Sire, I am not certain, but surely this isn't the issue? They are in dire need...
      • Aeonisig Raispher: As are many, my young friend. Is the King meant to leave Misthalin unguarded on the whim of some errant adventurer?
      • Player: But you don't understand! I also need to tell you that I have seen beasts from Morytania roaming around Misthalin. I am almost certain they were werewolves. I saw them west of the River Salve, beyond the grounds of the temple, Paterdomus.
      • King Roald: I dare say you gave fight and slaughtered the foul beasts where they stood!
      • Player: I'm sad to say that I did not. I had no chance, sire. I was knocked unconscious before I could properly react. Please sir, Misthalin must come to the aid of the people of Morytania. The Myreque cannot fight this battle against the vampyres by themselves!
      • King Roald: Yes, yes! I will ready my army and prepare to enter Morytania via Paterdomus. Morytania has for too long threatened the borders of Misthalin.
      • Aeonisig Raispher: My lord, this course of action will lead to very severe consequences! Your interference in Morytania will likely upset the balance and could send the world into another cataclysmic god war.
      • King Roald: But Drakan has invaded Misthalin! I must respond!
      • Aeonisig Raispher: There is no proof that Drakan has invaded Misthalin, my lord!
      • Player: Yes there is! I saw it with my own eyes!
      • Aeonisig Raispher: Being knocked out by agents unknown does not constitute evidence. In fact it's something that the most inexperienced of local folk could accomplish!
      • King Roald: But I can't just stand here and do nothing, Aeonisig! I must try to help if I can.
      • Aeonisig Raispher: I am afraid with the Guthixian edicts regarding religious balance, there is little else we can do. Of course, there are measures we can start to take which might have an influence on that...
      • King Roald: Well speak up man we haven't got all day.
      • Aeonisig Raispher: The Guthixian edicts govern spiritual balance, sire - perhaps these need closer study. In addition, we need to consider a reduction in the Guthixian influence we are forced to endure in our religious affairs.
      • King Roald: But that will take ages, we need to act now!
      • Aeonisig Raispher: As you say, sire, it will take some time. We now pay the price for our lack of foresight in letting Guthixian edicts restrict the might of Saradomin's will.
      • King Roald: Yes, yes, but we can start to make amends for that now, can't we?
      • Aeonisig Raispher: Yes sire, there are some papers to sign, but essentially we can start work on this right away.
      • Player: Signing papers! Is that the sum total of the aid that Misthalin can provide to Morytania?
      • Aeonisig Raispher: Hold your disrespectful tongue! How dare you address the King in that way? We should throw you in the stocks!
      • King Roald: I am sorry, but Aeonisig is my advisor, and what he says, while it pains me, is the truth. However, I will enact a 'mercenary protocol'. This will allow all able-bodied men to fight in the defence of Misthalin for glory and spoils. You will find that many sword arms from Misthalin should soon join the resistance force. In the meantime, we will look into the Guthixian edicts and find a way to rid ourselves of Drakan for good.
      • Select an option
        • Why can't you send troops to Morytania?
          • Player: Why can't you send troops to Morytania?
          • King Roald: The followers of Guthix keep a careful account of the balance of religious and spiritual beliefs in the world. At the moment things are 'in balance'. If I send troops to Morytania, Drakan will call for Zamorakian followers to come to his aid, most likely through a portal to another realm.
          • Player: Like Zanaris?
          • King Roald: Similar, but instead of fairies you'll find creatures of such incarnate evil that it will make Morytania seem like a goblin cave. So if I send troops we will start a bloody war and both Saradominist and Zamorakian forces will collide. It will tempt another god war, and followers of Guthix are bound by oath to fight to keep the balance. When all three sides are joined in war, according to the edicts, Guthix will 'reawaken and remake the world without mercy for the pain of beast or man.'
          • Player: So we should try to avoid that then!
          • (Shows the previous options.)
        • What is a 'mercenary protocol'?
          • Player: What is a 'mercenary protocol'?
          • King Roald: It means that people can fight with the blessings of the King in defence of the realm. Normally, if a force of armed men is amassed they may be considered a threat to Misthalin's national security, and we'd have to send the army to disband them. However, if a group of men form a mercenary company they can be registered, and are allowed certain rights so long as they operate within the law. They're essentially swords for hire, and we don't usually allow such things, but this situation in Morytania requires some action. Unfortunately, this is the best thing I can think of at the moment.
          • (Shows the previous options.)
        • When can you send aid to Morytania?
          • Player: When can you send aid to Morytania?
          • King Roald: It depends on how long it takes the Church of Saradomin to read through the Guthixian edicts and return with an answer on how to proceed.
          • Player: What part does Guthix play in all this?
          • King Roald: Guthixian edicts rule over those of all other religions. Followers of Guthix claim that the edicts have largely controlled the peace that Misthalin has experienced for so many years. My advisors are suggesting that this may not be strictly true. Followers of Guthix have sworn an oath to perform ceremonies to try and re-awaken Guthix if the edicts are broken. They say that peace and tolerance is needed to maintain the balance. But I am certain that they would be outraged to see the conditions that you yourself have witnessed in Morytania.
          • (Shows the previous options.)
        • What should I do now?
          • Player: What should I do now?
          • King Roald: That is for you to decide, but I would assume that you wish to report back to your comrades in Morytania. If they're relying on support from Misthalin, you may need to let them know that it might take some time before that happens.
          • Player: So I came all this way for nothing?
          • Aeonisig Raispher: Is it nothing then to have an audience with the King? Your lack of respect astonishes me. How you have survived so long with such disgraceful manners is nothing short of a miracle!
          • Player: Sorry, sire, I had just hoped for so much more.
          • King Roald: Well then, I must try to do something to satisfy you. I will have my advisor Aeonisig teleport you to Paterdomus in order that you are more quickly on your way. Will you accept my offer?
          • Accept a free teleport back to Paterdomus?
            • Yes thanks, I'll accept the free teleport.
              • Player: Yes, thanks, I'll accept the free teleport.
              • King Roald: Very good. My advisor, Aeonisig, will teleport you back. The best of luck to you.
              • Aeonisig Raispher: Prepare yourself for teleport!
              • Aeonisig teleports you back to Paterdomus.
            • No thanks, I've other things to do here.
              • Player: No, thanks, I've other things to do here.
              • King Roald: Very well. Come back if you change your mind.
        • Okay, thanks.
          • Player: Okay, thanks.
    • Talk about Priest in Peril.
    • Ask about the kingdom.
    • Ask about the protected tree.
    • Greet the king.

