Aviar Cove is the fourth town in Dappervolk. Your quest begins when you stumble upon Lief. Quest guides have been condensed for readability. Full transcripts are available at each section.
Tips[]
You will be given a decision which will later on unlock either Lief's Chance Shop or Astra's.
- Requirements:
- 150 (Charm), which can include equipped clothes and pets.
- 2000 and a world hop to and from Silvie's Mine.
- You will need to raise your permanent (Honour) stat by 22 points.
- You will need 250 (Tenacity) for Johaness, which can include equipped clothes and pets.
Inventors of the Cove[]
Quest Information | |
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Quest Giver | Lief |
Prerequisites | Main Quest: A Voyage to the Unknown |
Description | "You find the inventors Cairn gave you directions to." |
Full Transcript |
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After finally gaining your travel permit from the Officiator, you return to the road towards Aviar Cove. It familiarly meanders across the pleasant meadow flatlands and eventually passes by that nameless large, clear lake surrounded by lush greenery. A few nights and about five separate picnics later, you begin to hear the distant sound of waves crashing against a beach and the plaintive cries of sea birds. The barricade is still in place, but as soon as they spot the permit dangling from your clothes, they motion for the gate to be lifted.
When you arrive, you are met with an elegant flag fluttering in the ocean breeze, which reads "Aviar Cove" in hand-lettered script. You begin to wander the neatly cobbled paths of the town surrounded by well-manicured green grass, asking passersby about the inventor that Cairn described. Without a moment's hesitation, the townspeople point you in the direction of a shop nestled in the canopy of a tree, its surrounding branches adorned with strange glass orbs. You remember what Cairn said about "artificial lights" and climb the winding stairs to reach the entrance. Arriving at the doorstep, you notice that the front windows are blocked by thick black curtains.
As soon as the door closes behind you, the last of the light from outside disappears from the room... All of the curtains are drawn and every lamp on the walls extinguished. On a table in the center of the room sits the sole source of light, a small glass orb fitted into a brass stand, radiating brilliant golden light. The source of the light appears to be a strange twisted wire inside the orb - but somehow it doesn't appear to be on fire. From the other side of the table, a short bird-like girl notices you come in. Lief: Who...? Never mind, just wait a second. She goes back to examining the light, jotting down notes in a journal.
She ignores your question, still absorbed in her note-taking. Lief: Just another moment... She finishes her memos with a flourish, then sets the quill and journal down. There! Alright Pellier, get the lights! You hear someone fumbling around in the dark for a moment, before the curtains are pulled back and the room is bathed in natural light. The bird girl extinguishes the strange wire-light with the flip of a switch, then peers at you curiously. Lief: Who are you? Wait... Are you a chronicler? Are you here because you heard about our business?
Lief: Pellier, do we have the cards ready? Pellier: Just one moment! The one who opened the door for you, apparently named Pellier, rummages through a desk before producing a small calling card. He hands it to you with a respectful nod and a smile. Pellier: Thank you for stopping by. My name is Pellier, of Portlight Illuminations. Lief: And my name is Lief, of the same! This is our shop, and you've caught us in the middle of our latest experiment. What did you think?
Lief: Would you be interested in buying one of our prototypes? Pellier gently nudges Lief's arm and leans down to whisper in her ear. Pellier: Lief, we probably shouldn't sell our prototypes before we're done testing them... Lief: Great point, we'd be missing out on good data if we did that. Lief turns back toward you. Lief: Or an even better idea, we can put you on a waiting list for the next batch. What do you say? Pellier: Maybe it would help if we explained what lightbulbs are, and what they can do.
Lief: Allow me! Lief sweeps her hand over the now-dark glass orb on the table. Lief: This is a lightbulb! Rather than burning a combustible wick, it produces light through electricity! What is electricity, you ask? Well...! Pellier: We don't have to go that far into it, Lief. Maybe I can tell our guest about how they're used? Lief: But this is the most interesting part... Pellier: It's also where customers always get confused, remember? I'm sure the word "electricity" is new to you, right?
Lief: Really? You explain your adventures with a certain robotic armadillo in Silvie's Mine. Now that you think about it, the light from Lief's lightbulb is a little like the light that shone from inside Cairn's armor. Lief: You mean you've met a real roboticist?! That's incredible! Pellier: You say that they wanted to visit us? We would be honored to meet them. Currently our technology is geared toward lighting residential spaces at night, but there are definitely many other possibilities out there. As someone who has worked with another electrical inventor, we would love to hear your thoughts. Lief: Yes! Could you see yourself using one of our lightbulbs?
Lief: I've got big plans for our lightbulbs. I want to have them lighting up towns all over the continent someday. Just think, what if you didn't have to worry about bringing your lantern outside at night anymore because the streets would be brightly lit for you? We're going to make the world a better place with these lightbulbs - and get rich while we're at it! Pellier: People might get the wrong idea at that last part, Lief.
Pellier: We have a number of interested parties, but our lightbulbs are still under development. It's also been a little difficult helping people understand the technology and why it's so useful... Lief: So we've started putting our lightbulbs out at night to help people understand. Seeing the town all lit up in the pitch dark really drives the point home! Pellier: Still, I think we could do more to talk to our potential customers directly and see what they think. But lately our hands have been full with designing the new prototype... At this, Lief slowly turns to look at you with a mischievous smile.
Lief: Pellier, why don't we ask them to do a little customer research for us? They've worked with roboticists, so they should be able to explain the technology well! Pellier: Is it really okay to ask them so suddenly? We only just met them. Pellier turns and looks you over carefully. Pellier: Do you have any experience conducting market research?
