Difference between revisions of "A Dank and Rusty Mystery"

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Back to [[Quests]]
 
Back to [[Quests]]
  
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== Walkthrough ==
  
== Walkthrough ==
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0.''When you reach level 3 the following appears in your journal:''
  
When visiting Officer Rand at the [[Twilight Police Department]] after reaching level 3 you receive the following info:
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<big>'''Time for a Check-In ...'''</big>
''"Officer Rand is looking over a map at his desk when you come in. "Hey kid," he says. "Glad you stopped by. There's some kind of weirdness going on underneath part of the city near your neighborhood. We're not really sure what it is, but something seems to be spillng over into the sewers from some neighboring tunnels. There's been some vandalism down there, and some thefts where the criminal escaped down a manhole. A few people have gone in to investigate, and either they've come out addled and dazed and unable to remember anything about the tunnels, or they don't come back at all. If you get a chance, could you check it out, and see if you can clear up what's going on?"''
 
  
1. When you first visit the [[Twilight Police Department]] the following entry can be found on your journal page:
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You get this feeling that there's more going on out there in the big city than you know about yet. Maybe now would be a good time to check in with Rand and see what he knows.
  
''"Officer Rand mentioned to you that something strange is going on in the sewers under your neighborhood. Maybe you should check it out."''
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1.''When visiting Officer Rand at the [[Twilight Police Department (Somerset)|Twilight Police Department]] after reaching level 3 you receive the following info:''
  
2. Following his instructions, patrol in [[the neighborhood sewers]] until you encounter the following text (there is no adventure name):
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Officer Rand is looking over a map at his desk when you come in. "Hey kid," he says. "Glad you stopped by. There's some kind of weirdness going on underneath part of the city near your neighborhood. We're not really sure what it is, but something seems to be spilling over into the sewers from some neighboring tunnels. There's been some vandalism down there, and some thefts where the criminal escaped down a manhole. A few people have gone in to investigate, and either they've come out addled and dazed and unable to remember anything about the tunnels, or they don't come back at all. If you get a chance, could you check it out, and see if you can clear up what's going on?"
  
''"You come across a dark hole in the wall that leads to some other set of tunnels, apparently running beside the sewers but not part of them. A strange mist drifts out from the hole, and whiffs of it make you feel a little dizzy. What do you do?"''
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''The following entry will be added to your journal page:''
  
3. Continue by choosing the "Enter the Hole" option, you will receive the effect [[Rank and Musty Daze]] and this message:
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Officer Rand mentioned to you that something strange is going on in the sewers under your neighborhood. Maybe you should check it out.
  
''"You crawl through the hole in the sewer wall into some sort of dank and rusty maze. There's a strange rank and musty haze filling the air that makes you feel funny. You look around slowly, trying to get oriented, and ready yourself for adventure."''
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2. ''Patrol in [[the neighborhood sewers]] until you encounter an [[Unnamed Adventure]]. Choose the "Enter the Hole" option, you will receive the effect [[Rank and Musty Daze]].''
  
'''NOTE''' ''Entering the hole changes your adventuring location to [[Dank and Rusty Maze|Lost in the Dank and Rusty Maze]]. Leaving this area (including looking at your inventory or quest log) will render impossible to return via the "Last Area Patrolled" link. Instead, you have to Patrol [[the neighborhood sewers]] until you are given the option to enter the hole again.''
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3. ''Continue adventuring in this area until you receive the [[Say, Isn't that Grand?]]. The following update will appear in your journal:''
  
4. Continue adventuring in this area until you receive the [[Say, Isn't that Grand?]] and encounter [[Mind_Bender|The Bind Mender]]:
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You've found some strange tunnels connecting to the sewers, and some thing's definitely odd there. The Bind Mender that you met said you'd need three types of sand to solve the mystery, and hinted that gray sand was the password.
  
After your encounter with [[Mind_Bender|The Bind Mender]] the following update will appear in your journal:
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4. ''Continue patrolling the [[Dank and Rusty Maze]] until you encounter [[Kinders Feepers]]. The following update will appear in your journal:''
  
''"You've found some strange tunnels connecting to the sewers, and some thing's definitely odd there. The Bind Mender that you met said you'd need three types of sand to solve the mystery, and hinted that gray sand was the password."''
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You've found some strange tunnels connecting to the sewers, and some thing's definitely odd there. The Bind Mender that you met said you'd need three types of sand to solve the mystery, and hinted that gray sand was the password. You've also found some black sand--though at first glance it doesn't seem useful.
  
