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Hello, I'm trying to do the mortadella quest and it's telling me to talk to Diashin Darkeyes at [5,-2]. I figured he must be in that hidden passageway on that map but when i try to open the door and walk through it, it keeps kicking me out. How come? And any idea how I can get in?
Sorry for the late reply! Hopefully by now you've already figured it out. I'll answer anyway though~
I had the same problem, but I realized pretty quickly it was simply due to the secret passageway closing too quickly for me. It is possible to do it with one single character, but you'll have to react very quickly! If you can't make it, especially if you're laggy(like me), ask a friend to open the passageway for you.
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The City of Unspeakable Evil -Part 2 Sneaking into Srambad
Click here for Part 1!
This is Srambad! A dank city floating in a cloudy abyss, supported by sram himself perhaps. Time might have stopped here, because it's always el Dia de los Muertos. Don't bother offering the inhabitants anything though, they'll already be trying to steal if off you.
Head down the steps and go east until you reach the local outpost of the Order. There are bounty boards, a new shop, and some quests to start, enjoy!
Once at the outpost, present yourself to Sergent !Raskzac. Tell him you've come here for a special mission from the Explorancient. He'll tell you that Frank Lee Smisse, the woman you're here to see, is a dignitary and resides in the 3rd zone, the Shadowy Heights. Discretely make your way to her. Go to [4,2] and head up the stairs until you find her at [5,1]. Show her Vil Smisse's glove, proof that he thinks you can be trusted. Before she will divulge anything however, she wants you to do something for her(of course..). Asking to find out more ends the quest and begin..
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Clandestine Messenger
*might require the beginner Enurado quest with Zap Gobdon to complete properly*
Frank Lee Smisse is trying to organize a meeting between crime bosses but is having a hard time since the Queen’s people are keeping an eye on her. She then hands you eight letters and starts the quest [Clandestine Messenger]-you are to deliver the messages for her and hand them directly to their recipients without attracting attention.(This is also a good way to familiarize yourself with the city.) Here’s a map showing the location of all NPCs:
Gobikhan is actually one map to the left. If you want to get the Shadowy Heights out of the way, head up the stairs and to the right to find Diashin Darkeyes who is hidden from sight(if your map loads slowly enough you’ll sometimes see these hidden doors):
From there head down to 4,0, then to the right to find Mama Fia, who will take the letter and make vague comments about whatever it is Frank Lee is planning. When you’ve made the rounds and delivered all the letters, return to Frank Lee Smisse to complete the quest.
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His Master's Voice
During your rounds as a Clandestine Messenger you encountered Zap Gobdon again. Meet up with him afterwards at the tavern [5,2] for a new quest. There is a price on Gein's head since he tried to assassinate the Explorancient, but Gobdon and others haven't been able to find him.. yet. Gobdon's plan is to lure Gein with his voice-stolen from him by a trio of thieves. Accept to start His Master's Voice.
Gobdon isn't sure which thief is holding on to Gein's voice, so proposes the three of you rob them separately. Belle Adrenne gives you a rusty hook, which can be repaired by a handyman. Gobdon sends you to hit the house at [6,2].
Once you have a lockpick go up to [6,2] and show Cut-throat Vil Smisse's glove. Then use the lockpick to enter the door and click on the chest to see what's inside.
Surprise~ The chest is empty, and before you can get out of there, the militia finds you and drags you back to prison.
To get out, give the jailor 20 peeled sweet potatoes(which takes about 6 minutes of gathering) or defeat her in a fight(only the character than initiates the fight will get out). The Jailor is pretty tough, and scales with your level. I don't advise trying to beat her alone as she's pretty tough: she deals direct water damage, and a good amount of indirect damage via traps and poisons while removing MP. She also gains 1mp and removes range from the attack whenever she is hit.
If you are killed by the jailor, return to Srambad and go to the map outside the jail to update the quest.
Return to Gobdon at the tavern and tell him what happened. The two of you then meet up Belle Adrenne by the door you burgled earlier.
I won't spoil the reveal, but you learn that Gein didn't try to kill the Explorancient on the Queen's orders-if anything, Gein doesn't take anyone's orders, except maybe if they're from Sram himself.
Leave the dimension and report to Explorancient, back and the Order's tower. Use your own judgement to decide whether or not to tell her about the queen's potential weakness. This ends the quest and completes the first Srambad achievement, congrats!
