Quest:Genua City quests

From Discworld MUD Wiki
Revision as of 08:14, 8 May 2011 by Kyr (Talk | contribs) (added another cipher solution)

Jump to: navigation, search
Warning.png WARNING: This page contains Quest spoilers. ~ Solutions ~ Table ~ List ~ All ~ Category ~ 

Highlight to view quest spoilers.

Genua City quests

"Buxom Winch", in which you took the opportunity to participate in a wind up. (Quest level 8)

First of all, you need to go the harbour mistress in the sewers.  To find her, go to the triangle market on the east side side of Genua and go "down" in the market room that also has a seafood stall in it.  Then go east, northeast, northeast, west, west, up.  Say you need a job, and the harbour mistress will give you a package to deliver to an NPC in Genua.  After you deliver it, come back and say you need a job again, and she'll give you a bit of money.  You'll then have to wait 30-60 minutes until she'll give you a new job.  You have to deliver 10 packages in total.  If you can't deliver one, give it back to the harbour mistress and wait 1-2 hours before getting a new one. 

** TANGATHOR 03/25/11
In each attempt for me it took 2 hours before another package was available for delivery (From the time of recieving my reward)
The following NPC's were targets of Delivery:
  Cogsworth (Cogsworth Clocks on Trade Street)
  Cigarette Girl (Inside the Casino)
  Terrance Dupres (Shopkeepper on the docks General Store)
  Edna Scum (Bartender inside Scum's Bar on Pirate Ave.)
  Taft Chick (Wanders throughout Town, usually along the outer circle)
  Ayna (in the southern room of "Magick Boxe" on Voodoo Lane)
Several packages were repeats so likely there are other NPC's to be delivered too.

After you deliver the 10 packages, the harbour mistress will instruct you to go to the portcullis and open it.  It's located down, east, northeast, east from the harbour mistress.  To do the winching, when the time comes, you need to push one button at a time. One system is to start with 1 1 and work your way across to 1 15, then down to 2 1 and across to 2 15 and so forth with each iteration of looking for the next button.  Once you find the first button that moves the portcullis, you need to start with that button each try, then move on to the next attempt.

An example of the solution I had recently was something like:
  push 5 2
  push 4 14
  push 3 10
  push 5 2 (THE SAME BUTTON CAN BE REPEATED)
  push 7 3
  push (anything)

I use aliases after I get the first button to speed things up. At the end, the alias looked like: alias p push 5 2;push 4 14;push 3 10;push 5 2;push
Then I do "p 1 1" etc to work my way through.

You only need to find 5 buttons to completely raise the portcullis, but then it makes you press a 6th button to give you the quest, even though nothing happens to the portcullis when pressing it.

^ Return to the table of contents.

"Cipher Solver", in which you cracked it until you broke it. (Quest level 6)

First you need to find a shadowy gentleman in a random tavern in Genua.  In addition to taverns seen on maps, there is another one on Liquor Alley accessed by going "down" in the room where the street turns west and southeast.  Start saying stuff to him, and he'll start talking somewhat cryptically.  Repeat the key words he uses, and he'll assume you know what's going on.  Eventually he'll tell you to go to the clacks tower to receive a clacks message.

Go upstairs in the clacks tower on Grim Street.  There is a lever or something to flip to indicate you're ready to receive the message.  It will start to come in one letter at a time, each letter encoded in a 3x3 grid using the symbols @, #, and *.  Take special note of the pauses, for those are spaces between words.  When the message finishes, "lookup" each letter of the alphabet in the book in the tower, and translate each symbol into a letter.

The result is still encoded, this time by a simple substitution cipher.  Unfortunately, the cipher is too short for mere humans to solve, hence you'll probably need to use an internet site that translates substitution ciphers.  Keep in mind that some of the phrases should have an apostrophe that might trip up the cipher solving sites.

