Oswald's Dirk

 
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During the Heart of Woe event, Jaleh mysteriously disappeared from Ayan Baqur.

Town Crier tells you, "You know--It's possible that Jaleh was mixed up with the wrong element. He did just appear as a town owner a couple years back. Of course there was the fact that he is on Elysa's council. I wonder what she thinks about this."
Town Crier tells you, "Apparently Jaleh had some meetings during the day that his wife knew about, but he never came home that night? I wonder what happened."
Town Crier tells you, "Who would have ever thought that Jaleh was married?"

A rumor sold by Magrom the Red in Cragstone notes that Jaleh's wife, Aaminah, is now in Ayan Baqur, seeking help to discover her missing husband's whereabouts.

Rumor: Missing Person

Traveling to Ayan Baqur is no easy task! If you're unable to catch a portal, take the Siege Road Settlement portal from Rithwic at 8.7N, 60.9E, then the E Dires Swamp portal at 8.1S, 74.5E. Ayan Baqur (59.9S, 87.9W) is a long dangerous run from the drop.

Aaminah the Grieving Wife is located at 60.0S, 87.8W.

Aaminah tells you, "My husband Jaleh is missing, I do not know where it is that he has gotten off to. He was last seen standing on the patio of the this building."
Aaminah tells you, "I know that he was meeting with a few people throughout the day, and when he did not return in the evening for our dinner I came looking for him. I did not find him. Please find my husband and let me know what happened to him."

To hunt for clues, head up to the rooftop patio where Jaleh was last seen. You'll find 4 items: Strands of Silk, a Half Empty Cider, and Empty Mug and some Sweet Smelling Bark. Take these items, then head to Sawato to talk to To-ping Ra, the possible owner of the silk as read on the inscription.

Ro  Bi-Jor
To reach Sawato (28.7S, 59.3E), it's easy enough to run straight from Shoushi. Or you can shave off a few clicks by taking the Chi Zou Cottages settlement portal at 31.3S, 72.6E and then making the run.

When you arrive at the tailor To-ping Ra's shop, you discover his new apprentice, Ro Bi-Jor at 28.5S, 59.2E.

Ro Bi-Jor, Apprentice Tailor tells you, "Hello I am an apprentice of To-ping Ra. He is teaching me the venerable art of tailoring. I have seen a few setbacks in my studies recently but I am sure that my confidence will return."

Hand her the items to see if you can discover any information about Jaleh. You get little response until you hand her the silk. She tells you it's from a shirt she made for Jaleh al-Thani, but insists she has nothing to do with his disappearance!

You allow Ro Bi-Jor, Apprentice Tailor to examine your Half Empty Cider.
Ro Bi-Jor, Apprentice Tailor tells you, "What should I do with a half drunk mug of cider that smells funny? How long was this in the sun? No thank you. I am not thirsty."

You allow Ro Bi-Jor, Apprentice Tailor to examine your Empty Mug.
Ro Bi-Jor, Apprentice Tailor tells you, "It's a mug, and there is a name scratched on the bottom. Maybe it belongs to that person."

You allow Ro Bi-Jor, Apprentice Tailor to examine your Sweet Smelling Bark.
Ro Bi-Jor, Apprentice Tailor tells you, "I'm afraid I don't know what to do with this."


You give Ro Bi-Jor, Apprentice Tailor Strands of Silk.
Ro Bi-Jor, Apprentice Tailor tells you, "This looks like the silk that I used to make a shirt for Jaleh al-Thani. Oh I remember it very well. He asked for a shirt made in a very ornate and overly pretentious way."
Ro Bi-Jor, Apprentice Tailor tells you, "This was the first item that my master had me craft. When Jaleh came to collect it he pointed out a tiny flaw in my weaving and demanded the cost be lowered. It was, but so was my pay. I was very angry with him. Very angry with him."
Ro Bi-Jor, Apprentice Tailor tells you, "I have heard that he is missing. Surely you don't think that I had anything to do with it. Please you must believe me. Look at my sollerets if you don't."