Lief: Hm, maybe I spoke too soon. We want someone with people skills, right Pellier? Pellier: What Lief means to say is that we appreciate you coming here and taking an interest in our lightbulbs... But it feels mutually unfair to send you out there if you don't have much experience with talking to people. If you'd still like to help us once you've gained more experience, you know where to find us. Lief: Now don't get down on yourself! Half of marketing is basically performance, so just come back when you've got better acting chops. Pellier: This is why we can't send Lief out there to do this. Thank you for being understanding. If you want to help Lief and Pellier, you'll need to become more charming first. Raise your overall charm to 150 and speak to them again.
Lief: Oh, welcome back! Still working on those acting chops? Don't worry - unlike a lightbulb, you can't build charm overnight!
Both Lief and Pellier do a double-take when they see you. Lief: Is this the same person who walked in our shop the other day, Pellier? It can't be - they seem much more charming! Pellier: Not to say that you weren't charming before. But Lief is right, you do seem different. Lief: If they worked that hard to improve their skills, I think we can trust them. Pellier: If you're still interested in speaking to people on our behalf, we would be happy to have you. It would also be helpful to have a neutral third party talk to our potential customers instead of us. If you're new here, maybe just try introducing yourself to some other Cove residents and get a feel for the town. We'll be hard at work here in the meantime. You should go introduce yourself to other townspeople to learn more about Aviar Cove.
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Unlocked: Pellier, Astra, Meeting the Astronomer (Main Quest) |
While exploring the town, you ask around for the inventor mentioned by Cairn. It leads you to the door of a shop inside a tree. The windows are covered up by black curtains.
- a) Knock.
- b) Open the door.
You are greeted by Pellier who invited you inside. A light sits in the middle of the room that seems to function even without fire. Lief asks you to wait a minute.
- a) Who are you?
- b) What is that?
She ignores your question and scribbles away on her notebook.
Lief: "Wait... Are you a chronicler? Are you here because you heard about our business?"
- a) Yes.
- b) No.
Lief and Pellier introduce themselves. Lief asks you what you thought of their experiment.
- a) It was incredible! +1
- b) What exactly was it?
Pellier: "Maybe it would help if we explained what lightbulbs are, and what they can do."
- a) What are they?
- n) What can they do?
Lief: "Could you see yourself using one of our lightbulbs?"
- a) Yes, definitely.
- b) I don't really have a use for one.
Lief tells you about their big business plans.
- a) Ask about their other customers.
- b) Ask about their sales so far.
Pellier tells you they have been busy working on their new prototype. Lief turns to you with a mischievous smile.
- a) Uh... What is it?
- b) Can I help you?
Lief asks you to be a neutral party to help explain the concept of lightbulbs to the townsfolk. She suggests going around and introducing yourself to some of them first. They both suggest you need some more charm before being able to help them.
Raise your overall Charm to 150 and speak to them again.
Satisfied, they send you out for introductions.
Unlocks | |
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NPC: Pellier | |
NPC: Astra | |
Main Quest: Meeting the Astronomer |
Meeting the Astronomer[]
Quest Information | |
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Quest Giver | Astra |
Prerequisites | Main Quest: Inventors of the Cove |
Description | "You meet Astra and learn about the stars." |
Full Transcript |
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When you set out to explore more of the town, one of the first things to catch your eye is a tower with a large telescope mounted beside it. There are no signs of anyone inside the tower, but the telescope appears to be in pristine condition. Someone must be looking after it. After some circling around the tower, you manage to find the front door - but after all the effort of finding it, it's hard to say if you can call it the "front."
For several moments you hear no response. Then, without warning, a peephole slides open in the center of the door. A bright blue eye squints through it, looking you over. Astra: What do you want?
Astra: Was that all? I'm quite busy.
Astra: If I am away for too long, I will lose my place and have to start my calculations all over again. He starts to slide the peephole closed, when something makes him pause to look at you again. Astra: Unless... By chance, are you interested in astronomy?
Astra: Come inside. Astra turns on his heel with a swoosh of his robes, leaving the door wide open for you to follow.
You follow Astra inside the tower. The front room is a bit of a mess, with the looks of a cluttered combination of kitchenette and laundry room. Without giving one glance to the mess, Astra leads you up a set of stairs that wind along the inner wall of the tower. Astra: I am Astra. The chief... and only member of the Aviar Cove Astronomical Association. Tell me, what do you know of the stars?
Astra: But I was after something more specific. For instance, have you studied the constellations?
As you talk, the two of you come to the second floor landing of the tower, an expansive study with grand bookshelves and star charts on the walls. Astra leads you over to one of the star charts, gesturing with a dramatic wave of his harpy wings. Astra: Now, rather than wasting time with idle chitchat, it will be faster to assess your character with the help of the stars. In what season were you born?
You explain that you're a world-hopper. Astra: Oh, that would explain your rather different overall aura. Well no matter, it is said that even without memory, one can feel an attachment to the season they were born in. For the sake of our discussion at hand, what season would you say calls to you most?
Astra raises a brow at you. Astra: You don't know...? That's impossible, unless - Ah, right. You are a world-hopper, of course you were not raised with the same bedtime stories as ordinary children. The patrons are four legendary heroes from the distant past. Each of them watches over their respective season of the year from their heavenly resting place. Mind you, this is not limited to Aviar Cove. They are known by many names in different parts of the world. They are not deities, but their mortal deeds earned them a seat in the stars among the gods. He gestures to four different locations on the star chart, then shakes his head and sighs. Astra: Paper does not do them justice. The best way to educate you would be to show you their constellations as soon as possible, but... Astra clutches at his robes as if physically pained. Astra: In recent nights, the stars have not shown themselves to me.
