In Memoriam
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| ====Additional Information==== | ====Additional Information==== | ||
| - | Information shared on the quest should be kept to a minimum. Ideally, not any more than is disclosed below. | ||
| There are 3 main points you should know: | There are 3 main points you should know: | ||
| Line 22: | Line 21: | ||
| {{spoilers}} | {{spoilers}} | ||
| - | Spoilers go here | + | Find Elfane at her shop in Leah's Hill, say 'heirloom' to her. |
| + | <pre> | ||
| + | Elfane states, ** Ah. So you have heard of my troubles and come to aid me? Quite generous of | ||
| + | you. ** to you. | ||
| + | |||
| + | Elfane sighs and looks sad. | ||
| + | |||
| + | Elfane states, ** Well. A very long time ago -- as humans count time, that is -- a young man | ||
| + | did a great service for me. The specifics of the event are not important, but suffice it to say | ||
| + | that I was deeply indebted to the human gentleman in question. ** to you. | ||
| + | |||
| + | Elfane states, ** As a gesture of my gratitude, I crafted a piece of jewelry for him. Nothing | ||
| + | terribly momentous, you understand -- just a memento, enchanted only for durability and such | ||
| + | things. I am not nearly as practiced in the arts of jewelcrafting as I am at those of enchanting, | ||
| + | but I gave the effort my all and was quite pleased with the result. I presented my gift to the | ||
| + | mind. **nd we parted ways; many years went by and the thought of it scarcely crossed my | ||
| + | to you. | ||
| + | |||
| + | Elfane states, ** Then, one day, a chance event reminded me of the young human who had aided | ||
| + | me so, and I decided to journey to see what had become of them. After some wandering, my path led | ||
| + | me here, to this city, and I availed myself of the opportunity to satisfy my curisoity. Of course, | ||
| + | they were quite dead by that time, but I enjoyed checking in every few decades and seeing how | ||
| + | their descendants were getting along. As a consequence of my repeated visits, I grew fond of this | ||
| + | place and decided to make my home here, as you no doubt are aware. ** to you. | ||
| + | |||
| + | Elfane states, ** Some few years ago, I was called away on other business, and was forced to | ||
| + | close my shop for a time -- some number of years, as it happened. Upon my return, I was quite | ||
| + | saddened to discover that the family's line had died out entirely, and that their ancestral home | ||
| + | to determine what precisely happened, but now and again | ||
| + | thus far my efforts have been for naught. ** to you. | ||
| + | |||
| + | Elfane states, ** If you are willing, I should like to engage you to investigate the manor -- | ||
| + | located at the intersection of Sunrise Boulevard and Dalben Lane, on the northeastern side of the | ||
| + | city -- on my behalf, and see if the ring I crafted so long ago could be recovered. I should | ||
| + | like... something, you see... to remember my friend and his family by. Sentimental, I suppose, | ||
| + | but there you have it. ** to you. | ||
| + | |||
| + | Elfane gives a large brass key to you. | ||
| + | |||
| + | Elfane states, ** This key should open the front door. ** to you. | ||
| + | |||
| + | Elfane inquires, ** I feel that I should warn you, however, that quite a few rumors have | ||
| + | reached me that the place is widely considered to be haunted -- I personally never witnessed | ||
| + | nows. And, of course, in the event that suchever k | ||
| + | rumors have any truth to them -- well, better to send an adventurer on one's behalf, after all. We | ||
| + | do all have our own areas of expertise, don't we? ** of you. | ||
| + | |||
| + | Elfane states, ** Good luck, Aummius. ** to you. | ||
| + | |||
| + | Elfane quietly states to you something you cannot hear in halting Anglic. | ||
| + | </pre> | ||
| + | Go to 3, 2 in the city. (go 2e, 1n, 3e from Elfane's shop) There is the manor. | ||
| + | |||
| + | You will need to search the manor. The chairs in the entry hall room have another key. There's a well downstairs from the kitchen in the first room, which you can enter, albeit it's very dark. | ||
| + | |||
| + | If you take too long a presence will wake up and hunt you with yellow messages. Eventually it will drag you outside the manor and kill you (most likely with phobic energy overload. An [[aphobia|aphobic]] character has verified this). | ||
| + | |||
| + | You abruptly experience a confusing and abnormal sensation in your mental processes which | ||
| + | seems to be attempting to destroy your consciousness, but you seem to be immune to the effects of | ||
| + | whatever method it is attempting to use to terminate you. However, the force of the intrusion is | ||
| + | nonetheless sufficient to send your mind into a state of temporary shock. | ||
| + | And the character was stunned for 9-10 rounds. | ||
| + | |||
| + | I got kicked out in 56 seconds. You need to speedrun this or your life is at risk. | ||
| + | |||
| + | This time may be based on how many actions you undertake. Counting the first entry command 'nei' (which may not actually count after all), I performed 23 (got a warning at ~5, another at ~15, got expelled at ~23), (plus one 'count all', one 'sit on chairs' [action not implemented], and one 'l chaors' [misspelled], total 26) | ||
| + | |||
| + | Idled for ~2 minutes, did one 'east' to the study, immediately got the very first warning. Ran east then west constantly and did nothing else: 15 moves total = 2nd warning. 32 moves = 3rd warning. 50 moves = 4th warning. 66 moves = expelled. Total time ~5 min 24 seconds. | ||
| + | |||
| + | Any [[Empathic Bonds|familiars]] you may have will flee outside the manor and they will not be able to enter. | ||
| + | |||
| + | The manor is no-magic. | ||
| + | |||
| + | To be continued... (not soon, it's boring to be suddenly killed within like 3 minutes or less) | ||
| {{endspoilers}} | {{endspoilers}} | ||
| [[Category: Quests]] | [[Category: Quests]] | ||
Current revision
Standard Information
Elfane the Enchanter of Leah's Hill is looking for some assistance recovering a lost heirloom.