When you look at the sollerets in the corner, they are covered in reddish dust from the western desert, belying her protestations! Hand her the sollerets to confront her with your suspicions. She still claims innocence and with careful consideration, you conclude she is being framed!

You give Ro Bi-Jor, Apprentice Tailor Dusty Sollerets.
Ro Bi-Jor, Apprentice Tailor tells you, "Oh my. This does look bad, but I swear. I've never been to the desert. I've spent most of my life just around this area, I'm a tailor, not a kidnapper."
You think back to the way the scene looked. The tracks left there were distinctly boots, not sollerets. Someone is trying to frame this poor girl.
Ro Bi-Jor, Apprentice Tailor tells you, "You have to believe me."

Lubziklan al-Luq
Checking the descriptions of the remaining items, next travel to Yaraq, and speak to Lubziklan al-Luq, the well known maker of Cove Apple Cider. You can find him at
22.4S, 1.9W. Again, hand him the item to hear his responses.

You allow Lubziklan al-Luq to examine your Sweet Smelling Bark.
Lubziklan al-Luq tells you, "It's certainly not bark from on of the trees in my cove. Maybe it's from up north."

You allow Lubziklan al-Luq to examine your Half Empty Cider.
Lubziklan al-Luq tells you, "I remember a man, or maybe it was a woman, I am not truly sure so many people come through here to talk to me. At any rate they bought a large quantity of my Cove Apple Cider not long ago."
Lubziklan al-Luq tells you, "Wait, wait... I think it was Ulgrim the Unpleasant."

You allow Lubziklan al-Luq to examine your Empty Mug.
Lubziklan al-Luq tells you, "I'm sorry, this looks like it belongs to someone else. You might try Ulgrim."

Ulgrim the Unpleasant
Ulgrim the Unpleasant now resides on his own private island. If you don't have the portal spell, you can reach him via the Drunken Madman in Baishi. First stop in Nanto to purchase some of Wah Chon's Winter Lager!

The Drunken Madman is located by the tower south of Baishi at 53.0S, 61.0E. To reach Baishi, you can take the portal from the Atrium Residential Halls in Qalaba'r (74.1S, 19.2E) or Glenden Wood (29.7N, 27.0E) or take the portal from the bottom of A Ruin in Mayoi  at 62.6S, 81.4E (see Shortcuts).

You give Drunken Madman Wah Chon's Winter Lager.
Drunken Madman tells you, "What's this? It doesn't look like sake."
Drunken Madman tells you, "Not Sake!? NOT Sake! YOU!!! I'll g..."
Drunken Madman tells you, "Oh right, you must want to see Ulgrim. He said people might be looking for him. Ok, I'll portal you there this time, but next time you better bring me sake!"

Ulgrim, as might be suspected, isn't much help. After speaking with him, you surmise that Celcynd is your last chance to get the help you need.

You give Ulgrim the Unpleasant Half Empty Cider.
Ulgrim the Unpleasant tells you, "Something doesn't smell quite right about this stuff. You got it from Jaleh's, eh? Well I've no love for the money grabbing b--. Say you don't think that I had anything to..."
Ulgrim the Unpleasant tells you, "Well of all the insane ideas to pop into people's heads. Be off with you! I've better things to do than deal with some hack investigation."
Ulgrim swigs the brew.
Ulgrim the Unpleasant tells you, "Whew! Tangy. Yup, that was definitely not right. I feel kind of sleepy. You have any more Ale?"

You allow Ulgrim the Unpleasant to examine your Empty Mug.
Ulgrim the Unpleasant tells you, "Hey. This is stolen property. I might swill my share of ale, but I'm not swilling my brew from Celcynd's mug."

Celcynd the Dour
Next it's to Rithwic to speak to Celcynd Dour at the
The Royal Firkin Pub (10.7N, 58.1E). When you first give him the Sweet Smelling Bark, he has quite the startling reaction! But after smelling the rank inside of the mug from Ayan Baqur, he's happy to examine it again to rid his nostrils of the foul stench.

You give Celcynd the Dour Sweet Smelling Bark.
Celcynd the Dour tells you, "What's this? Not the woods. Not the woods!"
Celcynd the Dour gives you Sweet Smelling Bark.