Astra: I am not sure... In all my years of stargazing, this has never happened before. In order to fully understand their mysteries, I have structured my day-to-day life around their movements. This is not unique to me. In early times, and still in some parts of the world, there are people who plan their lives around the passage of the stars. But to suddenly be left in darkness... I'm sure the civilizations of old could not have imagined a fate so terrible. It would be unthinkable that Sol, the breaker of the dawn and provider of all light, would withhold their luminosity from their fellow deities. That is why I have my own suspicions about the cause of this phenomenon. Have you seen the glowing orbs scattered about town lately?
Astra: I only noticed a few days ago, but they seemed to have sprung up all over town out of nowhere. Surely their appearance has something to do with the stars disappearing. Whatever they are, they're certainly no good for this town, nor for the Astronomical Association. You are new to Aviar Cove, yes? As you are getting your bearings in town, investigate these orbs for me. I will be inspecting my telescope to make sure that no parts are out of order. It is rather old, and that could also be a factor in this whole mess. Yes... that should do. More time-effective to split it up. Shall I see you to the door? Astra seems to have already decided that you'll be helping him. He guides you over to the staircase and back down to the front door.
The moment you step out of Astra's tower, he swiftly shuts the door behind you. As you leave the tower behind, you reflect on what you've learned so far... Lief has been using her lightbulbs at night to show off her new technology, but those lightbulbs seem to be making it difficult for Astra to stargaze. Lief doesn't seem to be aware that her lightbulbs are hurting anyone. You should share with her what Astra told you before doing anything else.
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Unlocked: A Scientific Dilemma (Main Quest) |
A large telescope mounted to a house catches your eye. You find the front door and decide to find out who lives there.
- a) Knock.
- b) Open the door.
- Knock.
Astra looks out at you through the peephole but doesn't open the door.
Astra: "What do you want?"
- a) Just wanted to introduce myself.
- b) That's a rude way to greet visitors.
Astra says he's busy.
- a) Ask what he's busy with.
- b) Ask about the telescope.
He begrudgingly answers your question and gets ready to close the peephole.
Astra: "Unless... By chance, are you interested in astronomy?"
- a) I find it fascinating! +2
- b) Not really. What's so great about it?
Depending on your answer, Astra opens the door for a different reasons. Exited to chat with a fellow astronomy fan or determined to enlighten you about its greatness.
Astra: "Tell me, what do you know of the stars?"
- a) They're bright.
- b) They're far away.
- c) They're made of gas.
Astra asks if you've studied your constellations:
- a) Yes.
- b) No.
He says he will determine your character with the help of the stars and asks for the season of your birth. You tell him that you don't remember.
Astra: "For the sake of our discussion at hand, what season would you say calls to you most?"
- a) Spring.
- b) Summer.
- c) Autumn.
- d) Winter.
After Astra finishes describing what he believes to be your character and patron hero.
He wants to show you the constellations but tells them that he has not been able to see the stars in many nights.
Astra: "Have you seen the glowing orbs scattered about town lately?"
- a) What orbs?
- b) You mean the lightbulbs?
Astra suspects the orbs as the cause for the stars not appearing. He decides you'll help him investigate them. You stand before a dilemma. Lief wants to help people with her lightbulbs but are unaware that it hurts Astra. You'll have to talk to her about this.
Unlocks | |
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Main Quest: A Scientific Dilemma |
A Scientific Dilemma[]
Quest Information | |
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Quest Giver | Lief |
Prerequisites | Main Quest: Meeting the Astronomer |
Description | "You return to Portlight Illuminations and consider both sides of the problem." |
Full Transcript |
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Lief: Welcome back! You just missed Pellier, he went downstairs to check on something. Are you getting a feel for Aviar Cove? Meet anyone interesting?
Lief: Astra? Yeah, I know him. He's the old guy holed up in that tower with the telescope, right? I'm surprised you got a hold of him! He's always sleeping at weird hours, so we don't see him much around town.
Lief: He can't see the stars because of our lightbulbs? How does that make any sense? Although, I suppose if the light were bright enough, it might brighten the night sky to the point that the stars would become hard to distinguish... Which means that our lightbulbs were powerful enough to do that? That's incredible! ... But that's not the point here, is it. So what are you suggesting that we do here? My business - my dream depends on showing my lightbulbs to everyone. Lief looks at you expectantly. You sense that her faith in you is riding on your answer and will impact how she regards you in the future.
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Unlocked: A Scientific Dilemma (Part 2) / Helping Astra (Main Quests) |
Lief: "So what are you suggesting that we do here? My business - my dream depends on showing my lightbulbs to everyone."
Lief looks at you expectantly. You sense that her faith in you is riding on your answer and will impact how she regards you in the future.
- a) Your lightbulbs are important for the town. We need to think of some other way to help Astra.
- Unlocks Lief's Chance Machine in the future!
- b) Astra can't live without the stars. We need to do something about your lightbulbs to help him. -1
- Unlocks Astra's Chance Machine in the future!
- a) Return to Astra.
- b) Apologize to Lief.
Lief's Route Unlocks | |
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Main Quest: A Scientific Dilemma (Part 2) | |
Astra's Route Unlocks | |
Main Quest: Helping Astra |
Lief's Route: A Scientific Dilemma (Part 2)[]
Quest Information | |
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Quest Giver | Lief |
Prerequisites | Main Quest: A Scientific Dilemma |
Description | "Missing description." |
Full Transcript |
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This quest hasn't been transcribed yet. You can help Dappervolk Wiki by adding it! |
Rewards: +2 Charm, +3 Affection with Lief
Unlocked: A Favour From Cairn (Main Quest) |
Lief: "The problem is that the lightbulbs are making the sky seem brighter, so the stars are harder to see. So that means we need..."
- a) A way to make the sky darker.
