Quest:Genua quests

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Genua quests

Bois quests

"Big Bad Wolf", in which you were burned by some cunning porkers. (Quest level 3)

Discworld quest page for Big Bad Wolf

On the path outside of Bois, there are several houses along the eastern edge of the northeastern branch.  The ones made from straw and sticks don't have actual rooms, but just show in the room descriptions.  Go to the straw one first, then the stick one, then the brick house.  In that order, "huff", "puff", and "blow down" each house.  You'll fail on the third house (brick), so climb the chimney and enter it.

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"Farmer's Wife", in which you were unsympathetic of a disability. (Quest level 2)

Discworld quest page for Farmer's Wife

Items: a knife (like the carving knife from the general store in Bois)
During the day, search the tree in the centre of the Bois market.  Cut the tails off of the three blind mice that appear by using the syntax 'cut mouse tail with knife'. They run fast!)

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"Glodilocks", in which you donned a wig to break and enter. (Quest level 2)

Discworld quest page for Glodilocks

Items: a golden wig (from from the general store in Bois)
Wear the wig. Go to a house along the northeastern branch of the trails outside of the village (not one of the pig ones).  In the living room, sit in the large chair, then the medium chair, then the small chair.  Go to the kitchen and taste the large bowl, the medium bowl, then the small bowl.  Go to the bedroom and lie on the large bed, the medium bed, then the small bed.  Then you'll have a really trippy dream. If you have forgotten to wear the wig, you can still put it on and lie on the small bed to get the quest.

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"Heroic Fairy", in which you changed a dear old woman's life. (Quest level 3)

Discworld quest page for Heroic Fairy

Go to grandma's house on the southwest side of the trail outside of the village and knock on the door.  Say you're a fairy when Grandma answers the door, and she'll let you in.  Say she should go upstairs and hide, then say that the wolf is near, then that the wolf will eat her.  She'll go upstairs, then he wolf will enter, and you need to kill it; the Big Bad Wolf is somewhat stronger than an average Sto Plains wolf.  Next you need to go to the Woodcutters' Guild in the village, find Pascal, and say that Grandma needs help.  Lead him to the clearing outside Grandma's house. A good reputation is not required for this quest.

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"Honorary Little Pig", in which you saved some precious bacon. (Quest level 2)

Discworld quest page for Honorary Little Pig

Go to the brick house (see Big Bad Wolf), and wait for the three little pigs.  When prompted, "jam" the door with a chair, "block" the window with the bed, "stop" the bricks with the table, and "light" the fire.  Then wait for the pigs to tell you the threat has passed. A good reputation is required for this quest.

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"Lupine Connoisseur", in which you gobbled up a sweet girl. (Quest level 2)

Discworld quest page for Lupine Connoisseur

Go to grandma's house (see Heroic Fairy).  Knock on the door and say you're Little Red Riding hood.  When you go inside, kill her, strip the corpse (ooer), wear her clothes, bury the corpse, and lie on the bed.  When Little Red Riding Hood knocks, say "Is that you, little one?" then unlock the door and say "In you come then."  When she asks questions, respond in the usual matter: "all the better to see/hear/eat you with", then "eat" her after the third question.  Numnum.

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Genua City quests

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

Discworld quest page for Buxom Winch

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. It's on the west side of the market and has a manhole cover visible. Then go east, northeast, northeast, west, west, up.  Say twice that 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.)
  Tfat 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.

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

Discworld quest page for Cipher Solver

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
  CONTACT O CONCERNING THE PREDICAMENT
  CONTACT R CONCERNING THE CONTINGENCY

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.

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

Discworld quest page for Ghostbuster

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. The message can be used to determine if you're using the correct items or not. 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, and the laugh will be a "wheezy snigger".  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.

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

Discworld quest page for Private Detective

Skills: ad.perception bonus of 175-180+.  Check on "watch high" to see if it's enough.  If it's lower, you can probably TM from attempting this quest but won't solve it. 