Talking to King Roald again[edit | edit source]

  • What do you want to do?
    • Talk about Darkness of Hallowvale.
      • Select an option
        • Does your offer of a teleport still stand?
          • Player: Does your offer of a teleport still stand?
          • King Roald: Certainly, are you ready now?
          • (Continues above.)
        • I'd like to ask a few questions if I may?
          • Player: I'd like to ask a few questions if I may?
          • King Roald: Certainly, go ahead.
          • (Continues above.)
    • Talk about Priest in Peril.
    • Ask about the kingdom.
    • Ask about the protected tree.
    • Greet the king.

Breaking the News[edit | edit source]

Back to Drezel[edit | edit source]

  • Player: Drezel, I have returned from Varrock with bad news. King Roald isn't able to send troops for our fight against the Drakans. Apparently, some Guthixian edicts need to be scrutinised in more detail or else the balance will be affected?
  • Drezel: Oh dear! Yes of course, the Guthixian edicts which govern the balance of power within these realms must be taken into consideration. I learnt something about them during my training. I can certainly understand that if Saradomin's power were to substantially increase, the Drakans would waste no time in calling on their dark brethren from other realms.
  • Select an option
    • Can you explain a little about the Guthixian edicts?
      • Player: Can you explain a little about the Guthixian edicts?
      • Drezel: Well, only a little. Guthix is merely a nature god of some average power, nothing really compared to Saradomin. However, his followers, the druids of Taverley, and other creatures located around the world, believe him to lie in slumber. They also believe that Guthix made the world, and according to their history, Guthix was said to have evicted the remaining gods from the world during the god wars, and banished or destroyed any powerful entity aligned to a god, leaving only mortals here. Of course, the Church of Saradomin is highly sceptical of all this.
      • Player: So the world belongs to Guthix then?
      • Drezel: Of course not! But that's what the Guthix followers believe. There are aspects of other gods which people in the world admire and wish to venerate. According to Guthixian followers, when all the gods were banished, a sort of religious balance was created which needs to be maintained. The followers of Guthix have said that if a second war of the gods were to begin, Guthix would be so angry that he would remake the world, destroying civilisation as we know it. Again, both Saradominist and Zamorakian beliefs differ on this point.
      • Player: That seems a bit unfair - doesn't he care for people? I thought Guthix was meant to be a good god?
      • Drezel: He's a god of nature and hates to see imbalance. So even though there is evil in the world, Guthix sees it as necessary in order to keep the balance. The tolerance of evil by good keeps the powers of good, and of law, in check - and vice versa.
      • Player: So how does this relate to edicts?
      • Drezel: Most leaders in the world rely on some of, indeed much of, the advice of their spiritual advisors. And the edicts forbid any action that might lead to an imbalance of power. All spiritual teachings follow the concept of balance in some form or other. Though some followers of Saradomin and Zamorak think that the concept of balance stipulated by Guthix's followers might be different to what Guthix will act on.
      • (Shows the initial options.)
    • What should I do now?
      • Player: What should I do now?
      • Drezel: The Myreque will need to know all that you have experienced so far. I'm sure they will be grateful. If you have the stomach for it, I'm sure Veliaf would gladly accept your further assistance. I for one am grateful for your efforts. Recently, I have noticed that more people are making their way to Paterdomus through Morytania and into Misthalin. Is that anything to do with you, I wonder.
      • (Shows the initial options.)
    • Okay, thanks.
      • Player: Okay, thanks.