5. Continue patrolling the [[Dank and Rusty Maze]] until you encounter [[Kinders Feepers]]. You will receive this update in your journal:
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5. ''Wait until the effect [[Rank and Musty Daze]] expires and then Use the [[black sand]] (from your inventory), you will receive a [[bland sack]] and unlock the possibility of step 6. The following update will appear in your journal:''
  
''"You've found some strange tunnels connecting to the sewers, and some thing's definitely odd there. The Bind Mender that you met said you'd need three types of sand to solve the mystery, and hinted that gray sand was the password. You've also found some [[Black sand]]--though at first glance it doesn't seem useful."''
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You've found some strange tunnels connecting to the sewers, and something's definitely odd there. The Bind Mender that you met said you'd need three types of sand to solve the mystery, and hinted that gray sand was the password. You've also found some black sand--though upon investigation it appears to be a bland sack.
  
6. Go to the "Use Stuff" tab of your inventory and use the [[Black sand]] you just received, you will receive a [[bland sack]].
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6. ''Patrol [[the neighborhood sewers]] again until you get [[Rank and Musty Daze]] again. Continue patrolling the [[Dank and Rusty Maze]] until you encounter [[A Skeptic Sandal]], let the effect [[Rank and Musty Daze]] expire, then use [[septic scandals]] from your inventory. The following update will appear in your journal:''
  
7. Patrol [[the neighborhood sewers]] again until you are again [[Dank and Rusty Maze|Lost in the Dank and Rusty Maze]], continue patrolling until encounter [[A Skeptic Sandal]]. Your journal message will update to:
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You've found some strange tunnels connecting to the sewers, and some thing's definitely odd there. The Bind Mender that you met said you'd need three types of sand to solve the mystery, and hinted that gray sand was the password. You've managed to turn [[Black sand]] into a bland sack, and used the bland sack to get skeptic sandals from the sceptic scandal. Maybe they can help?
  
''"You've found some strange tunnels connecting to the sewers, and some thing's definitely odd there. The Bind Mender that you met said you'd need three types of sand to solve the mystery, and hinted that gray sand was the password. You've managed to turn [[Black sand]] into a bland sack, and used the bland sack to get skeptic sandals from the sceptic scandal. Maybe they can help?"''
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7. ''Equip the [[skeptic sandals]]. Patrol [[the neighborhood sewers]] once more until you are again [[Dank and Rusty Maze|Lost in the Dank and Rusty Maze]]. Patrol until you receive the encounter [[A Barge Lox]]. In the text box enter "Grand" to continue. The following update will appear in your journal:''
  
8. Go into your inventory and equip the [[skeptic sandals]].
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You've successfully figured out the password for the maze. Surely you can find your way to the cause of the problems now?
  
9. Patrol [[the neighborhood sewers]] once more until you are again [[Dank and Rusty Maze|Lost in the Dank and Rusty Maze]]. Patrol until you receive the encounter [[A Barge Lox]].  
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8. ''Continue patrolling the [[Dank and Rusty Maze]] until you encounter [[Mind Bender]]. Defeat him. The following will appear in your journal:''
  
10. In the text box enter "Grand" to continue.
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You've successfully defeated the Mind Bender. Good for you! You'd better fill in Rand on all the details.
  
'''NOTE''' ''The password is determined by using the hint [[Mind_Bender|The Bind Mender]] gave you ("gray sand") but knowing that this area is full of Spoonerisms one can determine what he meant to say was "Say Grand"''
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9. ''Finish the quest by visiting Rand at the [[Twilight Police Department (Somerset)|Twilight Police Department]]. You will receive the following message:''
  
11. Fight the [[Mind_Bender|Mind Bender]]. The following will appear in your journal:
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You relay to Rand the story of the dank and rusty maze, and the Mind Bender who was at the center of it all. Rand listens patiently, and at the end shakes his head slowly. He says, "There sure is some strange stuff going on in this town. Powerful villains with strange powers ..." He pauses and looks at you. "No offense, of course. It's what you do, not what you're capable of, that counts. Still, I don't know if a swat team would have stood a chance down there. When an officer can't track down a criminal and do his job, even when he knows where the criminal is, I don't know what this world is coming to. Guess I'm trying to say I'm glad we've got you around for the tricky stuff."
  
''"You've successfully defeated the Mind Bender. Good for you! You'd better fill in Rand on all the details."''
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You smile and nod, biting your tongue to keep from blurting out "sticky truff" or some other nonsense.
  
12. Finish the quest by visiting Rand at the [[Twilight Police Department]]. The following text will appear in the "Completed Quests" Section of your Journal:
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''The following text will appear in the "Completed Quests" Section of your Journal:''
  
''"You've managed to work your way through the Dank and Rusty Maze and put the Mind Bender in his place--jail."''
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You've managed to work your way through the Dank and Rusty Maze and put the Mind Bender in his place--jail.
  
The primary quest reward is the [[gray sand]], which can be used before completing the quest. The [[skeptic sandals]] could be considered a reward too, although they are necessary to get a non-combat adventure that advances the quest.
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==Rewards==
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The primary quest reward is the [[gray sand]], which can be used before completing the quest. The [[skeptic sandals]] could be considered a reward too, although they are necessary to get a non-combat adventure that advances the quest. The [[magic truck vehicle]] could also be considered a reward.
  