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Catching a Break
This quest begins in the Order’s tower:
Propose you serve the Order by exploring Srambad. The Colonel has decided that the Order would be better accepted in the city if they were represented in the local sport, “!katche”. The agent he chose to enter in katche tournaments is already training in Srambad, but still has a lot to learn. The Colonel proposes you find him some adversaries and fight them along with him to show him how it’s done. Accept the mission to begin [!Ça katche ou ça casse] and meet up with Agent Durance at the Srambad outpost.
One map above the bounty boards you’ll find Durance, training with a punching bag. Tell him Colonel O’Whel sent you to be his trainer. The agent has already taken note of potential adversaries, so the two of you head off to the Canals to train. Durance joins the party!
As you leave the outpost, you’ll immediately come upon an opponent, !El Troolito. Tell his trainer(the little goblin) you’re here to challenge him, and be ready to fight. They fight like the standard versions of the goblin and trool, so avoid hitting the trool with earth/neutral damage while it can heal off it(Durance however will ignore this and fully heal Troolito when it has Absorption up). Others cannot join you for these fights.
Head east towards the entrance to the first dungeon [6,3] where you’ll find and train against Arden the Giant. The giant is an Elsumo with three times as much HP as usual.
Go directly east to [9,3] and talk to Jolge the lenald. Tell him you’re looking for Leny to start the fight. Leny starts the fight in the form of a large Yokai Firefoux:
When you’re finished, return to the outpost. Durance leaves the party! Tell him his training is finished and the quest will end! 25 Orichor, get.
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Fanfail
Greet !Sergent Raskzac at the outpost at [2,2]. Assuming you're here cause you're lost, he tells you to turn back around, because the City of Thieves is a dangerous place. Show him you're determined to stay here by offering him your help. Agent A. Klung was supposed to be holding auditions for a marching band(what?) but has failed to report in for a while. The Sergent wants you to head over to where the Agent should be and report back on what you find out. Accept the mission to begin [Fanfail].
Head east, going up and down stairs until you find the Agent at [7,3]. Things are tough for a sadi in Srambad, the agent is too busy watching his back to take a nap. The Agent couldn't report back to Sergent Resaca because of the militiamen, who are closing in on you two now! Thankfully, you can wait for friends to join you, because it's two against eight otherwise! You fight against Inky Kartirdge, 3100 HP XXX, 2 sramurais, 2 tromblions, 2 milimaster and 1 kartridge. Agent A. Klung has 2700HP, but no resistances, and starts the fight by insta-casting Annoying Fanfare, which removes 1AP from all your enemies. Otherwise, he's a fairly weak Sadi, so keep him protected, as the Malitiamen have nolos attacks and will focus him if he's low. Once the mob is defeated, speak to the Agent again.
It seems they went after the Agent because he declined to pay 'protection' money. He doesn't have the necessary kamas, and won't ask you to pay for him, so he sends you off to borrow money from the inhabitants 'for an indefinite period of time': from the Eca in the marketplace [8,4]:
from the Aladdin parody up the stairs to the west [6,2]:
from an unclaimed bag sitting at [8,3]:
The quest will update to 'bribe the srambad milita': 'Sweetalk' the Malitiaman at [9,3] into leaving Klung alone; 'Convince' the Malitiaman at [7,2] to make sure the agent is protected; Straight up pay the Malitiaman at [6,1] to protect Klung. Once you've used all the money, return to Agent Klung and reassure him of his situation before making going back to the outpost and reporting to the Sergent.
..then for some reason you need to see someone named !Sinedia Zieunoir in the Shadowy Heights. You can find Sinedia via the hidden entrance:
Speaking with her ends the quest and gives you a neat bit of information: you can now drop rusted lockpicks from the Malitiamen or other monsters of Srambad. Handymen can use them to craft new lock-picks which give you access through the locked doors around the city, giving you extra resources depending on what zone you're in.
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Murky Waters
According to Aladingy at [6,2] the people to ask are the skulls-they blend in the background and see a lot that goes on, and are rumoured to be employed as spies by the Queen.
The nearsighted skull at [3,3](or if you're a sram, maybe the Disagreeable Skull at [4,2]), while nearly blind, has excellent hearing. Good enough hearing to know that as he heard a body being dumped in water he could also hear one of the neighborhood kids, Fula Bulony, playing nearby.
You’ll find Fula Bulony at [4,2] but she will only tell you anything if you bring her a krosmoglob from the outpost. Ask Bones if she’ll agree with the trade, but as she doesnt have that kind of authority, speak to the Sergeant instead. He’ll give you a defective krosmoglob signal to make the trade with the kid. Well, that worked.. as well as you could expect. Fula Bulony was full of baloney and takes the krosmoglob but refuses to say anything. Now you have to find a way to pressure the girl into spilling the beans(you can’t just fight her, she’s a child!)
