Editing Head to Stonemaw Hill
Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 3: | Line 3: | ||
|image = |
|image = |
||
|difficulty = 1 |
|difficulty = 1 |
||
|quest_type = main |
|||
|release = 2024-11-06 |
|release = 2024-11-06 |
||
|episode = Crenopolis |
|episode = Crenopolis |
||
}} |
}} |
||
== |
==Details== |
||
===Start Point=== |
|||
{{QuestDetails |
|||
The quest '''Head to Stonemaw Hill''' is a continuation of the [[Main Story]], commencing immediately after completing [[Help Rachella]]. |
|||
|start_point = Talk to [[Rachella]] in the [[Goose Inn Bar]] |
|||
|requirements = {{Checklist| |
|||
* Completion of [[Help Rachella]] |
|||
}} |
|||
}} |
|||
== |
===Requirements=== |
||
* [[Crenopolis]] level 60 |
|||
{{Checklist| |
|||
* Total level 342 |
|||
* Talk to [[Rachella]] in the [[Goose Inn Bar]]. |
|||
* Travel to [[Rocky Road]] and talk to either [[Sentry Drogentyne]] or [[Sentry Drogentyna]]. |
|||
* Head to the [[East Courtyard]] in [[Crenopolis]] and attempt to ''Climb'' the Tree. |
|||
* Talk to [[Captain Waltain]] in [[Waltain's Office]], which will advance the story to ''[[Getting clearance from Waltain]]''. |
|||
}} |
|||
== |
===Recommended=== |
||
Unknown |
|||
⚫ | |||
⚫ | |||
==Starting Out== |
|||
⚫ | |||
⚫ | Speak to [[Rachella]] in the [[Goose Inn Bar]] about her recent encounter with the sorcerers. She recounts overhearing a conversation between three sorcerers: [[Yeddick]], [[Damiok]], and an unnamed third sorcerer. In her recounting, she witnesses Damiok talking about being injured by a Crystal Scorpion while traveling through the [[Gemrift]]. |
||
The sorcerers discuss several key locations for their plans: |
The sorcerers discuss several key locations for their plans: |
||
{{Checklist| |
|||
* [[Stonemaw Hill]] - Located northwest of [[Hopeport]], accessed through the wasteland and up [[Rocky Road]]. Note: The dwarves controlling access are reluctant to allow humans entry. |
* [[Stonemaw Hill]] - Located northwest of [[Hopeport]], accessed through the wasteland and up [[Rocky Road]]. Note: The dwarves controlling access are reluctant to allow humans entry. |
||
* [[Castle Gragwatch]] - Located on a separate island, currently inaccessible due to storms affecting all ports. |
* [[Castle Gragwatch]] - Located on a separate island, currently inaccessible due to storms affecting all ports. |
||
* [[The Well]] - A specific location of significance, though its whereabouts are unknown. |
* [[The Well]] - A specific location of significance, though its whereabouts are unknown. |
||
}} |
|||
The sorcerers mention placing crystals at breach points and discuss "Vilzax spells", which are apparently powerful but dangerous to cast in the Gemrift due to risk of awakening "the sleeper". |
The sorcerers mention placing crystals at breach points and discuss "Vilzax spells", which are apparently powerful but dangerous to cast in the Gemrift due to risk of awakening "the sleeper". |
||
Line 39: | Line 31: | ||
After learning this information, head northwest through the wasteland towards [[Rocky Road]]. |
After learning this information, head northwest through the wasteland towards [[Rocky Road]]. |
||
==Rocky Road== |
|||
At the entrance to [[Stonemaw Hill]], you'll find [[Sentry Drogentyne]] and [[Sentry Drogentyna]] guarding the stockade. They will initially refuse entry, explaining that Stonemaw Hill is sacred dwarven ground forbidden to humans. |
At the entrance to [[Stonemaw Hill]], you'll find [[Sentry Drogentyne]] and [[Sentry Drogentyna]] guarding the stockade. They will initially refuse entry, explaining that Stonemaw Hill is sacred dwarven ground forbidden to humans. |
||
Line 45: | Line 38: | ||
According to Sentry Drogentyne, the Golden Cog is now in the possession of [[Helfar the Nightcrow]], who resides in a secure compound in the northeast of [[Crenopolis]]. |
According to Sentry Drogentyne, the Golden Cog is now in the possession of [[Helfar the Nightcrow]], who resides in a secure compound in the northeast of [[Crenopolis]]. |
||
==Crenopolis== |
|||
Head to the [[East Courtyard]] in [[Crenopolis]] and attempt to ''Climb'' the Tree. |
Head to the [[East Courtyard]] in [[Crenopolis]] and attempt to ''Climb'' the Tree. |
||
You'll be stopped by [[Helfar's guard]] and [[Constable Carver]]. The guard will call for Constable Carver to intervene, who reveals that [[Captain Waltain]] has an agreement to leave the compound undisturbed. |
You'll be stopped by [[Helfar's guard]] and [[Constable Carver]]. The guard will call for Constable Carver to intervene, who reveals that [[Captain Waltain]] has an agreement to leave the compound undisturbed. |
||
Speak to [[Captain Waltain]] in [[Waltain's Office]] about retrieving the Golden Cog from Helfar's compound. You explain that you need it to gain access to Stonemaw Hill where a red-robed sorcerer was headed. |
|||
The captain explains that while stealing is illegal, he cannot directly intervene due to [[Helfar the Nightcrow|Helfar's]] significant contributions to the [[Merchant's Guild]]. He fears losing his position if he interferes with Helfar's business. |
|||
Suggest that you could handle the operation yourself, explaining that you would be acting as part of the Hopeport guard rather than the Crenopolis guard. The captain agrees this might work, but notes that since you've been seen doing Crenopolis guard work recently, you'll need support from the Hopeport guard to make this a legitimate Hopeport operation. |
|||
Head to [[Hopeport]] to speak with [[Captain Jal Degreene]] in [[Captain Degreene's Office]] about getting assistance. |
|||
==Finding Help== |
|||
Speak to [[Captain Jal Degreene]] in [[Hopeport]]. When you explain the situation with the Golden Cog and Helfar, he initially expresses reluctance due to being short-staffed. After explaining that Waltain can't help due to merchant guild politics and that you only need one guard to make it a legitimate Hopeport operation, the captain agrees to assign [[Toblaine]] to help you. |
|||
Head to the [[Barracks]] to find Toblaine. |
|||
When you first speak to him, you'll find he's quite reluctant about his career as a guard. You can learn that he only became a guard because his strong innate magic abilities meant most towns wouldn't accept him unless he worked in a "respectable career." |
|||
Tell Toblaine about the assignment and he'll head to [[Waltain's Office]]. |
|||
==Rewards== |
==Rewards== |
||
[[File:Head to Stonemaw Hill reward.png|center|x300px]] |
|||
Unknown |
|||
==Transcript== |
|||
{{HasTranscript|quest}} |
|||
==Update history== |
==Update history== |
||
Line 63: | Line 72: | ||
}} |
}} |
||
[[Category:Quests]] |
|||
[[Category:Crenopolis]] |
[[Category:Crenopolis]] |