- b) A way to make the stars brighter.
Lief: "Let's try a different line of thinking. Is there something we can do for Astra?"
- a) Lift him closer to the stars.
- b) Move him somewhere less bright.
Lief and Pellier suggest you try to convince Astra to move his observatory to the tallest cliff in Aviar Cove where the light pollution won't interfere. Since Astra is very proud and might be hard to convince, Pellier suggests a peace offering combined with interviewing the townspeople to prove that the lightbulbs do more good than harm.
Pellier: "Any questions before you start?"
- a) What kind of questions do I ask?
- b) Where should I go?
- c) Nope, I got it.
You head to the town square. Who do you talk to first?
- a) Approach a nobleperson.
- You approach a small group of tittering noblepersons, one of whom notices you first and coyly asks to know who you are.
- A friendly traveler.
- A gentleperson in distinction.
- They admit lightbulbs would be useful to have around as to not waste wax and remove the bad combination of an open flame next to important papers.
- You approach a small group of tittering noblepersons, one of whom notices you first and coyly asks to know who you are.
- b) Call out for the courier.
- The courier tells you about his appreciation for the lightbulbs as they light up his usual paths, letting him skip balancing a lantern together with the letters.
- c) Investigate the food stalls.
- The salesperson admits that the lightbulbs would be nice to have around the places where she puts up her stall, as she wouldn't have to waste as much on lantern fuel and it would attract more customers. The other stalls hold the same opinion.
You return to Lief and Pellier and share your findings. They are delighted people like their invention. While you were away, they decided a new telescope lens would be an appropriate gift for Astra. They have the materials but don't know how to make one, suggesting you ask Cairn for help.
Lief: "Think you could talk to Cairn for us?"
- a) I can try.
- b) Sure thing!
Rewards | |
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2 Charm | |
3 Affection with Lief | |
Unlocks | |
Main Quest: A Favour From Cairn |
Lief's Route: A Favour From Cairn[]
Quest Information | |
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Quest Giver | Cairn |
Prerequisites | Main Quest: A Scientific Dilemma (Part 2) |
Description | "Lief wants you to commission a custom lens schematic from Cairn." |
Full Transcript |
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This quest hasn't been transcribed yet. You can help Dappervolk Wiki by adding it! |
Unlocked: Returning to Lief (Main Quest) |
You are required to travel to Silvie's Mine for this quest.
You make your way to Silvie's Mine to bring Cairn the proposal.
Cairn: "...I'm actually looking for research funds right now. So I'll make your design schematics, but it'll cost 2000 potatoes."
- a) Sounds fair enough!
- b) That much?
Cairn: "So do you have the potatoes on you n-now, or...?"
- a) Yes I do, right here. -2000
- b) Not yet, I'll be right back.
Cairn needs some time to work on the schematics.
Do 2 daily errands or raise pet affection by 10, then come back to pick up the design schematics from Cairn.
After finishing your task and returning to Cairn, they give you the finished design and instructions on how to make the lens. You should head back to Lief and Pellier.
Unlocks | |
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Main Quest: Returning to Lief |
Lief's Route: Returning to Lief[]
Quest Information | |
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Quest Giver | Lief |
Prerequisites | Main Quest: A Favour From Cairn |
Description | "You go back to Aviar Cove with the lens." |
Full Transcript |
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This quest hasn't been transcribed yet. You can help Dappervolk Wiki by adding it! |
Unlocked: Break the News to Astra (Main Quest) |
You return to Lief and Pellier with the plans. Lief heads out to her uncle, who is a master glassblower, for help. You stay and chat with Pellier, who tells you about Lief's conservative family who wanted her to do glass artwork. Lief soon returns with the finished lens. She asks you to be the one who delivers it.
- a) Sure, I'll do it.
- b) I guess...
Lief: "We're counting on you, world-hopper!"
- a) Wait, how did you know I was a world-hopper?
- b) I'm off, then!
Unlocks | |
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Main Quest: Break the News to Astra |
Lief's Route: Break the News to Astra[]
Quest Information | |
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Quest Giver | Astra |
Prerequisites | Main Quest: Returning to Lief |
Description | "Make Lief's case to Astra in hopes of a solution." |
Full Transcript |
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This quest hasn't been transcribed yet. You can help Dappervolk Wiki by adding it! |
Unlocked: Back to Lief (Main Quest) |
You lay out your case to Astra and give him the gift. When you suggest him moving his lab to the cliff, he gets upset.
Astra: "Are - are you kicking me out of my own home?! Do you have any idea for how many years I have observed the stars from the comfort of this tower?!"
- a) Think of it as a scenery change. -5
- b) Maybe the cliff will be even better. -5
Astra: "Now, begone! Away from here at once. Or do you feel the need to gloat as well?"
- a) Apologize.
- b) Retreat.
Unlocks | |
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Main Quest: Back to Lief |
Lief's Route: Back to Lief[]
Quest Information | |
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Quest Giver | Lief |
Prerequisites | Main Quest: Break the News to Astra |
Description | "You return to Lief with Astra's reply." |
Full Transcript |
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This quest hasn't been transcribed yet. You can help Dappervolk Wiki by adding it! |
Rewards: 1500 Potatoes, 2 Tenacity, 5 Affection with Lief, 5 Affection with Pellier, Feather Quill
Unlocked: Lief's Chance Machine, Lief's Daily Errands, Astra's Daily Errands, Advanced Product Design With Pellier (Main Quest), Solving Inventor's Slump (Side Quest), The Voice of the Stars (Side Quest) |
Lief thanks you joyfully after you tell her Astra agreed.
Lief: "It would have been a shame to take any steps back after we've come so far."
- a) What was it like before?