Veliaf[edit | edit source]

  • Player: Well met, Veliaf, I have some news for you.
  • Veliaf Hurtz: Hello, Player. It's good to see you again.
  • Select an option
    • I was attacked near to Paterdomus!
      • Player: I was attacked near to Paterdomus! While I checked around near Paterdomus I was attacked by two beasts. I think they were werewolves! I believe they have found a way to cross the River Salve.
      • Veliaf Hurtz: This is most likely Drakan's doing, or at least one of his minions. The werewolves, like us, have to pay tithes. However, they're more than willing to take the lives of humans to pay their blood tithes.
      • (Shows the initial options.)
    • King Roald cannot send troops!
      • Player: King Roald cannot send troops! I have talked to him at great length and have been unable to persuade him to send troops. While talking with him, his Saradominist advisor kept interrupting. He cited Guthixian edicts as the reason for not sending aid.
      • Veliaf Hurtz: How does this prevent Roald from sending troops?
      • Player: Roald is concerned that sending troops down to Morytania might propagate another war between the gods. If he sends troops, Drakan might call for Zamorakian followers from another realm. It could escalate, but the Church of Saradomin is looking into it now.
      • Veliaf Hurtz: I know you are only the messenger, but you do bear bitter news. There has long been a desire by the Saradominists to see Guthixian power eroded away. I am not so well versed with such dealings but it smells like politics to me.
      • Player: Roald did agree to enact a mercenary protocol. He thought some brave souls from Misthalin might heed this call to arms and take up their swords in the name of the resistance. Roald said it was the best he could offer for the moment without contravening the Guthixian edicts.
      • (Shows the initial options.)
    • What can we do now?
      • Player: What should we do now? There must be someone else we can turn to?
      • Veliaf Hurtz: We must inform the head of the Sanguinesti order of the Myreque of these events. Please go as fast as you can back to the Sanguinesti hideout and forward this information to the leader there.
      • (Shows the initial options.)
    • Okay, thanks.
      • Player: Okay, thanks.

Drezel again[edit | edit source]

  • Drezel: How's everything going, Player?
  • Player: Not as well as I'd hope, Drezel. I'm still working with the Myreque, trying to help out. I just hope that we can find a way to defeat those Drakans.
  • Drezel: You can be sure that a great many people hope for exactly the same thing, Player. Good luck to you, and Myreque prevail!
  • Player: Myreque prevail, Drezel, and good luck to you!

Sanguinesti Revisited[edit | edit source]

Meiyerditch Hideout[edit | edit source]

  • Player: Well met!
  • Vertida Sefalatis: Myreque prevails! What can I do for you?
  • Player: I have a message from Veliaf - bad news I'm afraid. I was sent on a mission to Misthalin to seek help from Roald. We hoped that Roald might send troops to aid us in our quest against the vampyres. On the way, though, I came across some werewolves, to the west of Paterdomus and the River Salve!
  • Vertida Sefalatis: This is disastrous! Things seem to go from bad to worse! You will have to communicate this information to Safalaan directly, my friend. He needs to know as soon as possible.
  • Select an option
    • Where is Safalaan and what does he look like?
      • Player: Where is Safalaan and what does he look like?
      • Vertida Sefalatis: He's out on a mission sketching Castle Drakan. He's taken the wall route so you'll need to do the same. There is a barricade that prevents further travel north; it's located under the wall. You'll need to search the wall southeast of the barricade to release the lock on the door; it will be unlocked for two minutes. There is a catch on the door so you can always open it when you approach it from the north.
      • Player: Okay, great, that's helpful. Now, how can I recognise Safalaan?
      • Vertida Sefalatis: He's very distinctive. It shouldn't be a problem trying to find him if you know where to look, and you've got a good set of eyes on you!
      • (Shows the initial options.)
    • What do you think this means for us?
      • Player: What do you think this means for us?
      • Vertida Sefalatis: I'm not sure. Safalaan is the best one to talk to regarding that. However, we can but hope for the best. That and a quick and painless death.
      • Player: How very comforting.
      • (Shows the initial options.)
    • What should I do now?
      • Player: What should I do now?
      • Vertida Sefalatis: Go and scout out the castle by following the great vyre-wall to the west. There is a barricade which prevents travel north, located under the wall. You'll need to search the wall southeast of the barricade to release the lock on the door, it will be unlocked for two minutes. There is a catch on the door so you can always open it when you approach it from the north. If you're careful, the vyrewatch won't see you.
      • Player: Okay, great, that's helpful. Any other details?
      • Vertida Sefalatis: Safalaan is on a mission at the moment; he may wish to return to base when he hears your news, so it would be helpful if you could offer to take his mission over for him. I'm going to the wall now, so you can come with me - it'll be quicker than going back on your own.
      • Select an option
        • Oh, wait, I wanted to ask more questions first.
          • Player: Oh, wait, I wanted to ask more questions first.
          • Vertida Sefalatis: Okay, go ahead.
          • (Shows the initial options.)
        • Okay, lead the way.
          • Player: Okay, lead the way.
          • Vertida leads you quickly through the ghetto.
          • Screen fade out/in. The player appears on the first floor of a house in south-western Meiyerditch.
    • Okay, thanks.
      • Player: Okay, thanks.

Reporting to Veliaf[edit | edit source]

  • Veliaf Hurtz: Hello, Player, how goes it?
  • Player: Hello, Veliaf!
  • Select an option
    • I have met with the Sanguinesti Myreque.
      • Player: I have met with the Sanguinesti Myreque.
      • Veliaf Hurtz: Good, it seems like you're really proving your worth. Keep up the good work and if they need your assistance, I'd be grateful if you could accommodate them.
      • (Shows the initial options.)
    • What should I do now?
      • Player: What should I do now?
      • Veliaf Hurtz: Polmafi, Radigad and myself are still settling down into our new base camp. If the Sanguinesti order of the Myreque needs you, please feel free to aid them.
      • (Shows the initial options.)
    • Okay, thanks.
      • Player: Okay, thanks.

