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- 1 Klatch quests
- 2 Djelibeybi quests
- 2.1 "Arms Dealer", in which you made a net contribution to the Djelian military. (Quest level 4)
- 2.2 "Competent Banisher", in which you sent a most pernicious and annoying fiend back where it belonged. (Quest level 3)
- 2.3 "Crafty Deckhand", in which you fixed an unwelcome porthole. (Quest level 5)
- 2.4 "Crocodile Rocker", in which you exterminated a pest. (Quest level 2)
- 2.5 "Distant Exhibitionist", in which you went the distance of displaying feelings. (Quest level 2)
- 2.6 "Djelian Delicacy", in which you found the bait was switched. (Quest level 2)
- 2.7 "Djelian Warrior Champion", in which you demonstrated great skill against a warrior while knee-deep in sand. (Quest level 4)
- 2.8 "Domestic Appeaser", in which you retrieved a stolen sapphire for a hen-pecked merchant. (Quest level 3)
- 2.9 "Fluffy Nightbringer", in which you slipped a flighty creature into darkness. (Quest level 2)
- 2.10 "Green Thumbed", in which you found and revitalised a secret garden. (Quest level 2)
- 2.11 "Keeper of Suspense", in which you helped a man keep his britches up. (Quest level 3)
- 2.12 "Light Reminiscence", in which you restored a Djelian light fitting to its former glory. (Quest level 5)
- 2.13 "Mother's Helper", in which you rescued an important piece of origami for a bedraggled child. (Quest level 1)
- 2.14 "Peeping Ptom", in which you found a back way into a Djelibeybi establishment. (Quest level 3)
- 2.15 "Public Benefactor", in which you filled an empty space. (Quest level 2)
- 2.16 "Sentimentalist", in which you demonstrated a little control over expression. (Quest level 1)
- 2.17 "Turbaholic", in which you tied up loose ends. (Quest level 1)
- 3 Ephebe quests
- 3.1 "Bringer of Shear Joy", in which you found a lost tool for a worshipper of Tuvelpit. (Quest level 2)
- 3.2 "Bushranger", in which you helped nurse a crocodile back to health. (Quest level 3)
- 3.3 "Clockwork Logician", in which you helped make things run on time. (Quest level 1)
- 3.4 "Coal Bringer", in which you helped keep a smithy stocked with coal. (Quest level 2)
- 3.5 "Crocodile Doctor", in which you healed some crocodiles of their maladies. (Quest level 4)
- 3.6 "Homarus Hugger", in which you in which you held your breath until the perfect moment. (Quest level 2)
- 3.7 "Kebab Connoisseur", in which you beat the odds and actually got what you ordered. (Quest level 1)
- 3.8 "Mina Miner", in which you got lucky. (Quest level 3)
- 3.9 "Nest Builder", in which you built a cosy nest for a pair of lovebirds. (Quest level 3)
- 3.10 "Penguin Rescuer", in which you rescued Patina's holy emissary from distress. (Quest level 2)
- 3.11 "Polygraph", in which you turned the tables of logic. (Quest level 3)
- 3.12 "Tough Luck", in which you watered your way into good fortune. (Quest level 2)
- 4 Ephebe Desert quests
- 5 Necropolis quests
- 5.1 "Archaeologist", in which you found an elusive treasure. (Quest level 4)
- 5.2 "Hieroglyph Expert", in which you gained a glyph-t of understanding. (Quest level 2)
- 5.3 "Photo Healer", in which you doctored a photograph for a family in need. (Quest level 4)
- 5.4 "Polite Guest", in which you were painfully polite. (Quest level 1)
- 5.5 "Stout Burglar", in which you endured the rigours of burgling. (Quest level 5)
- 5.6 "Tomb Raider", in which you successfully raided a tomb. (Quest level 3)
- 6 Netherworld quests
- 6.1 "Entering the Netherworld"
- 6.2 "About the Netherworld"
- 6.3 "Brainbox", in which you scored a victory over a good loser. (Quest level 2)
- 6.4 "Really, Really Nice", in which you became really, really, really well liked. (Quest level 1)
- 6.5 "Restorer of Oddities"", in which you returned someone odd to someone strange. (Quest level 2)
- 6.6 "Riddle Master", in which you found the means of escape from a chilling place. (Quest level 3)
- 6.7 "Sadistic Coach", in which you justified the means, nasty though they were. (Quest level 3)
- 6.8 "Tender Hearted", in which you gained a friend indeed. (Quest level 2)
- 6.9 "Touchingly Thoughtful", in which you preserved the right moment for ever and ever. (Quest level 2)