One such site is: http://www.ics.uci.edu/~eppstein/cryptogram/ or http://www.blisstonia.com/software/WebDecrypto/index.php

If it gets stuck solving the entire cipher at once, try solving half at a time (this will help with the apostrophe problem or a missed letter or space).  Now that your cipher is solved, go back to the shadowy gentleman and say the solution.  The following are solutions other people have had, and should let you know if you're on the right track:
  THE DILEMMA IS UNFORTUNATE WE MUST RESPOND BEFORE WE'RE ALL DEAD
  THE DILEMMA IS MOST UNFORTUNATE WE MUST RESPOND TO THIS IMMEDIATELY
  THE SITUATION IS BENEFICIAL WE MUST RESPOND IN A FEW YEARS
  THE DIFFICULTY IS UNSETTLING WE MUST RESPOND TO THIS IN A FEW MONTHS
  THE DIFFICULTY IS A MOST FORTUITOUS SITUATION WE MUST TAKE ACTION IN A FEW YEARS
  THE EVENT IS A MOST FORTUITOUS SITUATION WE MUST RESPOND IN A FEW YEARS
  THE CONTINGENCY IS UNFORTUNATE ACTION MUST BE TAKEN SOON SOON
  THE CONTINGENCY IS A MOST FORTITUOUS SITUATION WE MUST REACT TO THIS IMMEDIATELY
  THE OPPORTUNITY IS UNFORTUNATE WE MUST RESPOND PRESENTLY
  THE OPPORTUNITY IS WORRYING WE MUST RESPOND TO THIS PRESENTLY
  THE CONSIGLIERE IS SNIFFING THE BEARS
  THE CONSIGLIERE IS SINGING ABOUT THE POND
  THE CAPOREGIME IS DIGGING AROUND THE SWANS
  THE CAPOREGIME IS DANCING AROUND THE AGATEANS
  THE CORPORAL IS STARING AT THE TIGERS
  THE MOTH IS KILLING THE TIGERS
  THE GODFATHER IS STARING AT THE SAILOR
  THE DUCHESS IS SINGING ABOUT THE TIGERS
  CONTACT SISTER REGARDING THE CONTINGENCY
  CONTACT OUR ORGANISATION WITH REFERENCE TO THE QUANDRY
  CONTACT OUR ORGANISATION WITH REFERENCE TO THE DIFFICULTY
  CONTACT OUR ORGANIZATION ABOUT THE DEVELOPMENT
  CONTACT O REGARDING THE EVENT
  CONTACT A REGARDING THE EVENT
  CONTACT O WITH REFERENCE TO THE SITUATION
  CONTACT Q WITH REFERENCE TO THE DIFFICULTY

So the first word is always "CONTACT" or "THE" which is a nice starting point.  If the first word is "THE", the third word is "IS".  If the first word is "CONTACT", the second to last word is "THE". Some of the above solutions might not be used anymore, as they were reported before the pig-latin aspect was removed.

Note however that if you started the quest before the pig-latin aspect was removed, your cipher may still involve pig-latin. Look for repeating letters at the end of each coded word, which may come in the form YAY or AY. The 1st letter of the word may also be transposed to the end of the word, so for example "ABOUT" may be "BOUTAAY" or "BOUTAYAY". In this case, when you repeat your message to the shadowy gentleman, say it in its pig-latin form to save you lots of grief and paranoia that your pure answer with no pig-latin is incorrect!

Beware that sometimes pig-latin ciphers will contain different variants of the same word. i.e. "the" could be "ETHAY" and "ETHYAY" etc within the same cipher.

^ Return to the table of contents.

"Ghostbuster", in which you were the one they were going to call. (Quest level 7)

First of all, you need seven items:
1) a bell, available from the wandering merchants, etc, in Lancre Town
2) a candle, available from the candle shop on Genua Avenue
3) a voodoo rattle stick, available at the voodoo shop on Voodoo Lane in Genua
4) a coffin nail, available at the voodoo shop on Voodoo Lane in Genua
5) a bleached skull, available at the voodoo shop on Voodoo Lane in Genua
6) a prayer book, available from the Gapp temple on Darling Road in Genua
7) a set of prayer beads, available from the Gapp temple on Darling Road in Genua

The book and beads don't have to be consecrated to your god, and you don't have to hold or light any of the items.  Go to the house on the north side of Zombie Walk, and go upstairs.  There you can pull a book out of the bookcase to enter Funster's room.  He'll tell you what to do, or you can just read it here.