You allow Celcynd the Dour to examine your Half Empty Cider.
Celcynd the Dour tells you, "No, no I don't want to drink that."

You give Celcynd the Dour Empty Mug.

Celcynd the Dour tells you, "You found it. Oh bless you, I had lost it, thought I did but someone stole it left me with an empty mug loop on my belt and no cup with which to hold my drink. But bless you, you found it!"
Celcynd the Dour tells you, "It smells of Ayan Baqur, I've caught the scent before, the desert and dirt and the dirty pyreals. So filthy and unclean."

Celcynd the Dour tells you, "But you, you've a chip or chunk of a tree from the Tiofor Forest around Glenden Wood on you. I can smell it. Might I see it?"
You give Celcynd the Dour Sweet Smelling Bark.
Celcynd takes a deep breath of the Bark.
Celcynd the Dour tells you, "Ah, the smell of fresh firs and the air around Glenden Wood. Indeed that is where this came from. Somewhere near the city and surrounded by firs. May I keep it?"
Celcynd the Dour tells you, "Oh thank you. It reminds me of the area near the Glenden Wood Prison the trees there smell so nice throughout the year."

Wooden Tablet
Finally! We're getting somewhere. Using the information you got from Celcynd, head to Glenden Wood and head towards Glenden Wood Prison at 31.8N, 25.5E. Nearby at 32.1N, 25.6E, you'll spot a Chunk of Wood lying on the ground.

If you have not first made the rounds, you'll get this message:
As you near the chunk of wood your vision swims as if you are not meant to attain the item. It always seems to be out of your grasp. Perhaps there is more sleuthing to be done.

When you use the Chunk of Wood, you'll receive a Wooden Tablet with a coded description!

Chunk of Wood gives you Wooden Tablet.
You pick up a sliver of the bark. As you do another appears in its place.

Solve the puzzle and you'll know the coordinates to your next location.

Wknuwd ftprfvv zqnwv jfvw ti wkj ejffk ituw. Ituwd ftprfvv zqnwv qtuwk ti whfw vstw, wkjuj nq wkj euzvk, onjv wkj jfwjzfd.

It's especially tricky because some letters may translate as multiple letters

Answer key from Eskarina of MT:

a:-
b:-
c:-
d Y
e B
f:A,C
g:-
h:-
i:F
j:E,G
k:H
l:-
m:-
n:I
o:L
p:M
q:N
r:-
s:P
t:O
u:R
v:S
w:T
x:-
y:-
z:U,W

The full translation is as follows:

Thirty compass units east of the beach fort. Forty compass units north of that spot, there in the brush, lies the gateway.

Fir Tree
Using the translated tablet, travel 4N and 3W from the Northern Beach Fort. (To reach the Beach Fort take the Lady Maila Estates Settlement Portal from Mayoi at
60.8S, 80.3E). When you arrive at 80.0N, 45.6W, you'll see a large Fir Tree. Use the Fir Tree to be portalled into the dungeon.

Map: Fir Tree

You seem to have some odd preoccupation with rubbing trees. Perhaps you should speak to someone about this.

Note: Using the Fir Tree and portalling into the Puzzle Box Room flags you to complete the Heart of Innocence quest.

Puzzle Box
As you portal in, you'll get the following message:
I see you've found my lair. Well... good for you. If you've come to join me all you need do is pass my tests, alone. You do that and I just might take you on as an apprentice in the less savory arts. You fail and well anything you drop will be mine.
Perhaps if you are an astute observer you'll find my true intentions at some later time. Either way I congratulate your efforts thus far.

Inside you'll see a Puzzle Box rotating on a pedestal. To pass the test, you'll need to pass a Lockpick skill check.

You're a brave one aren't you? Well I guess we'll see how savvy you are too. The only way to leave this room, aside from being a yellow coward fleeing to the lifestone, your home or your master's mansion, is to solve the puzzle there on the pedestal. But you'll need to be an accomplished vagabond to finish that puzzle. Oh and one more thing, the puzzle box has a built in failsafe to see that unaccomplished vagabonds are punished for trying to be something that they are not.