Looking at the rocky surface[edit | edit source]

  • These rocks looks like what Vertida told you about when he explained about the barricade.

Searching the rocky surface[edit | edit source]

  • You notice that the rocks seem to move; you push them in and hear a mechanical click.

Opening the barricade[edit | edit source]

Before searching the rocky surface[edit | edit source]

  • You try to open it, but it seems to be stuck fast. You seem to remember Vertida telling you something about nearby rocks?

Talking to Safalaan[edit | edit source]

  • Player: Hello, my name is Player. I come with a very important message from Vertida.
  • Safalaan: Vertida, eh? What makes you think I know a Vertida?
  • Player: He's asked me to come and seek you out. I am working with Veliaf in Burgh de Rott.
  • Safalaan: Ah, Veliaf! Myreque prevail! My friend, you're just the tonic for my otherwise black mood. Tell me, what news comes from the west?
  • Select an option
    • I went to see King Roald.
      • Player: I went to see King Roald to see if he would send troops to aid our situation. Unfortunately, his advisor reminded him that Guthixian edicts prevent his intervention at this time.
      • Safalaan: Guthixian edicts, eh? Hmm. Well I commend you on your efforts to rally support for our cause, but I have a strange feeling about Roald's reasons for not aiding us. I seem to remember that 'Guthixian edicts' have been given as a reason before when help was requested.
      • Player: I'm afraid that's not all. I was attacked by werewolves on the western side of the Salve, near to Paterdomus. I was knocked unconscious and left for dead.
      • Safalaan: This is terrible! They must have found a way to thwart the Salve's magical influence? But if so, why doesn't Drakan start a full onslaught? You have done well to bring me this information. I must return now to the base camp in order to discuss this information and work out what must be done.
      • Select an option
        • Can I help in some way?
          • Player: Can I help in some way?
          • Safalaan: Yes, you certainly can, my friend. I was on a mission to scout out this castle. We need to get plans of the castle in order to mount an attack. I have yet to start, but please could you take over for me?
          • Player: I can certainly try! Are there any specific details I should know?
          • Safalaan: Indeed there are. We need sketches of the northern, western, and southern sides of the castle. I've checked the situation out with regards to the vyrewatch flight patterns and you'll attract less attention if you quickly make your way to the north and do that sketch first, then sketch the western side, and finally finish off here at the southern aspect.
          • Safalaan gives you some charcoal and papyrus.
          • Safalaan: Just in case you run into some troubles and need some more, you can get some more papyrus off old man Ral. He's helped us out once or twice before.
          • Player receives charcoal and 3 papyrus.
          • Safalaan: Good luck, my friend. Return to the base camp when you have completed the plans.
          • Select an option
            • What did you want me to do again?
              • Player: What did you want me to do again?
              • Safalaan: We need some accurate plans of the castle in order to effectively plan an attack. Please make some careful sketches starting from the north side, moving to the west and finishing off with a sketch from this view. One of our agents has already placed some markers on the walls at the best vantage point.
              • (Shows the previous options.)
            • What are you going to do?
              • Player: What are you going to do?
              • Safalaan: With the news you've just given me, I'll need to go back to the base and discuss the implications with the rest of my team. Your help in this matter will be greatly appreciated.
              • (Shows the previous options.)
            • Okay, thanks.
              • Player: Okay, thanks.
        • Okay, thanks.
          • Player: Okay, thanks.
    • I was attacked near Paterdomus on my travels.
      • Player: I was attacked near Paterdomus on my travels. I believe my assailants were werewolves on the western side of the Salve, near to Paterdomus. I was knocked unconscious and left for dead.
      • Safalaan: This is dreadful! They've discovered a way to get past the Salve's magical influence? I am surprised with this that Drakan doesn't start a full onslaught. You have done well to bring me this information. I must return now to the base camp in order to discuss this information and work out what must be done.
      • (Continues above.)
    • Okay, thanks.
      • Player: Okay, thanks.

Talking to Safalaan before receiving the papyrus[edit | edit source]

  • Safalaan: Aha! Hello, Player! How goes it?
  • Player: I have to talk to you about something.
  • (Continues above.)

Talking to Safalaan before after the papyrus[edit | edit source]

A Close Call[edit | edit source]

Sketching the wrong side[edit | edit source]

  • (One is shown depending on which side needs to be sketched:)
    • Safalaan asked me to sketch the north side first.
    • I need to make a sketch of the western face of the castle.

Sketching the same side again[edit | edit source]

  • You already have a sketch of the castle from this angle; you don't need a second one.