Various skulls may give you insight, but the right one to talk to is the Nearsighted one again. He will tell you Bonnie has a hidden cache of treasure near the ground somewhere. Click the grate in the bottom left corner of the map to reveal..
Show what you found to Fula. Make her trade her stuffed Dragonpig toy for the information you wanted and end the quest. (continues in the next quest)
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Catch-22
You successfully coerced a child into revealing what she knows, congrats! Fula Bulony starts recounting what she saw. While she and her friends were playing assassins, they witnessed a group of Malitiamen tossing some corpses into the canal, before leaving to the nearby tavern. This starts the quest [Catch-22]. Head to the tavern in the alleyway to the right.
Talk to the group of Malitiamen sitting at the back table and start interrogating them. However, you only manage to rile up the Sramourai, who challenges you to a duel on the spot. You fight the Sramurai one on one(it only has a bit more HP than usual, it should be an easy fight). Once beaten, demand he tell you about the night the bodies were tossed into the canals. Instead of upholding the terms of the deal, the Sramurai drags you off to a srambad prison cell!
You’re at least lucky enough to have been put in a cell with potatoes, potatoes! Oh, also your fellow inmate just so happens to have pocketed the key to the cell when he was taken in and gladly gives it to you. Head straight back to Bones and recount your escapade. She thinks you could benefit from a clever disguise, and hands you a packet(quest item) that will turn you in a Malitiaman temporarily(if you lose the disuise, you can buy a new one from her for 4000kamas). Using the disguise, eavesdrop on the Malitiamen in the tavern. Listen in on the Sramurai’s conversation and he’ll reveal their culpability. The sramurai revealed they were doing their superior’s dirty work while he was out fishing, so head to the water to find him. You’ll come across him at [4,3]:
Start talking to him about the Agents that were found dead in the canal, but you’ll be interrupted by the appearance of !El Rumo, who you must first defeat! Allies can join you for this fight.
El Rumo is a stronger El Sumo(the dungeon only mob) and is accompanied by 1 kartridge, 1 milimaster, 1 sramurai and 1trumpt person When the fight is over, hand El Rumo back his thing, you creep. This ends the quest and allows you to start..
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A Ring to Rule Them All
Ask El Rumo about the death the Voyager Agents. A simple messenger, the kind-hearted Rumo doesn’t know anything about these affairs. It would be best to ask the guards at the ring.
Arum will direct you inside to the dungeons key keeper: you must fight and defeat Captain Scarlight, the first dungeon boss of Srambad. He'll tell you the truth behind the case, and when you report back to Bones, you'll finish the quest and complete the achievement Saved by the Bell.
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Necroticks, ticks, ticks
This quest begins in the Order's Tower:
Just downstairs from where you caught the !eperfide, you can find the !Lucrane affaibli:
One map to the right you'll find the weakened Scoliopode, and one more to the right is the weakened Amorphid.
When all four necroticks are behind bars, speak with Doctor B'boing's Assistant. Now that he has the specimens, he'll reward you with 40 Orichor and end the quest.
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Fishing for Poison
This quest begins in the Order's Tower.
Tell Gladis in the portal room that you'd like to explore Srambad. She'll tell you how she's trying to develop a survival training regimen designed to prepare people for Srambad, but needs some toxic juice for a good simulation. Accept to bring her the Toxic Necrotick Juice to start [Fishing for Poison].
The toxic fluid is a quest drop from Necroticks in Srambad's Catacumbras. Once you've obtained 10 of them, return to Gladis to end the quest.
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The Privates
Requires [Fanfail].
After your work protecting Agent A. Klung, Sergent Raskzac is impressed enough to give you another mission. Agents that were sent into the 2nd zone, the Catacumbras, have failed to report back and he fears the worst. Your mission is to venture underground and find out what's happened to them, then report to the Segent via Krosmoglob. Accept to begin [The Privates].
Venture into the depths of the Catacumbras and find Agent Jean Patho at [4,9]. She's apparently the single survivor of a large-scale Necrotick attack. Just as you're talking, the ticks return, you'll have to fend them off and protect the Agent. Bring help, it's a big mob: 2 amorphid, 2 replicaphid, 2 scoliopode, 2sculucanus. Note that Agent Jean Patho takes up a spot in the group.
Talk to the Agent after the fight. She'll tell you that you need to recover a Krosmoglob before helping her out of the sewers. Talk to Sergent and update him on the situation, then head one map to the right and two maps up, talking to an increasingly tired Agent as you go. When you get to [5,7] you'll find the Krosmoglob, but it's surrounded by a large swarm of scoliopodes.