Estimated Mental Difficulty Rating: Seven Estimated Physical Difficulty Rating: Three Estimated Danger Rating: Five This quest was created by Marcosy.
Additional Information
There are 3 main points you should know:
1) The house is haunted. The ghost is angered by disturbances, so you should move slowly (but not too slowly) and carefully.
2) Reading descriptions and searching is key. Pay attention to the rooms. If something seems like a bad idea, it probably is.
3) The entire quest can be solved in the house, and requires no special syntax -- only standard commands are needed.
Find Elfane at her shop in Leah's Hill, say 'heirloom' to her.
Elfane states, ** Ah. So you have heard of my troubles and come to aid me? Quite generous of
you. ** to you.
Elfane sighs and looks sad.
Elfane states, ** Well. A very long time ago -- as humans count time, that is -- a young man
did a great service for me. The specifics of the event are not important, but suffice it to say
that I was deeply indebted to the human gentleman in question. ** to you.
Elfane states, ** As a gesture of my gratitude, I crafted a piece of jewelry for him. Nothing
terribly momentous, you understand -- just a memento, enchanted only for durability and such
things. I am not nearly as practiced in the arts of jewelcrafting as I am at those of enchanting,
but I gave the effort my all and was quite pleased with the result. I presented my gift to the
mind. **nd we parted ways; many years went by and the thought of it scarcely crossed my
to you.
Elfane states, ** Then, one day, a chance event reminded me of the young human who had aided
me so, and I decided to journey to see what had become of them. After some wandering, my path led
me here, to this city, and I availed myself of the opportunity to satisfy my curisoity. Of course,
they were quite dead by that time, but I enjoyed checking in every few decades and seeing how
their descendants were getting along. As a consequence of my repeated visits, I grew fond of this
place and decided to make my home here, as you no doubt are aware. ** to you.
Elfane states, ** Some few years ago, I was called away on other business, and was forced to
close my shop for a time -- some number of years, as it happened. Upon my return, I was quite
saddened to discover that the family's line had died out entirely, and that their ancestral home
to determine what precisely happened, but now and again
thus far my efforts have been for naught. ** to you.
Elfane states, ** If you are willing, I should like to engage you to investigate the manor --
located at the intersection of Sunrise Boulevard and Dalben Lane, on the northeastern side of the
city -- on my behalf, and see if the ring I crafted so long ago could be recovered. I should
like... something, you see... to remember my friend and his family by. Sentimental, I suppose,
but there you have it. ** to you.
Elfane gives a large brass key to you.
Elfane states, ** This key should open the front door. ** to you.
Elfane inquires, ** I feel that I should warn you, however, that quite a few rumors have
reached me that the place is widely considered to be haunted -- I personally never witnessed
nows. And, of course, in the event that suchever k
rumors have any truth to them -- well, better to send an adventurer on one's behalf, after all. We
do all have our own areas of expertise, don't we? ** of you.
Elfane states, ** Good luck, Aummius. ** to you.
Elfane quietly states to you something you cannot hear in halting Anglic.
Go to 3, 2 in the city. (go 2e, 1n, 3e from Elfane's shop) There is the manor.
You will need to search the manor. The chairs in the entry hall room have another key. There's a well downstairs from the kitchen in the first room, which you can enter, albeit it's very dark.
If you take too long a presence will wake up and hunt you with yellow messages. Eventually it will drag you outside the manor and kill you (most likely with phobic energy overload. An aphobic character has verified this).
You abruptly experience a confusing and abnormal sensation in your mental processes which seems to be attempting to destroy your consciousness, but you seem to be immune to the effects of whatever method it is attempting to use to terminate you. However, the force of the intrusion is nonetheless sufficient to send your mind into a state of temporary shock.
And the character was stunned for 9-10 rounds.
I got kicked out in 56 seconds. You need to speedrun this or your life is at risk.
This time may be based on how many actions you undertake. Counting the first entry command 'nei' (which may not actually count after all), I performed 23 (got a warning at ~5, another at ~15, got expelled at ~23), (plus one 'count all', one 'sit on chairs' [action not implemented], and one 'l chaors' [misspelled], total 26)
Idled for ~2 minutes, did one 'east' to the study, immediately got the very first warning. Ran east then west constantly and did nothing else: 15 moves total = 2nd warning. 32 moves = 3rd warning. 50 moves = 4th warning. 66 moves = expelled. Total time ~5 min 24 seconds.
Any familiars you may have will flee outside the manor and they will not be able to enter.
The manor is no-magic.
To be continued... (not soon, it's boring to be suddenly killed within like 3 minutes or less)