Sketching the north side[edit | edit source]

  • You start sketching.
  • You make the first sketch of the north facing side.
  • Player has papyrus removed from them. Player receives castle sketch 1.
  • Screen fade out/in. Cutscene begins. A view of the front of the gatehouse doors of Castle Drakan is shown. Vanescula and Ranis Drakan and Vanstrom Klause stand in front of a vyrewatch.
  • You spot Vanstrom Klause with some other people...
  • You spot Vanstrom Klause with some other people...
  • Vanstrom Klause: So yes, lady Vanescula, we're getting maximum yield from the current rotation. And more tithes are coming in all the time.
  • Vanescula Drakan: Good, good! You seem to be well in control.
  • Vanstrom Klause: If I remember, ma'am, I had little choice. You were quite... 'persuasive' the last time we met.
  • Vanescula Drakan: Ha, ha, ha. Vanstrom, you do make me laugh.
  • Vanstrom Klause: Perhaps a light refreshment m'lady? This is from the fresh batch.
  • Vanescula, Ranis and Vanstrom drink.
  • Vanescula Drakan: Why, with these blood tithes you're really spoiling us!
  • Ranis Drakan: Viciously efficient as ever, Vanstrom! You never fail to please your masters.
  • Vanescula Drakan: Mmm, delicious! Well, it's been lovely as usual, Vanstrom.
  • Vanescula and then Vanstrom transform into vyres.
  • Vanescula Drakan: But we really have to get on.
  • Ranis transforms into a vyre, takes up flight and flies away. Vanescula takes up flight and flies away.
  • Vanstrom Klause: The same is true for me, m'lady.
  • Vanstrom takes off and flies away. The camera pans away.
  • Vanstrom flies away.
  • Screen fade out/in. Cutscene ends.

Sketching the west side[edit | edit source]

  • You start sketching.
  • You make the sketch of the western approach.
  • Player has papyrus removed from them. Player receives castle sketch 2.

Attempting to sketch the south side[edit | edit source]

  • You start sketching.
  • You spot Vanstrom Klause flying out from a balcony; he spots you!
  • Cutscene begins. Vanstrom appears, flies towards the player and lands in front of them.
  • Vanstrom Klause: Ha! So we meet again, Player. Prepare to die!
  • Vanstrom attacks the player. After a while, the player is knocked out. Sarius Guile appears.
  • Sarius Guile: Sorry for the interruption, Lord Vanstrom, but Lady Vanescula 'requests' that this individual be questioned before being used as a punch bag.
  • Vanstrom Klause: I take no orders from food sacks like you, Guile. Attend to this yourself. In any case, he wasn't much of a punch bag anyway.
  • Vanstrom flies away. Screen fade out/in. Cutscene ends.
  • Sarius Guile: Awaken! There are things for you to know.
  • Player: Huh? What happened?
  • Sarius Guile: Your life may be forfeit but for now you live. My mistress will understand my motives. She has an interest in the one you call 'Safalaan'. As a kind gesture for my intervening on your behalf, I take it as a kindness that you would deliver a message to him. The message you will find secreted behind tiles where smoke is carried away from the depiction of statuesque evil. And now be away, but forget not the task that Safalaan set you! For why else would you be here?
  • Screen fade out/in. Sarius Guile has disappeared.

Finishing the south sketch[edit | edit source]

  • You start sketching.
  • You make a sketch of the south facing side.
  • Player has papyrus removed from them. Player receives castle sketch 3.

Sarius' Secret[edit | edit source]

Reporting to Safalaan[edit | edit source]

  • Player: Hey, Vanstrom attacked me near the castle.
  • Safalaan: WHAT?
  • Player: He just flew at me out of nowhere. I was trying to fight him, but I just couldn't hurt him.
  • Safalaan: Brave, very brave. He didn't follow you here did he?
  • Player: No, I'm pretty sure I wasn't followed. So anyway, during the fight, Vanstrom knocked me to the floor and I thought I was done for when a woman named Sarius seemed to appear from nowhere.
  • Safalaan: Sarius you say. Hmmm, interesting. Was Vanescula nearby?
  • Player: No, I saw Vanescula and Ranis earlier, but when I saw Sarius arrive, Vanescula wasn't around. Sarius told Vanstrom that Vanescula wanted to interrogate me. So Vanstrom got angry and flew away. Sarius then told me about a message which was meant for you. Something about 'smoke and statues'? She said that Vanescula was interested in you for some reason?
  • Safalaan: Well, Player, my friend, you certainly seem to have had a very close call. Thanks for letting me know all of this - it's very helpful.
  • Select an option
    • I have all the sketches for you!
      • Player: I have all three sketches for you!
      • Player has castle sketch 1, castle sketch 2 and castle sketch 3 removed from them.
      • Safalaan: You have my gratitude, friend! Myreque prevail! I need to take a good look at these and see if we can find something.
      • Player: What should I do now?
      • Safalaan: Hmm, good question. Didn't you mention something about Sarius and a message?
      • Select an option
        • How do you like those sketches I did for you?
          • Player: How do you like those sketches I did for you?
          • Safalaan: They're really very good, my friend, we're all very grateful for your help.
          • (Continues below.)
        • Is there any new information?
          • (Same as below.)
        • Can you tell me something about this area?
          • (Same as below.)
        • What should I do now?
          • Player: What should I do now?
          • Safalaan: Didn't you mention something about Sarius? She gave you some information regarding a message didn't she? It might be useful if you could get a hold of it.
          • (Shows the previous options.)
        • Okay, Thanks.
          • (Same as below.)
    • Is there any new information?
      • Player: Is there any new information?
      • Safalaan: Not so far, my friend. We're discussing the news you gave me regarding the werewolves in Misthalin.
      • (Shows the initial options.)
    • Can you tell me something about this area?
      • Player: Can you tell me something about this area?
      • Safalaan: Yes I could, but I'm a little busy right now. Perhaps later?
      • (Shows the initial options.)
    • What should I do now?
      • Player: What should I do now?
      • Safalaan: Have you done those sketches yet? It would be really helpful to get those! Also, didn't you mention something about Sarius? She gave you some information regarding a message didn't she? It might be useful if you could get hold of it.
      • (Shows the initial options.)
    • Okay, Thanks.[sic]
      • Player: Okay, thanks.