- 6.10 "Wielder of Klangs", in which you earned the use of a most annoying weapon. (Quest level 6)
Follow the road west and then north of Al-Khali. In the desert on the second north turning find the ruins of a settlement. Watch out for an NPC named 71-hour Ahmed as he can backstab you and he is VERY powerful. He probably only becomes aggressive toward assassins. Find the tent with Al-James in it and make sure you are speaking Djelian or Klatchian. Say 'help' and he will mention a type of pottery shard that he needs (He appears to reply in Klatchian regardless of which language you use). In my case it was a thick red shard. Find the other tent that has Al-George in it and south of that is a shelter with walls surrounding it. You should notice a hole if you examine the rocks. Typing 'climb arch' will get you to a cellar (about 133 adventuring.movement.climbing.rope required). Once down there type 'search stone' until you get the piece that Al-James asked for. It might take multiple tries as you get a random piece or nothing at all with each search. I was lucky and got it second try. Return the shard to Al-James and you'll get the quest and a few pence.
Find the worried nomad who can be found in the water pastures near Djelibeybi and offer to help him. The ruby and emerald he gives you need to be replaced in the keystone of the buried archway on Piety walk in Djelibeybi. Fit both gems into the correct gaps and you will be awarded the quest.
Skills: Spoken Djelian, otherwise the quest will not end. EDIT: Djelian is not needed. Go to the dormitory in the east side of Ephebe Gate and "search" under the bed to get a heavy iron key. This key will open the heavy iron door on the second floor of any of the gatehouses. Put weapons on the rack in any of the gate armouries, worth a total of 20-22 talents (AM$100-110). The number of weapons is irrelevant, only the value counts. Note that the weapons disappear after you get the quest.
"Competent Banisher", in which you sent a most pernicious and annoying fiend back where it belonged. (Quest level 3)
Skills: unknown bonus (approximately 20 levels worth?) magic.methods.spiritual.banishing Items: iron amulet (from doing the MANSION quests in Ankh-Morpork), and a friend Have your friend go to Merk's Place on Phoenix Street and summon a salt mephit for you. When it appears "use" the amulet on it to banish it.
Skills: 126+ crafts.carpentry.coopering bonus Items: claw hammer and glue (tool shop on Ephebe Road) Items: 8+ nails (odds and ends shop on east side of Plaza of the Broken Moons in Ankh-Morpork) Go to the ship Morgan's Foil, reached from one of the docks on the north end of the harbour, and go down. There are sailors here that may attack you if they catch you doing what you're about to do, so either kill them, or wait until they leave (they do so occasionally). Then, you "pry board with hammer". Get two boards, then go to the ship Brazen Mermaid on one of the adjacent docks, and go down. You should be able to see a hole in the side of the ship. "repair" the hole with the hammer and board, twice. Then "waterproof" the patch with the glue.
Skills: fighting.range.thrown. 146 bonus wasn't enough, but 165 bonus was. Go to the bridge just past the north gate exit out of the city. In the room on or immediately south of the bridge is a pile of rocks. Get some rocks, go north to the middle of the bridge, and "drop" the rock on a crocodile by typing drop rock crocodile. You just need to hit one.
You need to do the SENTIMENTALIST quest, below, first. Go to Daft Bugger on Market Street, and get the bucket. Go southwest, west and fill the bucket from the well. Go back to Daft Bugger and "scratch" her ear, drop the bucket, and tell her she's quite cute for a camel. This will give you the ablity to remote.
Skills: 60 levels of other.language.djelian.spoken Items: a pair of boots and a belt (the belts from the tannery in the harbor work) Go to Gut Fishfryn on the Ptrip-Ptrap bridge leading north out of Djelibeybi. Say "help" while wearing the boots and belt. If you're not wearing a belt, you'll fall but remain unharmed, but if you're not wearing the boots, you'll lose some Hp and your dex will drop by 2. The boots need to be tough ones--hobnailed boots don't work but hard boots do.