In rooms of the mansion other than Funster's, you'll eventually spot some ghostly mischief (sometimes causing a bit of damage or moving something from your inventory into the room).  When you see it, "exorcise" the ghost with two of the above listed items.  The ghost seems to move into a random room every minute or so, so it can take a while to find it each time.  Standing still might be effective as well, and waiting for it to come to you.

After exorcising successfully, the ghost will laugh at you.  If at least one of the items you use is a "strengthening" item, he will also summon a new ghost that shares a weakness or strength with him, and be replaced by that ghost.  If neither item is strengthening for the ghost, but one is a weakness, he will summon a new ghost that shares that weakness, and be replaced by it.  If neither item strengthens or weakens the ghost, he'll simply laugh.

To complete the quest, you need to exorcise the ghost with the two items that are its weaknesses.  Each ghost has a unique profile for the haunting, and the nature of their haunting will allow a player to uniquely identify the ghost they are currently dealing with.  The combination of unique identifiers and responses to the exorcism attempts allows for a logical deduction regarding which items are effective for which ghosts.

Or, you could visit the house everyday with the same two items and try to exorcise the ghost until you get lucky.

^ Return to the table of contents.

"Private Detective", in which you deduced dastardly doings from disparate dubious developments. (Quest level 8)

You'll probably need an hour or more to solve this quest the first time, and at least half an hour if you're experienced with it.  You will also need an other.perception bonus of 175-180 minimum.  Check yours on "watch high" to see if it's enough.  Even if it's lower, you can probably TM from attempting this quest, but won't solve it. In addition, I think there's a bug somewhere in the hiding of items in the quest. I've solved it several times, yet with the same bonuses, sometimes one item is never found despite trying all add_items etc several times.

STARTING THE QUEST
Go the receptionist and say "murder". If you want to know when the real cops will arrive and you'll be out of time, say "murder" again. She'll tell you who the dead person is, where they died, and when they were found (irrelevant).  Now make up an excel sheet or other type of chart, with the names of the suspects (everyone in the "game" area: drawing room, dining room, lower hallway, garden, kitchen, upper hallway, ballroom, balcony, and privy - 9 rooms) on the columns and the times of day (early morning, early mid morning, mid morning, late morning, early afternoon, early mid afternoon, mid afternoon, late afternoon, early evening, early mid evening, mid evening, late evening) on the rows.

FINDING CLUES
Go to the corpse, and look at it with "watch high" turned on until you see five clues (wound type + 4 of: earring, ring, perfume, cufflink, torn clothes, rope marks). This is *essential*. Even if you find all of the evidence in the hotel, you won't get credit for solving the murder unless you see all the clues on the corpse yourself. The clues will typically be apparent 1-3 at a time. Looking at the corpse uses a big chunk of gp (~50 of adv gp), so make sure you have enough other.points before looking, or you'll only see the wound.  Write down these 5 clues somewhere. Now you can either start looking for the evidence scattered around the hotel, or you can start interviewing people. I prefer to swap between the two since interviews eventually leave everyone unwilling to talk for a while, and searching gets stalled by waiting for gp regen.