Talking to Safalaan after giving him the castle sketches[edit | edit source]

  • Player: Hey, I've returned! Myreque prevail!
  • Safalaan: Myreque prevail!
  • (Continues above.)

Talking to Vertida[edit | edit source]

  • Player: Hiya, Vertida, what should I do now?
  • Vertida Sefalatis: Well met, Player. You should have a chat with Safalaan. He may be able to help you.

Looking at the fireplace[edit | edit source]

Before giving Safalaan the castle sketches[edit | edit source]

  • You don't see any outstanding features and, without knowing what to look for, you soon give up searching.

After giving Safalaan the castle sketches[edit | edit source]

  • This fireplace looks pretty old; it certainly hasn't been dusted recently. You see a loose tile and scratch marks where some sort of sharp instrument was used.
  • [Which object will you try and pry the tile off with?
    • Knife
      • You carefully use your knife on the loose tile.
      • Player receives Message (Fireplace).
      • You find a message stuffed behind a loose tile on the fireplace.
    • Silver sickle (b)
      • My sickle is the wrong shape for this. Maybe I should use something more conventional?

Looking at the portrait[edit | edit source]

Before slashing the portrait[edit | edit source]

  • This painting is a little odd. It seems to depict the statue of a female vampyre holding a key.
  • (Opens portrait interface.)

After slashing the portrait[edit | edit source]

  • This painting has been slashed and isn't really worth looking at any longer.

Searching the portrait[edit | edit source]

Before giving Safalaan the castle sketches[edit | edit source]

  • You see a portrait.

After giving Safalaan the castle sketches[edit | edit source]

  • [Which object will you use to slash the painting?]
    • Knife
      • You slash the painting and inside you can see a large ornate key.
    • Silver sickle (b)
      • My sickle is the wrong shape for this. Maybe I should use something more conventional?

After slashing the portrait[edit | edit source]

  • Player receives large ornate key.
  • You search the slashed painting. You find a large ornate key.

Delivering the Message[edit | edit source]

  • Player: Hey, I've returned! Myreque prevail!
  • Safalaan: Myreque prevail!
  • Select an option
    • How do you like those sketches I did for you?
      • (Same as above.)
    • I have a message for you Safalaan - it may be important.
      • Player: I have a message for you Safalaan - it may be important!
      • Safalaan: A message where from?
      • Player: It's a message that Sarius Guile made known to me. I believe she had meant it for you.
      • You show the message to Safalaan.
      • Safalaan: Hmm, interesting. This message gives details of some sort of laboratory; maybe there is some interesting information there which we should find out. Now that I have those sketches, we can keep an eye out for this place. In fact, it would be great if you could look for it for us. Keep the message - it may help you to locate it.
      • Player: Where do you think this laboratory could be?
      • Safalaan: It's a good question, but not one I can answer right now. If you get a chance could you look into this for us?
    • Can you tell me something about this area?
      • (Same as above.)
    • What should I do now?
      • (Same as above.)
    • Okay, Thanks.
      • (Same as above.)

Talking to Safalaan again[edit | edit source]

  • Player: What should I do now?
  • Safalaan: We're looking into mounting an attack on the vampyres, but we also need to see if this so-called laboratory exists. You could look for it if you like, it might help us out. Come back if you find anything helpful.

Meiyerditch Laboratory[edit | edit source]

Looking at the tapestry[edit | edit source]

  • [Which object do you want to slash the tapestry with?]
    • Knife
      • (Transcript missing. edit)
    • Silver sickle (b)
      • You slash the tapestry down the middle.

Searching the statue[edit | edit source]

  • You search the statue. It seems to depict some sort of female vampyre, perhaps a vyrewatch. You don't think it represents an individual, but rather a general class of vyrewatch. Her hands are lifted up in the air as if holding something invisible. Closer inspection shows that the hands seem smoother than other parts of the statue.

Using the large ornate key on the door[edit | edit source]

First time[edit | edit source]
  • You get an electric shock.
  • The player is damaged for 100 life points.
  • You hear the sound of mechanical elements fusing.
Afterwards[edit | edit source]
  • The key fits in the lock - you hear a click - but nothing seems to happen.

Using the large ornate key on the vampyre statue[edit | edit source]

  • Camera shows a close-up of the player and the vampyre statue.
  • Player has large ornate key removed from them.
  • You carefully place the large ornate key into the statue's hands. You hear a grinding sound as the hands move downwards, then a mechanical click to the north.

Opening the door[edit | edit source]

Before unlocking it[edit | edit source]
  • The door is completely and utterly locked.
After unlocking it[edit | edit source]
  • The door opens effortlessly and you walk through.

Searching the door in the laboratory[edit | edit source]

  • Seems like a standard, heavy, well-made door. You can hear the distant screams of unworldly creatures beyond.

Searching the broken rune case[edit | edit source]

Before claiming the runes[edit | edit source]
After claiming the runes[edit | edit source]
  • You search the rune case, but it appears to be empty.