"Djelian Warrior Champion", in which you demonstrated great skill against a warrior while knee-deep in sand. (Quest level 4)
Skills: Guild Level 250, uber fighting abilities "enter" the arena in the Djelian Guard headquarters near the palace and hit the gong. Kill the opponent that appears without using magic or faith. Note that this doesn't just apply to spells or rituals cast once the fight starts: you can't strike the gong if you have shielding, and the champion will storm out of the arena if you have minions assist or protect you.
"Domestic Appeaser", in which you retrieved a stolen sapphire for a hen-pecked merchant. (Quest level 3)
Skills: 121+ adventuring.movement.climbing.rock bonus (empty hands, no shoes, low burden) Walk along the north side of the cliffs southwest of Djelibeybi until you can climb up. Search the boulders, and there might be a skeleton there. Get the sapphire from the hand and go to the mansion on Ibis Parade. Make sure that both Phin-lip and Ut-lat-khin are alive in the mansion, then give the sapphire to Phin-lip. Lead him to Ut-lat-khin to get the quest.
Skills: 135-175 covert.manipulation.sleight-of-hand bonus On the eastern side of the garden in the Mansion on Ibis Parade, "search" under the bush and get the hood. Go upstairs twice, to the hawks room. Unhold everything and "hood" the hawk. If you fail and it starts fighting you, you probably won't succeed while in combat with it.
Items: shears from Yclept, usually wandering around the park (I think stealing/killing him is the only way). Shears can also be bought from the toolshop on Ephebe Road. Items: scythe (either the one from the Dinky quest or get one from a labourer) Go to the northwest corner of the Pharaoh's Park where there's a bench, and search the bench to get a rusty key. Go south then west while the key is in your inventory. Then weed path, trim hedge, go north, mow grass, and clean pond.
Go to Gut Fishfryn on the Ptrip-Ptrap bridge leading north out of Djelibeybi and get the suspenders that he left on the bridge. If they're not there, wait for him to catch them. Find Lap-lip wandering around Djelibeybi, and give him the suspenders.
"Light Reminiscence", in which you restored a Djelian light fitting to its former glory. (Quest level 5)
Skills: 153+ crafts.carpentry.furniture bonus (expect to fail several times with this bonus), some crafts.smithing.black.weapons to "fix" the chains. Go northwest of Djelibeybi to the Lower Djel Trading Post by walking or taking the Djelibeybi/El Kinte Caravan. From the square, go northwest (hidden exit), and search the heaps until you find a wagon wheel and 3 iron chains. If the iron chains aren't available, you can buy them at many weapon shops. You need to bring the wheel to a woodworking shop where you are able to 'repair.' However, you aren't going to repair the wheel, you are going to drill holes in it (syntax drill). The wheel is heavy, but you don't have to have it in your inventory to work with it. 'Attach' the three chains to the wheel. You may need to fix them in a smithy if their condition is too bad. This should change the wagon wheel into a chandelier. Now you have to buy 6 red Wanobean candles from various 'light source' traders at the square at the Trading Post (the space where you have door exits to the north and west). If you can't understand Djelian enough to identify what the traders are listing for wares, just "buy red wanobean candle" until you have six. 'Put' the candles on the chandelier, bring the chandelier to the empty stable (west exit from square) and hang it on the hook. Light the chandelier and wait in the room for the quest. Enjoy :)
"Mother's Helper", in which you rescued an important piece of origami for a bedraggled child. (Quest level 1)
Go to the hidden room in the northeast corner of Pharaoh's Park and "search reeds". Go two south to the lost child and give it the boat.
Skills: 134 in adventuring.movement.climbing.rope Items: knife From the southeast corner of the west side of Pharaoh's Park, go south through a hidden exit. "climb ivy", hold the knife, then "clear ivy" and "pry boards". "rip material" and "clamber through hole". Note: Due to the shape of the west side of Pharaoh's Park, some may see "southeast" as being more "northeast". The name of the correct room is "[space behind a building and the park]".
Go to the eastern end of the yard at Ptaclusp Associates off of Tsort Road and search the stock. If you find a contraption, "pull hoist" then go west. A statute of Hat should be in the room (if not come back later), then "lift statue with contraption". Go the plinth outside the temple of Gufnork on Deity Lane and "lower statue with contraption".