Before using the Puzzle Box, buff your lockpick and your health. Double click on the Puzzle Box to use it. If you pass the skill check, you will be portalled with Vagabond Passed. If you fail, the Puzzle Box will cast a random number of Heart Rends on you (2-7 or so), draining your health! It may also mock your efforts!

This is pathetic. You really shouldn't even be here.
Mages that dabble outside of casting spells really should not apply.
Things aren't looking good for you friend. You really might want to train a little more at your skills.

Heal back to full health between each attempt. It's not necessary to have lockpick trained or specialized, although that will certainly help. Some players have reported getting through with a very low skill after 50+ tries.

If the Puzzle Box kills you, you may not be able to recover your body.

Puzzle Box casts Heart Rend and drains 48 points of your health.
Puzzle Box casts Heart Rend and drains 41 points of your health.
Puzzle Box casts Heart Rend and drains 40 points of your health.
Puzzle Box casts Heart Rend and drains 43 points of your health.
Puzzle Box casts Heart Rend and drains 49 points of your health.
You were killed by Puzzle Box!

Untouch-able of HG offers this tip:

When you use the fir tree, the room you enter has four sections. If you die, take note of where the portal was when you entered. If it was directly in front of you, it needs to be directly in front of you again when you re-enter for you to have a chance to recover your body. Yse portal recall to head back to Lady Maila Estate then run to the Fir Tree. If the portal is not directly in front of you when you enter, recall again, and keep trying until the room configuration is the same as when you died. Then you may recover your corpse.

Puzzle Box teleports you with Vagabond Passed.

Rolling Balls of Death

You've done well thus far--but now comes the test of cunning. There are two ways out of this next room: Death and out through the portal you can see across the length of this chamber. Good luck.

Yes, it's the rolling balls of death room!! You'll see a series of raised platforms hovering above brightly colored rolling balls. Don't let the numerous corpses littering the floor stop you! If you steel your nerves and travel with care, you will successfully reach the Eagle's Sight portal on the opposite side of the room!

There are two ways to make it through safely. The first is by jumping across the platforms. The second is by running through the room.

To jump, hug the wall to your left and hop up onto the first platform in the corner. This area is safe, so you might want to practice your jumping first by counting the floor tiles to the first platform and adjusting your take off according to your skill. Stand on the edge of the platform and do a full shift jump straight ahead (hold down the shift key and forward arrow and fill your space bar fully before releasing). Do another full shift jump kitty corner to the next platform. Do another kitty corner full shift jump and another. You'll then do two smaller shift jump onto the last few platforms until you're directly facing the wall above the portal. Below you, red death balls slowing roll across your path. Watch the pattern for a few minutes to judge your timing, then do a full running jump against the wall. As you slide down the wall, keep running forward and you'll go through the portal. Phew!!

Azag-Thoth of SC describes the alternative method:

"Start off in a little alcove with a platform just ahead. Watching for a sec will show that the area between the platform and the wall, for the width of the room, is safe. Simply WALK into the room, stopping before this first platform and turn right to face the platform in the corner. Then move to that platform and turn left. DO NOT proceed yet, watch for a second. When the ball here spawns you have approximately 5-6 seconds to get under the platform directly ahead, so once it spawns and is clear move out.

Now, we are under a platform with balls coming at us from all sides, nice eh? Turn to face the exit portal (about 45 degrees left if you followed these directions to the letter) and again wait a few seconds. As you wait, watch the balls. A pattern quickly becomes evident and timing your sprint becomes easier. When the path is clear you have about 3 seconds to get to the portal, go for it, don't stop, watch what's coming your way and dive into the portal."

Target
When you enter the next room, invisible enemies attack you with arrows from about 8 points in the room. You may wish to buff before the death ball room so you're prepared when you first enter. You'll see a small target on platform across from a big pit full of molten lava! In order to complete this section, you must hit the target with a critical hit to be portalled to the next test. If you have a high jump skill (reports of success with 310 base), you may also be able to jump across the platform to the other side.