- b) What do you have planned now?
Lief: "So thank you. From the bottom of my heart."
- a) It was my pleasure. +3
- b) Don't mention it. +3
Rewards | |
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1500 Potatoes | |
2 Tenacity | |
5 Affection with Lief 5 Affection with Pellier | |
Feather Quill | |
Unlocks | |
Lief's Chance Machine Lief's Daily Errands | |
Astra's Daily Errands | |
Main Quest: Advanced Product Design With Pellier Side Quest: Solving Inventor's Slump Side Quest: The Voice of the Stars |
Astra's Route: Helping Astra[]
Quest Information | |
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Quest Giver | Astra |
Prerequisites | Main Quest: A Scientific Dilemma |
Description | "You decide to help Astra with his stargazing problem." |
Full Transcript |
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This time when you knock on Astra's door, he only briefly opens the peephole to check who it is before pulling the door open completely.
You explain that the lightbulbs were the cause of the stars disappearing, and that they are the brainchild of an inventor named Lief. Astra begins to huff and puff at the news, but you quickly add that she'd be willing to make modifications to her design to help solve Astra's problem. Astra: Hmph. A bare minimum compromise, I see. I'd prefer to have the lightbulbs removed completely. Who does she think she is, blotting out Sol's brilliance with her paltry artificial light? ...I suppose a compromise is better than nothing at all though. We might as well see if it does any good. So? What are her proposed modifications?
Astra: Hah! We're to provide solutions for a problem of her making? How very typical of young folk these days. For starters, we could smash all the blasted bulbs... As he starts musing aloud, Astra lets go of the door and begins to walk upstairs again. You quickly slip through the doorway and hurry after him before the door falls shut. Astra: ...First, let us review our objectives. Lief wants to keep her lightbulb contraptions out at night, but is willing to make changes to preserve the night sky. The most logical starting place is to...
Astra: At any rate, if she intends to fill the town with them, even dimmed lights will eventually accumulate and become an issue. Let us consider another angle. Normally when one wants to protect something from the light...
Astra: This is the only solution I can imagine that doesn't involve dousing the lightbulbs completely. In the very least, it will remind inventors like Lief to consider the importance of astronomy before meddling with Sol's dominion of light.
Astra: Good. I trust you'll make a good case for our proposal. You say goodbye to Astra and leave his tower to return to Lief's shop.
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Unlocked: The Importance of the Stars (Main Quest) |
You explain the situation to Astra and that Lief is willing to modify her design. Astra is still angry and would rather have the lightbulbs removed completely, but he agrees to a compromise.
The most logical starting point is to...
- a) Make dimmer lightbulbs.
- b) Make smaller lightbulbs.
Astra says this still won't work if she fills the town with them. If you want to protect something from light:
- a) You move the light.
- b) You cover the light.
- Astra agrees that blocking the light from shining upwards would work.
You return to Lief.
Unlocks | |
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Main Quest: The Importance of the Stars |
Astra's Route: The Importance of the Stars[]
Quest Information | |
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Quest Giver | Lief |
Prerequisites | Main Quest: Helping Astra |
Description | "You help gather information by interviewing townspeople." |
Full Transcript |
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As you make your way back to Lief's shop, you see Pellier waiting for you near the base of the tree.
Pellier: Even if you have an idea for how to fix Astra's problem, Lief is still hung up on the idea that his obsession with the stars is an outlier issue. In other words, she's more likely to listen to your request if you can prove to her that there are more people in town than just Astra who care about being able to see the stars. Pellier hands you a slim journal and a pencil. Pellier: My suggestion would be to talk to some people around town and ask what they think about stargazing and astronomy. Maybe ask if they've noticed any difference in whether or not they can see the stars lately.
Pellier: Oh, and one more thing. It wouldn't hurt to have some sort of peace offering to give to Lief when you make your case. Just to smooth things over, in case she still has trouble taking in the evidence. She's not an irrational person, but she's very emotionally invested in the project. I think it would help her to know that you still support her in some way, even if you want to help Astra. As far as what that should be, I'll try to come up with some ideas when you're interviewing people. I can meet you by Astra's tower when you're done. Any last questions?
Pellier: Is it that strange? I know Lief. I've known her since we were both young. She's stubborn and proud, but I know that she wants to do the right thing. Sometimes she just needs a little help getting there. Anyway, you'd better get going.
You part ways with Pellier and head out onto the main road, following it until you come to a large cobblestone plaza around a fountain. It's bustling with all sorts of foot traffic. Primly dressed nobles trade gossip behind folding fans while couriers in sharp uniforms cut expertly through the crowd. On the edges of the square are several stalls selling hot buns, roasted vegetables - even some with small baubles and knick-knacks. Who do you talk to first?
You take a moment to sit down by the fountain and record what you've learned in the journal that Pellier gave you. You decide that you've gathered enough evidence to show Lief that the stars are important to the townsfolk. You should check in with Pellier and see if he has any ideas for a good gift to give Lief.
When you return to the treehouse, you find Pellier waiting for you near the end of the walkway. Pellier: Welcome back. Did the interviews go well?
Pellier: Hopefully it'll be enough to convince Lief. Speaking of which, I thought of a peace offering that I hope Lief will appreciate, but it's a bit of a challenge. Do you remember the new lightbulb prototype that you saw at the shop earlier? We've been experimenting with different filaments, but we haven't found one that matches our requirements yet... I think a new metal filament would be just the thing we'd need! Perhaps you could ask one of your acquaintances in Silvie's Mine if they might have anything like that. If I'm remembering correctly, a famous metalworker named Marvel lives there - right? I have a list of the properties that we're looking for in our filament, if you wouldn't mind showing it to her. It's a bit complicated, but I'm sure she'll understand. Pellier hands you a folded square of paper sealed with wax.