Go to Ptepsi An in the Pharaoh's Palace and gaze lovingly at him, smile pragmatically, and wink fondly at him. This will give you the ability to emote.
Items: DjToon 10.00 Go to the turban shop west of the centre of west Bazaar, and "request lesson".
"Bringer of Shear Joy", in which you found a lost tool for a worshipper of Tuvelpit. (Quest level 2)
Find Adelphe on Tuvelpit Road (update,she wanders)and she will ask you to find her shears. She thinks she lost them by the statue of Tuvelpit in Slouching Gardens. Search the statue and you will find the shears. Return them to Adelphe to complete the quest.
Items: fishing net, bait (hen, rooster, chicken, or goat), harness (optional when buying an animal from Zevgatis, to tie the animal in place at the crocodile pool) Skills: cr.husb.animals.grooming cr.hunting.trapping (for capturing crocodiles, 169 bonus is sufficient) Find Brick Bumblebee a few rooms north of the Temple of Offler. He'll tell you want to do. Buy a net from the Harbour market. You can buy an animal from Zevgatis in the southwest of the Harbour Market, Ephebe. When you buy the animal Zevgatis will ask if you want an harness (it costs extra but you can reuse it on other animals wandering about), say yes, that way you can tie the animal to the spike. Or you can tame an animal then carry it, or lead it to the temple of Offler, but without a harness it might not stay around. Tie animal to spike. When the time comes "capture crocodile with net. Once you have the crocodile, drag him to Brick. Note: Hens and roosters might wander away before the crocodile comes without a harness or without enough skills. You can reuse the harness (syntax harness) to lead another animal after the first one dies.
Skill: none Items: none Go to the citadel entrance on the west side of the Slouching Gardens. Enter the citadel and look for the room with the clock and maintenance man. If you ask to help the man, he will want you to adjust the clock to the correct time. Making sure a personal timepiece is handy to ensure the current time, adjust the clock as appropriate. That's all!
Skills: spoken Ephebian of at least 60 Items: coal Find Gelon in the smithy at the south end of Tuvelpit Road and ask if he needs help. You'll need to bring him coal. Gelon will not accept the coal unless you can offer your help. The amount of coal seems to be based on weight, not number of items. You can buy coal from the dwarfish coal merchant who wanders Llamedos Fach in Genua. He sells rocks of coal as large as 10 to 12 pounds in weight, and three or four of these will give you the quest. You can also gather coal in the terrains - in the mountains northwest of Al Khali, or southwest of AM. "get rock", "put coals in backpack", "bury pebbles&stones&rocks in me" works well. You don't need to be able to recognise coal as coal - that is, it's fine if your coals can be referred to as "coal" but only say "black mineral" when you look at them. To give you some idea, I needed 50 black mineral pebbles and 16 black mineral stones for the quest. Whatever you do, don't try to get this quest by picking up the free coal from outside the smithy in OC, as you will be going back and forth almost literally forever.
Items:Fishing net Bait (hen,rooster,chicken,goat) a knife a needle beer scumble vodka Skills:cr.me.treatment.disease (154 bonus is enough for sporadic success in treating crocodiles) First, complete Bushranger. Go to Brick Bumblebee a few rooms away from the Temple of Offler. Say "disease". Ask about each disease and he'll tell you how to heal it. Buy a net, tame an animal and take it to the temple. Tie the animal to the spike, and when the time comes "Capture crocodile with net." Then look at it. If something is wrong with it's scales: Scrape crocodile with knife If something is wrong with it's teeth: use the needle or something sharp, "pick <object> teeth with <object>" If you have to use a liquid it's "dab <body part> of crocodile with <liquid> in <container>. Use beer for the crusty bits on the legs, scumble for the pustules on the abdomen, and vodka for the gooey eyes. Note that you need a sufficient amount - a shot glass of scumble is insufficient, but a bottle is sufficient. You have to do this to 4 crocodiles. You have to wait at least 10 minutes before trying again. You can drag the crocodile while it is in the net. Beware! Do not drag it past Brick Bumblebee or he will take it from you (curing it himself in the same way as for the Bushranger quest, for which you will get no credit).