Reading the Haemalchemy (Vol. 1)[edit | edit source]

  • This book seems far too complex to you at the moment.

Finishing Up[edit | edit source]

Safalaan's Send-off[edit | edit source]

  • Player: Well met, Safalaan. I have something you may be interested in. I found it in the laboratory.
  • You hand the book on Haemalchemy over to Safalaan. He takes the volume and quickly flicks through some pages of the large tome.
  • Safalaan: You've done well, Player, very well indeed. This tome looks like it contains research notes which might give us some clues as to the vampyres' weaknesses.
  • Player: Well, whatever it is, someone went to a lot of trouble to try and hide it.
  • Safalaan: I can believe that, Player, and once again you have our gratitude. For my part your arrival has not come soon enough. I have a feeling that your efforts in our struggle are not yet over. I for one would be grateful for your continued assistance. Together we can pull back the darkness of Hallowvale.
  • Player: I'll do what I can, Safalaan, you have my support.
  • Safalaan: Then I must beg you for a small task, to return to Veliaf with a message to advise him of what has transpired here. I realise that bearing messages seems somewhat lowly, but your ability to pass in and out of Sanguinesti without being detected makes you perfect for this assignment. I also have a small gift for you which should make your journeys through Meiyerditch a tad faster. It's a key that will allow you to open two doors, the first is in sector one and the other is in sector two. The key is shaped to help you find the doors it will open.
  • Safalaan gives you a sealed message; it's addressed to Veliaf.
  • Player has Haemalchemy (Vol. 1) removed from them. Player receives sealed message and shortcut key.
  • Player: Very well, I'll do as you bid. Farewell.
  • Safalaan: Farewell and good luck, my friend!

Reading the sealed message[edit | edit source]

  • Although you'd like nothing more than to rip the envelope off this message and read the highly secret details inside, your conscience gets the better of you, and you decide instead to deliver it to Veliaf intact.

Talking to Safalaan again[edit | edit source]

  • Player: What should I do again?
  • Safalaan: Take the message that I gave you to Veliaf. He should be able to explain everything to you when you get there.
  • (If the player has lost the sealed message:)
    • Player: But I've lost that message, can I have another one please?
    • Safalaan: Well, okay, but please don't lose this one.
    • Safalaan gives you a sealed message; it's addressed to Veliaf.
    • Player receives sealed message.

Talking to Veliaf[edit | edit source]

  • Player: Well met, Veliaf, I have some news for you.
  • Veliaf Hurtz: Hello, Player, it's good to see you again.
  • Select an option
    • (If the sealed message is in the backpack:)
      • I have a message for you from Safalaan.
        • Player: I have a message for you from Safalaan of the Sanguinesti order of the Myreque.
        • Veliaf Hurtz: Really? Well, let's see it then!
        • You hand over the message to Veliaf.
        • Veliaf reads the message quite thoroughly.
        • Veliaf Hurtz: Well, it seems that you have more than proven yourself worthy, Player. Safalaan himself has recommended you for promotion to the rank of a private within the Myreque regulars. And for your trouble, I'm going to give you this rather prestigious tome of experience!
        • Veliaf gives you a three-charge tome of experience.
        • Congratulations! You have completed: 'The Darkness of Hallowvale' - Complete this Intermediate quest.
        • Player has sealed message removed from them. Player receives tome of xp.
    • (If the sealed message is in the bank:)
      • I've spoken to Safalaan.
        • Player: I've spoken to Safalaan. He gave me a message to give to you and I've put it in my bank for safekeeping.
        • Veliaf Hurtz: Well, it's not much use there is it? Please bring it to me straight away!
        • (Shows the initial options.)
      • What should I do now?
        • Player: What should I do now?
        • Veliaf Hurtz: You need to go and speak to the leader of the Myreque in the Sanguinesti region.
        • (Continues above.)
    • Okay, thanks.
      • Player: Okay, thanks.

Post-quest dialogue[edit | edit source]

Veliaf Hurtz[edit | edit source]

  • Player: Well met!
  • Veliaf Hurtz: Well done, Player. You really have proven yourself! Welcome to the team!
  • (If the player has lost the tome of xp:)
    • Player: I've lost my Tome of Experience.
    • Veliaf Hurtz: Hmm, okay, let's see if I have another one for you... Ah, here we go!
    • Player receives tome of xp.
    • (Continues below.)
  • Player: So, what's going to happen now?
  • Veliaf Hurtz: There are plenty of options for us to move forwards. We'll still keep up regular intelligence-gathering operations within the local area. Then we'll try to look for weaknesses in the vampyres' defences. I'll probably have to meet up with Safalaan at some point, so we can discuss strategies then. This war is far from over, Player. There's plenty of time to contribute; don't worry about that.

Reading the tome of xp[edit | edit source]

First two chapters[edit | edit source]

  • You read a fascinating chapter and earn experience! You have been awarded 2,000 XP in [skill].

Final chapter[edit | edit source]

  • Player has tome of xp removed from them.
  • You read a fascinating chapter and earn experience! You have been awarded 2,000 XP in [skill]. The book crumbles into a dust cloud of knowledge.