Pellier: Thank you for going out of your way. We'd love to work with Marvel more in the future, so please give her my regards. In the meantime, I'll check in on Lief and make sure that she's not getting too antsy. When you have the filament ready, you can come straight to the shop.
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Unlocked: A Favour from Marvel (Main Quest) |
On your way back to Lief, Pellier stops you. He says Lief would be more likely to listen to your solutions if you can prove that Astra is not the only one interested in stargazing. He suggest interviewing people in the town square.
Pellier also suggests bringing Lief a peace offering. He'll try to think of one while you interview the townspeople.
Any last questions?
- a) Nope, got it.
- b) Why are you helping me like this?
- He says that Lief wants to do the right thing, she just sometimes needs help getting there.
You go to the town square. Who do you talk to first? (You ask each person whether they've had trouble seeing the stars lately.)
- a) A nobleperson.
- You approach a small group of tittering noblepersons, one of whom notices you first and coyly asks to know who you are.
- a) A friendly traveler.
- b) A gentleperson of distinction.
- The nobles talk about fond childhood memories of stargazing with parents or grandparents.
- You approach a small group of tittering noblepersons, one of whom notices you first and coyly asks to know who you are.
- b) A courier.
- He says that couriers are trained to use the stars as guideposts. It's not a big problem near the city with other landmarks, but it doesn't feel right not to see them. He says the stars have always been there, like air or water. He also likes knowing his patron hero is watching him.
- c) The food stalls.
- She says yes she has been having trouble seeing the stars and wants to know why you're asking. You tell her you're trying to see how people feel about them. She admits she's also a painter and hasn't been able to complete her night landscape.
You return to Pellier.
Pellier: Did the interviews go well?
- a) They went great.
- b) They weren't bad.
Pellier suggests a new metal lightbulb filament as a peace offering. He thinks Marvel would know how to make one that has the right properties.
- a) No problem, I'll ask Marvel about it!
- b) Ugh, I guess I could do that. (?)
Unlocks | |
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Main Quest: A Favour from Marvel |
Astra's Route: A Favour from Marvel[]
Quest Information | |
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Quest Giver | Marvel |
Prerequisites | Main Quest: The Importance of the Stars |
Description | "Find Marvel to commission a special filament." |
Full Transcript |
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After journeying back to Silvie's Mine, the familiar sounds of machinery and mountain wind greet your ears. You make your way up the plateau to Marvelous Metalworks, Marvel's in her usual place behind the counter when you go in.
Marvel: Inventors in Aviar Cove? Sounds like you're meeting all sorts of interesting folk. What was it you said they wanted? A "filament?" You take out Pellier's filament specifications and hand them to Marvel. Marvel: Let's see what we have here... Marvel unseals the paper and scans through it, pursing her lips. Marvel: Huh, so it's basically a metal wire. Not many folks outside the family who use all this metal jargon. It'll take some experimenting, but I think I can put something together. It'll cost you about 2000 potatoes.
Marvel: Since you were so helpful before, I even gave you a discount. If I were you, I'd say "yes, thank you Marvel" before I change my mind. I'll need payment upfront. Do you have the potatoes on you now?
Marvel: Alright, time to fire up the furnace. I'll be working on this for a bit, so you go get one of your own tasks done, or look after your pet while you wait. Do 2 daily errands or raise a pet's affection by 10, then come back to pick up the metal filament from Marvel.
When you peer past the counter into the back room, you can see Marvel hunched over her workbench, deep in concentration.
Marvel: Good timing, I've just finished here too. I think your inventor friends should be able to get some decent mileage out of this. Marvel holds up a coil of thin metal wire, which she bundles up in packing paper and seals shut. Marvel: If they'd like to order more, you tell them I'm more than happy to do business. Anything else you needed?
You thank Marvel and say goodbye. Now that you have your evidence and peace offering, you should head back to Aviar Cove and present your argument to Lief.
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Unlocked: Returning to Lief (Main Quest) |
You must travel to Silvie's Mine for this quest.
You go back to Silvie's Mine and talk to Marvel. She says she can make the filament for 2000 , up front.
While you are waiting for Marvel to finish, Do 2 daily errands or raise a pet's affection by 10.
Unlocks | |
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Main Quest: Returning to Lief |
Astra's Route: Returning to Lief[]
Quest Information | |
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Quest Giver | Lief |
Prerequisites | Main Quest: A Favour from Marvel |
Description | "You go back to Aviar Cove with the filament." |
Full Transcript |
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The trek back to Aviar Cove is breezy and pleasant, the perfect weather for a picnic and a relaxing nap in the shade of a tree. Nevertheless, you remain focused and manage to return to Portlight Illuminations in just over a day's time. As soon as you set foot inside the shop, Lief rushes over to you with Pellier in tow.
Pellier: ...! Lief, how did you...? Lief: Hmph, I've been friends with you long enough that I know when you're sneaking around playing diplomat. Pellier: I should have known better than to try to keep it a secret from you. Are you mad? Lief: No, I get it. Anyway, back to the main topic. What did you come up with for a modified lightbulb design?
You tell Lief about how you and Astra decided that the best way to keep the night sky dark would be to put covers on the lightbulbs, to prevent the light from shining upward. Lief: Covers? But that will look so ugly on our lightbulbs - they'll look just like lanterns! If it's just Astra with the problem, do we really have to go that far?