You'll probably need 1+ hour(s) to solve this quest the first time, and at least half an hour if you're experienced with it.  UNCONFIRMED NOTE FROM 2009: "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 to the receptionist of the Hotel on Genua Ave and say "murder". Saying "murder" again will tell you when the real cops will arrive and you'll be out of time, as well as a refresher on who the dead person is and where they died.  You will have ~10 Discworld hours to solve the case.  South of the receptionist is the quest area:  ballroom, lower hallway, garden, dining room,  kitchen, drawing room, upper hallway, balcony, and privy. 

An example chart to plot data might contain the names of the 6 suspects and 1 victim on the columns with the times of day on the rows. Times of day are: 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.  For questioning, keep the times of day broader (morning, afternoon, evening), as suspects will break the broader times into specific ones in their response.

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).  Looking at the corpse can be done multiple times and uses a big chunk of gp (~50 of adv gp), so make sure you have enough ad.points before looking or the clue sentences will just describe the wound.  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.

INTERVIEWING THE SUSPECTS
Know that suspects can lie, even if they're innocent. Start with your first suspect, ask them 4 questions, and methodically repeat this with the others before breaking to look for evidence (see next section).  Suspects grow paranoid after some interrogation at which time a cooldown goes into effect on a per-person basis, so keep the order of suspects the same for each round of questioning.  Looking for evidence between rounds will help you stay busy while waiting, maximizing your time.

Suggestion: Start with getting everyone's movements during the EVENING because the murderer always has alibis at that time, resulting in all suspects seeing each other more frequently.
 sayto [suspect] Where were you this [evening]?
Verify these locations by asking who they saw there - they do NOT lie when they say they saw someone: 
 sayto [suspect] Who did you see in the [location]?
Do not narrow this question down by time of day.  As you work through the suspects, they'll start corroborating each other and providing details on who they saw at the location throughout the whole day.  Then you can ask where they were during the afternoon and morning, and verify it based on who they've seen in those locations.  You can do 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:
 sayto [suspect] Where did you see [victim] this [morning]?
 sayto [suspect] Who did you see in the [location] this [morning]?
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).

By now, you should know who was always in a 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?
The murderer will be familiar with the murder weapon through their job. You can also ask, Who do you/[other person] like? but it seems extremely random and useless. Even with consistent replies, the murderer is rarely anyone that disliked the victim or was disliked by the victim.

GETTING THE EVIDENCE
You need to find the 5 items associated with the clues on the corpse. You will not get credit for solving the murder without doing this.  If there is an ad.pe check for finding evidence, it's pretty low (evidence found with 154 bonus, also try "watch high").  Note the rooms the evidence was found in, as the murderer was in all the rooms containing relevant clues after committing the crime.  Check the following places:
Balcony: (chair, chairs), creeper, (plant, plants), pot
Ballroom: (chair, chairs), (cupboard, cupboards) trapdoor
Dining room: {buffet table, trolley), cupboard, 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
NOTE: 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, but the rest are all separate, even when it makes no sense.  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.

SOLVING THE QUEST
To recap, the murderer will be:
*Familiar with the murder weapon via their profession.
*The only one who was in all the rooms containing clues after the murder was committed.
*Seen by another NPC every hour after the murder.

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.  If you fail you'll have to wait out the timer to let the quest reset.

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

Discworld quest page for Small Gods Exorcist

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.

Here's a list of some items and locations:

Holly berry - "pluck" from a bush north and west through a hidden exit from Bwk,
Graveyard dust - Voodoo shop on Voodoo lane,
Leek - Wandering leek seller,
Other vegetables - Vegetable stalls on Tchuttifrutti Street, NW Genua, or in the Triangle Market, SW Genua,
Herbs - Herb stalls on Tchuttifrutti Street, NW Genua, or in the Triangle Market, SW Genua,
Four leaf clover - Look at plants and grass on Golden Key Crescent and "hunt" it using the room syntax.

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