Polmafi Ferdyris[edit | edit source]

  • Polmafi Ferdygris: Hey there, it's brilliant that you've been made up into a full member of the Myreque! Proud to know you Player, I do hope we get to work together in the future! Keep up the good work, I'm sure Veliaf appreciates it.

Vertida Sefelatis[edit | edit source]

  • Vertida Sefelatis: Cognratulations on your promotion! You should be very proud!
  • Player: Oh I am, believe me!

Safalaan Hallow[edit | edit source]

  • Safalaan: It's nice to see you again, [Player], and congratulations on your well deserved promotion!
  • Player: I'm very grateful for the honour!
  • Safalaan: We're glad to have you with us! Right, well, I'd better get on with some planning. Those foul Drakans aren't going to get on and destroy themselves,
  • Player: I guess not!

Miscellaneous dialogue[edit | edit source]

Meiyerditch Sector 3 Cat[edit | edit source]

  • Player: What is this place?
    • Cat: It's a desolate, sad place. The people here seldom feed me - take me with you!
    • Player: I'm sorry, I can't take you with me, but I will help if I can.
  • Player: How are you doing?
    • Cat: Not well, I have to say, but you look healthy. I wish I were healthy like you.
  • Player: What's that awful smell?
    • Cat: *Sniff, sniff* I don't think it's me. All I can smell is dirty vyrewatches tithing the poor humans.
  • Player: How long have you been here?
    • Cat: As long as I can remember. So far we've not found any way out of this place, and after all, we couldn't leave these poor humans to fend for themselves.
  • Player: Okay, thanks.

Daeyalt Mines[edit | edit source]

Talking to a juvinate guard[edit | edit source]

  • Player: Hey! How do I get out of here?
  • Juvinate guard: When you've filled the mine cart, we'll think about it.
  • (If the player has 15 loads of ore in the mine cart:)
    • Player: But I've filled the mine cart.
    • Juvinate guard: Okay, I guess you can go then, food sack!
    • The juvinate sends you back through the mines.
    • Screen fade out/in. The player appears by the Meiyerditch mine entrance.

Talking to a Meiyerditch miner[edit | edit source]

  • Player: Hello there.
  • Meiyerditch miner: Oh, hello.
  • Select an option
    • Where are we?
      • Player: Where are we?
      • Meiyerditch miner: What, you can't tell from your surroundings that you're in a mine? You must have been hit hard on the head to not notice that.
      • (Shows the initial options.)
    • What do you do here?
      • Player: What do you do here?
      • Meiyerditch miner: We're miners, perhaps that might give you a clue! We're forced to mine for those stinking vyres. Once we've filled the cart, they sometimes let us go back to Meiyerditch, but then we get tithed. Don't know if I prefer it in here or out there!
      • (Shows the initial options.)
    • (If the player doesn't have a bronze pickaxe:)
      • Do you have a spare pick?
        • Player: Do you have a spare pick?
        • Meiyerditch miner: Sure, got one here you can use.
        • Player receives bronze pickaxe.
        • The miner hands you a rustic-looking pickaxe.
        • (Shows the initial options.)
    • How do you get out of here?
      • Player: How do you get out of here?
      • Meiyerditch miner: They can't keep you in here forever because they have to tithe you, so once you've filled the cart, they let you go. Takes about fifteen loads to get the cart filled.
    • (If the player has a bronze pickaxe:)
      • What is it that you're mining?
        • Player: What is it that you're mining?
        • Meiyerditch miner: We're mining for daeyalt. Don't rightly know what it does - we don't ask too many questions - but I've been doing it since I was a kid. The carts keep getting filled, and they keep going along the tracks. Goes to some huge refinery place, it does - massive, like another city under the earth.
        • Player: What? Have you seen this place?
        • Meiyerditch miner: Not myself, like, but other people I know of have seen it and they wouldn't lie!
        • Juvinate guard: You two shut up and get back to work!
    • Okay, thanks.
      • Player: Okay, thanks.

Searching a mine cart[edit | edit source]

If it has less than 14 loads of ore[edit | edit source]
  • This cart looks like it's used for storing the mine rocks in. You think it could hold another [number up to 15] loads of ore.
If it has 14 loads of ore[edit | edit source]
  • This cart looks like it's used for storing the mine rocks in. You think it could hold another load of ore.
If it has 15 loads of ore[edit | edit source]
  • This cart looks like it's used for storing the mine rocks in. It looks full.

Using daeyalt ore with the mine cart[edit | edit source]

If the player has more than one daeyalt ore[edit | edit source]
  • Would you like to place all of your ore into the cart?
    • Yes, I'll place it all in the cart.
    • No, I'll just put this piece in.
      • Player has 1 daeyalt ore removed from them.
      • You decide to just place one piece of ore in the cart.
If the player has only one daeyalt ore[edit | edit source]
  • Player has 1 daeyalt ore removed from them.
  • You place some ore into the mine cart.
If the cart is filled[edit | edit source]
  • The cart seems to be full up.

Talking to the vyrewatch mine guard[edit | edit source]

  • Vyrewatch: Get lost, blood sack. The mine's closed to the likes of you.

Attempting to climb down into the mine[edit | edit source]

  • Vyrewatch: Where do you think you're going, blood sack? The mine is off-limits to anyone who's not supposed to be there! Only vyres, tithe-dodgers and blood-marked humans allowed. None of which are you.
  • Player: Sorry, I'll stay out.