You hand over the interview records in the journal you received from Pellier and explain that many people in Aviar Cove care about the stars, not just Astra. She flips through the pages, her scowl gradually evaporating. Lief: Well, when you put it like that... Last, you present Lief with the package from Marvel, saying that it should make up for some of the trouble of building covers. Lief: What is this? She opens the package, her eyes slowly widening as she realizes what she's holding. Lief: Is this... a new filament? For the prototype? Pellier, did you...? Pellier: It seemed like a good opportunity to call in a favor from them. Lief: World-hopper... Thank you. I'm still not happy about this whole cover thing! But this makes a big difference in our new prototype development... Fine. You win. I'll install little nightcaps on the lightbulbs starting tonight. You can go tell Astra the news. I want to start experimenting with this new filament as soon as possible. Pellier: After the nightcaps, right? Lief: Right, right. See you around, world-hopper! You should head to Astra's tower and tell him the news.
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Unlocked: Back to Astra (Main Quest) |
You tell Lief your solution. She's not happy with it, so you present your evidence and explain that it's not just about Astra, many other people also care about the stars. You also give her the peace offering you bought from Marvel. Lief finally agrees with you and you go back to tell Astra the good news.
Unlocks | |
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Main Quest: Back to Astra |
Astra's Route: Back to Astra[]
Quest Information | |
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Quest Giver | Astra |
Prerequisites | Main Quest: Returning to Lief |
Description | "You return to Astra with the results of your convincing." |
Full Transcript |
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Mere seconds after your knock on the door of Astra's tower, he opens the door without bothering to check the peephole. He looks proud of himself for anticipating your presence correctly.
Astra: Hah! Well done! How did you manage to convince her?
Astra: All those people... To think that there were such astronomy aficionados so close by, and I never knew. Because I have been observing the stars alone for so long, I thought that most people had lost interest in the mysteries of the heavens... Thank you. For speaking to all those people, then to Lief on my behalf. I have learned much through you. To be honest, I do not know if these "lightbulb covers" will solve the problem. It may only be an imperfect solution at best. However, your going out of your way to champion my cause, and sharing with me the stories from my neighbors... That is a much more valuable gift. I must give you something in return... Come with me! With a sudden swoosh of his robes, Astra spins on his heel and hurries up the stairs.
You follow after Astra into his study, just in time for him to finish rummaging through one of his bookshelves. Astra: Here! I would like you to have this. To further your astronomical studies! Of course, if you are ever in need of further resources, you are welcome to come back here. I have never been exceptionally skilled at interacting with others, but hearing those stories from you has opened my eyes. Perhaps I will open my telescope to the public. The Aviar Cove Astronomical Association is always ready to screen new member applications. Now, I must make preparations for my next star observations. I will need to measure the effectiveness of these lightbulb covers. Farewell. Until we meet again.
Rewards: Looking glass, +2 Comprehension, 1500 Potatoes, +5 Affection with Astra Unlocked: Astra's Chance Machine, Astra's Daily Errands, Lief's Daily Errands, The Voices of the Stars (Side Quest), Solving Inventor's Slump (Side Quest) You step outside of Astra's tower to see Pellier standing a short ways down the path, waiting for you. Pellier: Sorry, I wanted to speak to you privately after you left the shop, but I thought you needed a moment with Astra first. He's a little rough around the edges, but he's really not a bad person. I'm sure he appreciates that you spoke out for him. As someone who often plays that advocate role, I can appreciate the effort that it took. I also want to say thank you for everything you've done. Lief and I want to run a responsible business, and that means paying attention to everyone's needs. Even if they're not good at voicing it themselves. Please don't think that there is any bad blood between us. You're always welcome to visit my office on the ground floor of the treehouse. Since you've shown a knack for negotiating, I might just call on your help sometime soon. In the meantime... Take care, world-hopper. |
Reward: +5 Affection with Pellier
Unlocked: Pellier, Advanced Product Design with Pellier (Main Quest) |
You tell Astra that you managed to convince Lief. He asks how, so you tell him about the townsfolk. He's touched that other people are also interested in the stars and thanks you for sharing their stories with him. He says he might open his telescope and the Aviar Cove Astronomical Association to the public.
Then he kicks you out so he can do his next observation.
As you leave, you spot Pellier standing nearby. He thanks you for advocating on Astra's behalf and for making sure that Lief and Pellier pay attention to the needs of the community as they run their business. He asks you to drop by and visit him in his office sometime.
Rewards | |
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1500 Potatoes | |
2 Comprehension | |
5 Affection with Astra 5 Affection with Pellier | |
Looking Glass | |
Unlocks | |
Astra's Chance Machine Astra's Daily Errands | |
Lief's Daily Errands | |
Main Quest: Advanced Product Design With Pellier Side Quest: Solving Inventor's Slump Side Quest: The Voice of the Stars |
Advanced Product Design With Pellier[]
Quest Information | |
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Quest Giver | Pellier |
Prerequisites | Main Quest: Lief's Route / Astra's Route |
Description | "Pellier needs some help designing the perfect lamp." |
Full Transcript |
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You wander around town for a while, taking in the lively scenery and even managing to grab a pastry from a nearby bakery before you remember Pellier's request to visit his office. The office is easy to find with Lief's brightly lit treehouse just above it. A soft blue light is cast from the partially open doorway, you enter to find Pellier just inside.
Pellier: Excellent! It'll be so good to have you on the team. You're actually our first employee, which means you're guaranteed to win Employee of the Month as the only person in the running. Though... before you can officially start, Lief and I have a policy that everyone who works here has to learn about ethical business practices first. If we're going to run a company, we have to do it the right way. We've read a whole curriculum of how-to guides, and I've compiled them all into a comprehensive Employee Handbook.