Interact with the Krosmoglob to start the fight. This is an interesting fight: All scoliopodes have damage sharing(fraction effect) for the entire fight. I recommend enlisting the help of a foggernaut for Trident's poison, or in general good poison or pushback damage if you want to take them out one by one to recieve less damage(don't forget they can make you Unhealable!).
After the fight, give the Krosmoglob back to Agent Jean Patho. As you talk to her condition gets much worse, so contact the doctor, who decides she needs to be kept quarantined in the Catacumbras. Activate the Sergent's Glob to give him a final report and end the quest.
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Epidemiology
Requires [A Ring to Rule Them All](Saved by the Gong achievement).
Starts by talking with Bones at the Order's outpost. More and more reports of Necrotick attacks are coming in, which is odd because the vermin are necrophages(they consume dead organic material). To this end Bones asks you to obtain samples from them and their eggs. Accept to get started on [Epidemiology].
Go underground and fight one of each monster there. The samples have a 100% drop rate. The eggs(you may be attacked sometimes) can be found at:
[5,7]
[5,9]
[8,7]
by the dungeon entrance [8,8]
With all the samples in hand, return to the outpost. Give the samples to Bones, then speak with Sergent Resaca. He wants you to go back to the Catacumbras and secure an area for an Agent who is stuck there.
Find Marshall Palegnor at [4,8]. To buy the two of you some time while rescue arrives, the stranded agent gives you a fuel cell to light and keep away the Necroticks. Click on the burning barrel beside him to ignite it, which causes Tim Trauma to appear, who will evacuate you both out of there and back to the outpost.(I wish this sort of thing happened more often.)
Report to Sergent Resaca and let him know that Palegnor got out alright. This ends the quest, and lets you start another mission for Bones.
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Tick attack
Requires [Epidemiology].
Ask Kathy Brennan at the Order's outpost how her research into the Necroticks is coming. She is now looking into examining the difference between ticks that have and haven't attacked people, and needs more samples. She's decided to work with an organization called Hydra, and sends you off to meet with a member in the Catacumbras. Head off and begin [Tick Attack].
Go down to the very bottom of the Catacumbras at [7,9](by the stairs to the dungeon) and find Pit-Viper 12.
Timing must not be your thing, because as you start speaking with her a large mob of Necroticks attack! It's a mob of 8(2 of each monster), so be sure to bring friends and sidekicks.
When the fight is over speak to Pit-Viper 12 again, then return to the outpost to give Bones the sample. While the sample is being sent, Bones sends you to the marketplace on an errand(really?).
Speak to Amuza Ataga [7,4] and pick up Kathy's package and bring it back to her. She'll update you on the research. The aggressive Necroticks all have a toxin in them. After analyzing it, they believe the toxin to come from their food or the environment, so Bones asks you to procure more samples.
Searching the Catacumbras yields no results until you find some children at [6,9](Huwa, Luwa and Duwa). Try to find out what they're doing there hauling around remains, but as soon as they see you they dissapear into a secret passageway.Go through the entrance near where they stood and talk to Viper 12 to end the quest. You can then talk to her again to begin the next quest.
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Armendacity
Requires [Lord of the Necroticks].
Enter the room above(where Agent Durance is) and speak to the infirm, starting with Bickini.She's suffering from -extreme- flatulence, but was never ended wounded by Necroticks Ron Jerric got sick ever since he had to fight off Necroticks, he doesn't say what his symptoms are. Marshall Palegnor is the agent you helped out in [Epidemiology] and his condition has only worsened. The rest of his unit is also ill, and besides Bickini and Ron Jerric, are quarantined.
Return to the other room and get permission to visit Palegnor's quarantined unit. He doesn't think you're qualified to know their quarantine area, but puts you in contact with Gizmond Quelyn via krosmoglob. Gizmond tells you that the unit was made to participate in armament tests with the Hydra Organization, as the Order wants to obtain information to create fuel for powering a tactical weapon.
Tell Bones about Mashall Palegnor's unit's work. She believes their symptoms may be due to them being exposed to something from the testing, rather than from Necroticks. She then sends you to meet with Pit-Viper 12 again, to find out if their own members suffered similarly.
Pit-Viper 110 doesn't take kindly to you poking your nose into their organization's affairs. To progress you'll have to beat her and her henchmen; bring help!