"Homarus Hugger", in which you in which you held your breath until the perfect moment. (Quest level 2)
Skill: crafts.hunting.fishing 150 minimum Go to the Seasick Sea Serpent on Dockside Walk in Ephebe. In the lobby is a lobster tank. Enter the tank, then wait for the spider lobster to appear. When it does, snag it. The syntax is specific - "snag", not 'get' or 'grab' or any other verb, otherwise you will fail (but with a message that might mislead you into thinking you failed a skillcheck).
Skill: none Item: an appropriate drink Find the kebab vendor in the Dockside Market. The vendor may have went to the same culinary school as CMOTD, for he sells a product that looks much better when wearing beer-colored goggles. Therefore, before buying a kebab, be sure to be nice and drunk. The equivalent of two beers is sufficient. Once appropriately soused, order a kebab and eat it.
Climb the rock outside the entrance to the Citadel. Every once in a while a fountain from below sprays a coin up. You have to "catch" them until you've caught a Mina.
Skills: crafts.arts.design Bonus 153 minimum Find the tree in the southeast corner of the Harbour Market. Climb it, collect leaves, twigs, and fluff until you have about 20 of each. (Note that you can only gather these in the spring.) Construct next with twigs and leaves, then insulate it with the fluff.
Items: Fish, ports of friends with ports Find the grumbling penguin who wanders around Ephebe. Feed the fish to it and it will follow you. Bring him to the Hub.
Skills: At least 60 spoken Ephebian for them to understand you, and ideally 90 so you can perfectly understand them (otherwise you'll have to contend with fragmented translations in addition to the logic puzzle itself). In Ephebe, go to the Stavro's taverna on Tuvelpit Road. Inside the tavern are four philosophers - Appiristus, Bulos, Chryphon and Didorus - who are whispering puzzles to each other. In Ephebian, ask for a "puzzle". The philosophers will provide the player with a variation upon the "Truth/Lie" logic puzzle, whereupon it must be determined by a single statement from each of three philosophers who is telling the truth and who is lying. It is possible to "repeat" the statements. To provide answers, the syntax is to say "<X> is a Liar" or "<X> is a Truth-sayer". NOTE that if someone is a Liar, the meaning of their statement is reversed - because they lie! There are many puzzle variations as to the proper combination. There is no penalty to ask for another puzzle immediately after failing. Upon successful completion of the quest, one can continue to ask for additional puzzles. If you're desperate, or just don't have enough spoken Ephebian to really understand what they're saying, you can always just spam "say Puzzle.;say Appiristus is a truth-sayer.;say Bulos is a truth-sayer.;say Chryphon is a truth-sayer.;say Didorus is a truth-sayer." at them. They respond to your says even before they've laid out the full puzzle, and there's a 1 in 16 probability of randomly guessing correctly, so after about eight tries (on average) you'll succeed.
Items:Water Find the cactus on Dockside Walk. Look at the roots to make sure they are dry then "water roots of cactus with <container>". It's a good idea to make sure you are protected somehow. Cactuses can hurt!
Ephebe Desert quests
Find the oasis in the desert. At the oasis, find the spoiled child. It wants a fig. Get a couple of Ephebian stater organised (e.g., rob some of the farmers around Ephebe). Find the fig trader at the oasis and buy a fig. Or, if you have enough climbing skills, you can climb one of the fig trees in the melon farm (near Djelibeybi) and gather a fig. You can also buy a fig from one of the fig traders that wander around Djelibeybi for 2 toons. Give the fig to the child.
Go into the Ephebian desert. Find the oasis and go into the different tents. When you enter Dhblah's restaurant, you're done.
This is the second of the three quests in the western-most pyramid. West of Indeh-Anha is a secret room, opened by doing the 'Hieroglyph Expert' quest. Go into the room and 'search sand' until you find a statue and take it to Indeh. You will need to keep doing this until you find the correct statue and then when you get it right he will give you a Cephut's statue you need for the 'Tomb Raider' quest.
Skills: ~150 people.culture.djelian The first of the quests, you will need reasonable ot.la.dj.sp and around 100 bonus in ot.cu.dj. Make sure your speaking Djelian. Go west of Indeh-Anha and look at the hieroglyphs. You will see something written backwards like 'regdab citsym' or 'tabmow yrruc' now you 'chant regdab citsym' or whatever. A door should open and a scarab should land in your inventory that you can wear. Note the north door has a trap on it.