To crit the target, you can use a bow or a crossbow, a thrown weapon, or life or war spells, such as Martyr's Hetacomb. You don't need to be trained or specialized in these skill to attack the target.

You scratch Target for 214 points of slashing damage!
You scratch Target for 222 points of slashing damage!
Critical hit! You scratch Target for 447 points of slashing damage!

Target teleports you with Bullseye.
You made it through three of four, but now lies the most difficult. There is only one right answer here. There are four little tuskies here; the fifth, much larger one is their baby-sitter. You'll need to talk to the babysitter and decipher his riddle or be sent away from this place for a time; shall we say a week? There can be no mistakes now... think really hard on this one.

Babysitter & Bobo's Sons
The next test is another puzzle. When you enter, you'll be in a room with a Babysitter Tusker Shrine on one wall, four smaller tusker shrines in each corner -- Bobo's sons, and another larger shrine opposite the Babysitter, the Judgment Statue. Talk to the Babysitter and it will give you 4 balls. You need to give the proper colored ball to the proper colored tusker by figuring out the puzzler.

Babysitter gives you Blue Ball.
Babysitter gives you Red Ball.
Babysitter gives you Green Ball.
Babysitter gives you Yellow Ball.


Babysitter tells you, "These are four funny tuskers. Each likes to play with a ball, but they will only play with a ball of their favorite color. Speak to them to learn whose favorite color is which. But be warned:"

Babysitter tells you, "One is a liar, One always tells the truth, one alternates between the truth and fiction and the last, whose rules for telling the truth when he makes three statements are different than the other three tuskies."

Babysitter tells you, "One final note: The tuskies like the color of the balls dependent on their age. The youngest likes the green ball. The oldest likes the blue ball. The second oldest likes the red ball. The second youngest likes the yellow ball."


Babysitter tells you, "When you think you have figured out the puzzle hand the balls to the children. Then use the statue on the other side of the room to see if you are right so you can pass into the master's room."

Note: there are two errors in the tuskie statements that must be changed in order to maintain logical coherency (marked below):

If you try to use the Judgment Statue before giving out the balls you will get the following message:
Judegment [sic] Statue tells you, "You must first attempt the riddle."

Cao Cao tells you, "Only one of Shim Shim's statements is false."
Cao Cao tells you, "The tuskie who lies, is two births younger than the truth telling tuskie."

Mu Mu tells you, "Shim Shim is older than Po Po"
Mu Mu tells you, "Po Po always tells the truth."

Shim Shim tells you, "Mu Mu alternates consistently between truth and lies."
Shim Shim tells you, "Mu Mu is not the youngest."
Shim Shim tells you, "Po Po does nothing but lie."

Po Po tells you, "Mu Mu's second statement is true."
Po Po tells you, "Cao Cao is the youngest."


Highlight the area between the lines for the answer to the puzzle:

------------------------------------------

You give Po Po Yellow Ball.
You give Shim Shim Red Ball.
You give Mu Mu Green Ball.
You give Cao Cao Blue Ball.

------------------------------------------

Judegment [sic] Statue tells you, "You have done well. You've made it into my room and you should be rewarded for your efforts. So take this key, and open my chest. Take what is inside. It'll help you out in your travels I am sure of that, oh and look around the room for some other clues, you might find something of interest."

Judegment [sic] Statue gives you Oswald's Key.
Judegment [sic] Statue teleports you with Oswald's Room.

Oswald's Dagger
The final section contains Oswald's Chest (resistance 700), 3 other locked chests (resistance 140) and a SIK chest. Use Oswald's Key on the chest and retrieve Oswald's Dagger.

Note: the chest may be picked, so you can get more than one Dagger.

You'll also find a note lying atop a table.

Rumor: Heart of Innocence

If you return to Aaminah, she will direct you towards her husband's final resting place near the Obsidian Span.!

Aaminah tells you, "Now that I know what happened to my husband there is much that must be done. I want to thank all those that helped find him. I will not go to his final resting place, along the road from the Obsidian Span toward Glendon Wood, for there is nothing there for me."
Aaminah tells you, "If you find his things within that place I will still reward you for finding them."