Viper 110 has basic Iop attacks like Strengthstorm and Divine Sword. She is accompanied by level 180 versions of Bandits, Ze Flib and Bworks, for 8 in total.
After the fight ask her how the infirm agents can be healed. According to her the only cure would be gastric fluid from Toxoliath. Coincidentally, you can find it in the boutique up the stairs.
Enter the boutique and speak to the owner, Lucy Anur. As it so happens, Lucy is out of the fluid, and everyone else she's sent to gather some never made it out. To procure some yourself, speak to Starchy Kooper(the guy by her) and give him the key to Toxoliath's dungeon. You will have to succesfully run the dungeon.
Once you've defeated Toxoliath, speak to Starchy to get the gastric fluid. Return to the outpost and give the fluid to Bones so she can cure Marshall Palegnor's unit. Then speak to Gizmond Quelyn via Krosmoglob to finish the quest.
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Lord of the Necroticks
Requires [Tick Attack].
You'll find Nosf at [6,8]. You'll learn that despite the increased population(due to the portal opening) and thus the greater food supply for the Necroticks, their population is dropping instead of growing. Return to Viper 12 before Nosf can reduce your blood pressure and tell her what you've learned.
Viper 12 will send you to help search for children in the Catacumbras. Return to the map where you met Nosf, and try to intercept the kids before they can flee. You learn from the kids(any of the three is fine) that they're here to remove remains and clean up the Catacumbras on someone's orders.. but before you can find out more you get distracted by a childish prank and they run off again.
Go back once more to Viper 12 and tell her what happened. To find the kids, Viper 12's people have been enlarging the tunnels they found, and sends you back to the same map so that you can enter one of them.
Click the unlit pyre to open the passage..
Ask Maridoo(the lousy pig kid) who leads the kids. You'll find out the brat proclaimed himself King of the Catacumbras and forced the others kids into serving him. Put an end to this nonsense by fighting him(and apparently ripping out his rib wth Ankama). You'll need help, since he's accompanied by his lackey Rojrr and 5 Necroticks, which he somehow has control over. Maridoo has a decent AoE fire attack which removes ap/mp resistance, while Rojrr has a spell removes both AP and MP.
Speak to the children you freed in turn after the fight. You'll learn how Maridoo was starving the Necroticks, and moving their food to a special reservoir in order to make them docile and compliant to him. WIth enough time, and using a special tool that poisoned Necroticks, Maridoo planned to assault the city above. Finally, promise the kids you'll try to speak to the gang of kids that live above so they'll have a place to go to.
Return to Pit-Viper 12 and tell her what went down, then return to the surface to speak with Rufiette at [8,4] in the marketplace(you can talk to Viper 12 for a little shortcut).
Rufiette agrees to take the other kids in, so you can finally return to the outpost and finish the quest by speaking to the Sergent and Bones.
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Fresh Meat
At [5,-1] you will come across, of all things, a wabbit, albeit frankenstein'd.
Seek out information from the talking skulls. Just one map below, at [4,0], The Wary Skull will tell you he saw one of them(Erazal?) heading to the streets of the Shrouded Canals. He also warns you to be wary of him..
This part is a little weird. While the quest-log says to 'investigate the skulls', the next NPC that updated my quest(on all characters) is Tony Sculano at [4,1]. All you learn is that he saw Erazal accompanied by people from the world of the Twelve.
Continue the investigation. Go down the stairs and talk to the Disagreeable Skull at [4,2], followed by the Curious Skull at [8,3]. You'll learn that one of the people with Erazal said something about finding a Prince in the sewers.. this doesn't bode well.
Enter the Catacumbras(nearest entrance is at [7,4]) and search for the group. Talk to the Bloodthirsty Skull and ask him if he's seen Erazal and the group. To get him to talk though, you'll have to make a detour to the Tavern and pick up a pint of BoMeoMo Beer. His thirst quenched, the Skull will tell you how Erazal and a royal Wabbit came to the butcher's place here, and Erazal exited alone, then later came back with a group of people, who also never exited. He could hear and smell butchering going on..
Enter the workshop and speak to the Butcher. As you try to speak with the half-deaf bwork, you notice the mangled limbs..it's pretty obvious where the Prince is. Get some help and prepare to teach the Butcher a lesson.
The Butcher is a bwork beast at 18000 HP. He can deal deal high neutral damage at mid-range and add a 1000 neutral damage poison. His lackeys are also stronger than you'd expect, but don't pose too great a threat. Fill your group up with sidekicks if nothing else.
Speak to the Butcher after the fight, then return all the way to the Ot Wabbit at [5,-1] to give him the bad news and end the quest.
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