Items: 2000 ptascpi (need to enter twice) Skills: adventuring.perception ≥ approx 210 (definitely doesn't work with 202, does with 216) At the exit "passage" north of Djelibeybi search to get the incredibly sharp yet seemingly worthless doohickey used to cut out characters from iconographs. Enter the passage into the entrance to Coojibubu's Tomb and insert the coins to get a ticket which you give to the hostess. Then in the foyer search to find the north exit to the control room. Sit in the chair to discover the pink mass beneath the chair. Get it. You'll need to chew the mass so it turns into gum just before sticking the cut outs to the iconograph. Say you'll help to Rodan, then yes you'll help him. He will tell you a location he wants iconographed with his family members added in and give you a camera (wooden box). If the camera runs out of material you can wait until Rodan regens and steal a new camera from him. Next you'll need to take a picture of the room (not of the people) with family members in. Then you need to cut the family members in the iconograph with the doohickey, but you need to specify the names in lowercase that you managed to get in the picture (baiden,maude,cayren,rodan) because using the proper caps makes it fail. Continue until you have the 4 family members. Then you need to leave the tomb and go to the location where you can glance the location description Rodan mentioned. Even though he said "outside of" he means the room itself. If you forgot what location he said go say help to Rodan again. Once you have the 4 cut outs and the iconograph of the location, chew the pink mass and wait until it turns to a gum. Then quickly stick the cut outs to the iconograph. You can chew it again if it turns back into a mass. You can also get more mass from the chair in the control room if you lose it. Return to the tomb, insert coins, give ticket to the hostess and give the iconograph to Rodan.
Go north from Djelibeybi and enter the eastern pyramid via the passage. On the table there are a few paper cups with fruit cocktail. Drink at least 4 of them. Beware, you will get the quest when you are poisoned, and you will temporarily lose some stat points (-5 constitution, -2 dexterity), so bring antidote or at least a means of healing yourself.
Skills: 205+ adventuring.perception bonus Skills: 170+ covert.manipulation.sleight-of-hand bonus Items: 1000 ptascpi Go north from Djelibeybi and enter the eastern pyramid (the exit called "passage"). "Insert coins" to get a ticket, and give it to the hostess. In the passage east of the entrance there is a hidden control room to the north that you must search for. Pull down on the white levers in a certain order (possibly random) until they all stay down, then pull the red lever. If you get it wrong (pulling the red lever before the white ones are all down) you fall into the spike trap that can cost you a lot of HP. Hint: Heal yourself as soon as you can, because you might get injured further when the spike releases you. To leave the trap, go east and up.) Pulling the red lever with all the levers down will make the stone guardian fall into the spike trap and drop his hammer. Go down in the entrance area and go east. Take the hammer and search the sand to find a sandbag. Go back up to the sarcophagus that the stone guardian had protected and smash it with the hammer. "Switch sandbag with treasure", and if all goes well you'll get the quest.
Skills: high covert.manipulation.sleight-of-hand (completed with bonus of 211 (confirmed) and 203 (confirmed by Avenged w/ 14% burden). Failed with 171. Items: Statue of Cephut from "Archaeologist" quest After you get the statue of Cephut from Indeh-Ahna and he leaves, re-enter the tomb (2 west from Indeh's location). You have to flick the spiders away from the handle of the doorway to the north (syntax "flick") using daggers, knives, etc. Open the sarcophagus by moving the lid off. There is a strength check for this; 8 is not enough, but 10 is. With this done, you should see a bag of sand atop a weight-sensitive trap inside. You have to "switch" the statue of Cephut with the bag of sand (syntax "switch"). This takes a significant amount of sleight-of-hand. If you fail the sleight-of-hand skillcheck needed, you will fall into a spiky trap which usually hurts around 75% of your total health so make sure you are healed before attempting. To get back to the sarcophagus from the trap go sw, n, w, w, n.
Look for a camel called Sadistic Git in the Djelibeybi stables near the army barracks and attack it. It should kick you straight to the Netherworld. To get Misty to appear you have to say "Misty". You need to be guild level 50 to get into the Netherworld, otherwise Sadistic Git just kicks you into the next room.