You can continue your investigation in the Heart of Innocence quest.
 

Strands of Silk

A torn piece of silk, perhaps from one of the Sho tailors. It appears to be of a quality that To-ping Ra would use.

Value

10
Burden 15

 

Half Empty Cider

A mug of cove apple cider that has only been half finished. Made from the very special apples in Cove Orchards.

Value

10
Burden 15

 

Empty Mug

An empty mug with the words, "Property of Celcynd" etched into the bottom.

Value

10
Burden 15

 

Sweet Smelling Bark

A sweet-smelling piece of bark.

Value

10
Burden 15

 

Dusty Sollerets

A pair of sollerets covered in reddish dust from the western desert.

Value

250
Burden 540
Armor Level 100
Protections Aa/A/A
B/B/B/B

 

Chunk of Wood

Value

???
Burden Unknown Mass

 

Wooden Tablet

A piece of wood with the following inscription: Wknuwd ftpsfvv zqnwv jfvw ti wkj ejffk ituw. Ituwd ftpsfvv zqnwv qtuwk ti wkfw vstw, wkjuj nq wkj euzvk, onjv wkj jfwjzfd.

Value

10
Burden 15

 

Fir Tree

Value

???
Burden Unknown Mass

 

Puzzle Box

Value

???
Burden Unknown Mass

 

Trial of the Vagabond

This portal Cannot be recalled nor linked to.
This portal cannot be summoned.
Destination: Trial of the Vagabond

Value

???
Burden Unknown Mass

Eagle's Sight

This portal Cannot be recalled nor linked to.
This portal cannot be summoned.
Destination: Eagle's Sight

Value

???
Burden Unknown Mass

 

Babysitter

Value

???
Burden Unknown Mass

Judgment Statue

Value

???
Burden Unknown Mass

Red Ball

One of Bobo's sons desires this ball.

Value

0
Burden 50

Green Ball

One of Bobo's sons desires this ball.

Value

0
Burden 50

Blue Ball

One of Bobo's sons desires this ball.

Value

0
Burden 50

Yellow Ball

One of Bobo's sons desires this ball.

Value

0
Burden 50

 

Oswald's Key

Use this item on a locked door or chest to unlock it.

Value

10
Burden 25
Uses 1

Oswald's Chest

Use this item to open it and see its contents.
Locked
The lock looks impossible to pick (Resistance 700).

Value

???
Burden Unknown Mass

 

Heart of Innocence

Use this item to read it or write in it.
Value 100
Burden 50
Pages 2 of 2 pages full.

 

Oswald's Dirk

A very sharp and light dirk capable of multiple blows at once.
Value 4200
Burden 150
Damage 6 - 15  Slash/Pierce
Bonuses +10% Melee Defense
+12% Attack
Speed (40)
Spells Quickness Other VI, Defender V, Blood Drinker VI, Swift Killer IV, Major Lockpick Prowess, Heart Seeker VI
Spellcraft 300
Mana x/750
Mana Cost 1 pt per 40 seconds
Difficulty 175
Restrictions Base Dagger 325+ to wield.
Special Props Attuned, Bonded, Multi-Strike


Maps provided by Greeneye ©ACMAPS

Fir Tree

Special thanks to Julian's Touch of TD for detailed initial information. Thanks also to Dutchess of Windor and Pick al-C of TD, Dumbledore of TD, U-A Puss of TD,  Es Ruthless and Emilia of TD, Mage of the Unseen - MT, Astral Dominae of TD, Fwh-Berlioz of HG, Testament' of MT, Element Dagger of FF, Rugoe of HG, Element Dagger of FF, Erik the Dead of FF, dagger's apprentice of LC, Herr Krass of WE, Birte of TD, Seishin of HG, Agloss of LC, Eskarina of MT, Bardolan of SC, Demonized of TD, Azag-Thoth of SC, Odinlore II of TD, Mystik Sorceror of FF, Magi Buzzkill of TD, Gold, Dark Marcsun of TD, Scarlet letterman of WE, Tyrian of WE

 


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