INTERVIEWING THE SUSPECTS
On my excel sheet, I have the suspects listed at the top of 6 columns. I start with the first one, ask the 4 questions, and move onto each one in the order on my sheet. That way I don't waste any more time than necessary in waiting for someone to be ready to talk again. I suggest starting with getting everyone's movements during the evening because the murderer always has alibis in the evening resulting in all suspects seeing each other more frequently:
sayto suspect Where were you this evening?
Suspects lie. A lot. Even if they're totally innocent. Verify these locations by asking who they saw in the locations they claim they were in. They don't lie when they say they saw someone.
sayto suspect Who did you see in the location?
That will tell you who they saw there at any time throughout the day.  As you work through the suspects, they'll start corroborating each other, and provide details on who they saw at other times of day (afternoon and morning). Then you can ask where they were during the afternoon/morning, and verify it based on who they've seen in those locations.  I suggest doing this until you know where everyone was at all times of day. Next it can help to find out where the victim was prior to dying. The victim usually dies in late morning or early afternoon, but might not have been seen at all prior to death (except by the murderer).
sayto suspect Where did you see victim this morning?
sayto suspect Who did you see in room this morning?
It can be hard to fill in these blanks, since the suspects will all lie about half the time.  By now, you should know who was always in the room with someone else after the victim was murdered. This is your murderer. To verify, you can ask everyone about their occupation:
sayto suspect What is your job?
sayto suspect What is other suspect's job?
Assassins seem only to do garroting and poisoning. The weapons used by the others should be clear based on their job descriptions.  Asking who everyone likes and dislikes seems extremely random and useless. Even with consistent replies, the murderer is rarely anyone that disliked the victim was was disliked by the victim. But the syntax is:
sayto suspect Who do you like?
sayto suspect Who does other suspect like?
You still might have multiple people that could be guilty. This is where the evidence come in.

GETTING THE EVIDENCE
You need to find the 5 items associated with the clues on the corpse. This is ESSENTIAL, and you will not get credit for solving the murder without doing this.  If there is an adv.pe check for finding evidence, it's pretty low.  I can find everything with 154 bonus, but you can also use "watch high" if you're having trouble.  Check all of the following until you find the 5 pieces of evidence:
Balcony: (chair, chairs), creeper, (plant, plants), pot
Ballroom: (chair, chairs), (cupboard, cupboards) trapdoor
Dining room: buffet table, cupboard, trolley, table
Drawing room: cupboard, desk, drawer
Garden: bed, bush
Kitchen: cupboard, drawer, sink
Lower hallway: cupboard, drawers, plant, (pot, pots)
Privy: cabinet, cupboard, privy, privies, sink
Upper hallway: clock, couch
It's important to use the singular (pot, not pots) even if it's plural in the room description, except as listed above. Items in parentheses point to the same hiding spot, bit the rest are all separate, even when it makes no sense.  This is just poor/lazy implementation by the creators. The hiding spots don't always match up to add_items either. Two items that look the same when looking at them will not both be the same hiding spot.  Hopefully you found all the items associated with the murder. If you're not sure who the murderer was, check the locations of the suspects to see who was in all of those rooms any time during or after the murder. Theoretically it could possible be multiple people that fit all the clues, but I've never seen it happen and the quest may be designed to avoid that.

SOLVING THE QUEST
Go to the room with your murderer and:
accuse murderer of murder
If you're right and found all the clues and evidence, you'll get the quest.

^ Return to the table of contents.

"Small Gods Exorcist", in which you banished a troublesome god to save a druid from losing his marbles. (Quest level 3)

You'll need a cloth robe or a druidic robe, and full gp.  Go to Dolmen Walk in northeast Genua City and walk south through the arch, which drain all those gp.  Go south again to find the druid, Bwk, and say you want to help.  Say yes when he asks if you're the assistant druid, and he'll ask you which universal force you best identify with.  The options are charm, persuasion, uncertainty, and bloody-mindedness.  He'll then ask for three items: a herb, a vegetable, and a special item, all available in Genua City.  Vegetable and spice stalls are available on Tchuttifrutti Street in northwest Genua, and vegetable and herb stalls are available in the Triangle Market on the east end of the city.
Here's a list of some items and locations other than those stalls:
holly berry - "pluck" from a bush outside and west through a hidden exit from Bwk
graveyard dust - voodoo shop on Voodoo lane
leek - wandering leek seller
four leaf clover - look at plants and grass on Golden Key Crescent and "hunt" it using the room syntax

^ Return to the table of contents.