Rituals (and prayer) do not work here, so if you die, you'll need to leave before you can get resurrected. You won't be able to leave if you haven't done the Riddle Master quest, though, so in that case you'll need Misty to raise you. She will appear if you say "Misty", or (apparently) if you try to leave and are stopped. While in the Netherworld, your tells will be turned backwards (this effect is visible to you). You could then take your backwards tells and copy them into new ones in order to get understood. Group messages are not affected though. Moving around on the wall (the wall mentioned in the quests below) appears to take no skill or gp. However, if you try to take an exit that doesn't exist, you will fall and take some damage. This appears to be around 500-600 hp from some of the higher rooms, and under 200 from the lower ones. When you move right or left, you're edging along the wall in the specified direction--not turning to the right or left as you do in the UU library and similar places. This does make retracing your path easier. A hideous man-eating wombat of death is in the Netherworld, and moves around at least somewhat (it does seem to spend long periods of time in one place). It does not seem to be aggressive.
Say "Misty" and "Alphabet Game". Misty will tell you the name of a player, you must respond with the name of another player whose name starts with the last letter in the name that Misty has just spoken (e.g. Misty says "Hackophile", you should respond with something like "Ellaron"). You lose if you choose a name that has been used before or the player isn't at least a week old, and both offline and online player names can be used. Keep this up until she gives up (at around the 40th name she will give up).
You seem to get this quest when you have worked hard to get Misty happy and complete the tasks asked of you. This will also make Junior fly you to one of three locations, The bone yard, the rope room or KLK.
You need withered thingies that you can find by searching the bone yard. The quest sometimes requires two, sometimes three. Say "Misty" and give her the withered thingies. She will like you a bit more than before. Note: Give them one at a time or you may not get credit for them.
You need one huge grey round ball that you can find by searching the bone yard. From the south east corner: climb wall, up, up, up, up, right, right, up to find a cub in a den with an east exit. Drop the ball to occupy the cub and go east. When you search the glass you find a disc. Go back, get the ball and this time give it to the cub rather than just dropping it. It will crack it and you can just open the ball to make it crumble so the book falls out. Give the disc and the book to the Sphinx and answer one riddle. The answers to the riddles, ordered by page number: --> 1. E.;2. Candle.;?. Man; 4. Wind; 5. Nothing; 6. Riddle; 7. mountain Say "What is the riddle?" if nothing works. This will allow you to freely leave the Netherworld if you wish by heading north past the sphinx. You will then end up on the southern side of the Djelibeybi bazaar.
Search around in the bone yard until you find three huge grey round balls. Then you need to make your way by climbing to one of the baby sphinx dens. One is described in "Riddle Master", the other one can be reached by climbing straight up from the south east corner of the bone yard. Use the three rubber balls to teach the sphinx to fly by throwing a ball. Do this three times. Eventually the cub will learn how to fly, and Misty will like you a bit more than before.
The first part is optional. Climb the wall up (From the south east corner: climb wall, up, up, up, up, right, right, right, down, right, up, up, up to Sphinx Junior and listen to his story. Climb down again, call for Misty and tell her that Junior is really sorry. Misty will like you a bit more than before.
You'll need to buy an incredibly stupid looking sphinx costume from the costume shop on Endless Street (just south east of Cheesemongers yard) in Ankh-Morpork. Inside a hut you can enter from the south most room of the bone yard is Nightvid who would love to watch sphinxes, but they don't come near enough. Give the costume to Nightvid, and in exchange he will give you a picture frame. Call for Misty and give it to her, she will like you a bit more than before.
To complete this quest you will need to have 2 others to help you. Player A needs to climb the rope where Junior is (at the edge of the plateau) - say 'take me to the rope'. Player B will need to go to Misty's house (say 'house' to Misty when on good terms) and find the bracelet in the house. They will then need to go up the platforms from the balcony whilst wearing the bracelet till they see a dark object below them. They must then take the bracelet off and go south and they will fall to the wheel house. In this room they need to spin the wheel to keep the rope from slipping off once the quest starts for real. Player C needs to have a dagger and be where the rope is (do the same as player A to get Junior to take you to the rope). When all are ready: Player A 'climb rope', Player C at the rope needs to 'cut rope' and the person in the wheel house need to turn the wheel over and over ('turn wheel'). This will cause the main person doing the quest to swing through the air. Once they see the sphinx they just need to 'get sword'. If all goes well they should end up with the Klang. Note: Player B has to reach the position first, otherwise the rope can't get cut and hence the wheel won't move. Player C has to leave room and reenter if that happens.