 
[[Category:Quests]]
 
[[Category:Quests]]

Latest revision as of 21:53, 12 February 2018

Empty-box.jpg This page needs content:
needs updating after revamp

Back to Quests

Walkthrough

0.When you reach level 3 the following appears in your journal:

Time for a Check-In ...

You get this feeling that there's more going on out there in the big city than you know about yet. Maybe now would be a good time to check in with Rand and see what he knows.

1.When visiting Officer Rand at the Twilight Police Department after reaching level 3 you receive the following info:

Officer Rand is looking over a map at his desk when you come in. "Hey kid," he says. "Glad you stopped by. There's some kind of weirdness going on underneath part of the city near your neighborhood. We're not really sure what it is, but something seems to be spilling over into the sewers from some neighboring tunnels. There's been some vandalism down there, and some thefts where the criminal escaped down a manhole. A few people have gone in to investigate, and either they've come out addled and dazed and unable to remember anything about the tunnels, or they don't come back at all. If you get a chance, could you check it out, and see if you can clear up what's going on?"

The following entry will be added to your journal page:

Officer Rand mentioned to you that something strange is going on in the sewers under your neighborhood. Maybe you should check it out.

2. Patrol in the neighborhood sewers until you encounter an Unnamed Adventure. Choose the "Enter the Hole" option, you will receive the effect Rank and Musty Daze.

3. Continue adventuring in this area until you receive the Say, Isn't that Grand?. The following update will appear in your journal:

You've found some strange tunnels connecting to the sewers, and some thing's definitely odd there. The Bind Mender that you met said you'd need three types of sand to solve the mystery, and hinted that gray sand was the password.

4. Continue patrolling the Dank and Rusty Maze until you encounter Kinders Feepers. The following update will appear in your journal:

You've found some strange tunnels connecting to the sewers, and some thing's definitely odd there. The Bind Mender that you met said you'd need three types of sand to solve the mystery, and hinted that gray sand was the password. You've also found some black sand--though at first glance it doesn't seem useful.

5. Wait until the effect Rank and Musty Daze expires and then Use the black sand (from your inventory), you will receive a bland sack and unlock the possibility of step 6. The following update will appear in your journal:

You've found some strange tunnels connecting to the sewers, and something's definitely odd there. The Bind Mender that you met said you'd need three types of sand to solve the mystery, and hinted that gray sand was the password. You've also found some black sand--though upon investigation it appears to be a bland sack.

6. Patrol the neighborhood sewers again until you get Rank and Musty Daze again. Continue patrolling the Dank and Rusty Maze until you encounter A Skeptic Sandal, let the effect Rank and Musty Daze expire, then use septic scandals from your inventory. The following update will appear in your journal:

You've found some strange tunnels connecting to the sewers, and some thing's definitely odd there. The Bind Mender that you met said you'd need three types of sand to solve the mystery, and hinted that gray sand was the password. You've managed to turn Black sand into a bland sack, and used the bland sack to get skeptic sandals from the sceptic scandal. Maybe they can help?

7. Equip the skeptic sandals. Patrol the neighborhood sewers once more until you are again Lost in the Dank and Rusty Maze. Patrol until you receive the encounter A Barge Lox. In the text box enter "Grand" to continue. The following update will appear in your journal:

You've successfully figured out the password for the maze. Surely you can find your way to the cause of the problems now?

8. Continue patrolling the Dank and Rusty Maze until you encounter Mind Bender. Defeat him. The following will appear in your journal:

You've successfully defeated the Mind Bender. Good for you! You'd better fill in Rand on all the details.

9. Finish the quest by visiting Rand at the Twilight Police Department. You will receive the following message:

You relay to Rand the story of the dank and rusty maze, and the Mind Bender who was at the center of it all. Rand listens patiently, and at the end shakes his head slowly. He says, "There sure is some strange stuff going on in this town. Powerful villains with strange powers ..." He pauses and looks at you. "No offense, of course. It's what you do, not what you're capable of, that counts. Still, I don't know if a swat team would have stood a chance down there. When an officer can't track down a criminal and do his job, even when he knows where the criminal is, I don't know what this world is coming to. Guess I'm trying to say I'm glad we've got you around for the tricky stuff."

You smile and nod, biting your tongue to keep from blurting out "sticky truff" or some other nonsense.

The following text will appear in the "Completed Quests" Section of your Journal:

You've managed to work your way through the Dank and Rusty Maze and put the Mind Bender in his place--jail.

Rewards

The primary quest reward is the gray sand, which can be used before completing the quest. The skeptic sandals could be considered a reward too, although they are necessary to get a non-combat adventure that advances the quest. The magic truck vehicle could also be considered a reward.