You look up at Pellier, who's already brought out an entire set of journals. There are at least eight volumes in the stack. He catches you looking and gives you an embarrassed grimace. Pellier: Ah... I'm only just now realizing how much work reading all of these would be. I'm afraid I've gone quite overboard. It'll take me a while to rework all these volumes. Do you think you could study up on how to run an honourable business on your own? You can use the handbook if you like. Whatever's easiest for you! It seems like you're going to have to learn more about Honour in order to work with Pellier. Raise your permanent base Honour by 22 before returning. Try doing the daily stat bonus tasks!
Pellier: I'm so excited to actually have an employee! Have I told you about our parental leave policy? You also get a discount on lightbulbs. In hindsight I didn't really need to dedicate a whole volume to lab safety procedures... but they're still important! I would never be able to forgive myself if one of our employees got hurt on the job.
Pellier: Amazing! You might even be more of an expert than I am now! I'll have to ask you about your studies sometime, though right now I have a product design department meeting on my schedule. All my department meetings have just been me sitting alone in my office, but now that you've joined us the two of us can have a meeting with each other! Come right this way. Pellier takes you back to the shop, where he guides you to a small, cramped back room full of neatly filed and organized papers. On the desk are at least five different inkwells, each with their own corresponding quill pens. Pellier ushers you into a comfortably cushioned chair. Pellier: Would you like anything to drink? Tea, coffee, water, turnip juice?
Pellier bustles out of the room, and you take the time to look around. Though everything is neatly stacked or organized, the sheer amount of files and papers in the office makes it look a little cramped. You glance at the files on the desk. They're all labeled in the same neat handwriting, an elegant cursive that makes even the words "Filament Merchants" look beautiful and refined. Pellier returns with a pitcher full of water and floating lemon slices. He pours you a glass. Pellier: Now, let's begin. Pellier sits across from you, takes out a fresh sheet of paper and writes "PRODUCT DESIGN MEETING NOTES" across the top in bright blue ink. He reads out his notes to you as he takes them. Pellier: Participants are myself and our world-hopper consultant, notes taken by me, and the matter at hand is the design of our new lamps. He puts his pen back into its inkwell and picks up another. When he continues his note-taking, this time the ink is purple. Pellier: The Market Research Department conducted a survey of several focus groups to determine customer preferences for lamp design, and... Oh! Sorry, I'm moving a little quickly, aren't I? Do you have any questions so far?
Pellier: Though I don't think I could ever learn how to do what Lief does. She's tried to explain it to me, but just looking at her schematics makes my brain hurt. Honestly, I think she's a genius. Her lightbulbs are like nothing I've ever seen before, and if we figure out how to make them popular, I really think we could change the way people live. I'll do whatever I can to make that happen. Speaking of which... we should get back to work. Pellier takes out a sheaf of papers from yet another file and lays them out neatly in front of you. Pellier: I've already logged and recorded the survey responses, but I'll need your assistance to decipher some of the more, ah... eccentric answers. Like this, from the Aviar Cove Poets Society. The question was, "What do you look for in a source of light?" They answered... ahem. "When white frost touches the surface of the sea and makes sparkling diamonds out of sand, the eyes of you, my love, shine brighter than any sun." The problem is, I'm not their love! I haven't spoken to any of them in my life, except to present that survey! A-and my eyes are perfectly ordinary and not a source of light at all, so I'm not sure what they mean.
Pellier: Next... I asked the Artists of Aviar Cove to do a quick sketch of their ideal lamp, but they gave me well, this. Pellier shows you a sketch of a painter's workshop, with an easel standing in the middle of the room and a cat curled up on the windowsill. Pellier: At first I thought it might be an optical illusion, but no matter which way I turn it, I can't see anything that looks even remotely like a lamp.
Pellier: I debated whether or not to include this with the other results, but I do like to be thorough. This is a survey I did of the children who always hang around the local candy shop but never actually buy anything. Surveying them was more convenience than anything, since I was in line and I already had my notebook, but I thought it would be good to get a range of responses. I asked them if they'd ever been in a situation where they wished they'd had more light, and they told me "when the monsters come." Putting aside how utterly disquieting I find that statement, what do you think they could be talking about?
Pellier shuffles his papers and checks off a few items on a list. Pellier: Alright, based on these survey answers, I've narrowed it down to a few basic lamp designs. Since you're a bit of a traveler, I was hoping you might be able to help us acquire some potential lamp materials. You don't have to bring all of them on my list! Three should be enough for us to get a sense of the range of the preliminary options. Thank you again for helping. I'd go myself, but I have so much to do in Aviar Cove, and I wouldn't have the slightest idea where to buy anything. Here's the list!
Pellier: Oh! Thank you! Pellier puts the items in a neat row on the floor, placing a lightbulb carefully beside each one. When he turns the lightbulbs on, the prototype materials are transformed by the lightbulbs' brilliant glow. Pellier: Hmm... Pellier inspects the items carefully, the frown on his face only becoming more pronounced with each one. Pellier: All of them look good! Ah, not that that's a bad thing... It just makes my job a little more difficult. I was hoping I could rule some of them out or that one would be the obvious choice, but they seem to all be equally good options. I don't just want our lamp to be good, I want it to be the best. What I don't know is how to make the decision.
Pellier: In terms of items, that would probably be...
Pellier: It's decided, then! Do you think you could animate one so we can study it more thoroughly? It sounds strange, but Lief learned how to make lightbulbs from studying world-hopper pets, and having this animated will tell us a lot about how it'll interact with our technology. We only need to look at it for a little while. If you can bring an Ornate Lantern to life, I'll go set everything up and tell Lief the good news. Hatch [Hatching Item] and set the resulting pet as your active pet to show Pellier.
Pellier: Oh, you're back already! Have you animated [Hatching Item] yet? Remember, we need to study how its magical properties will interact with our technology in order to ensure the quality of our lamps.
The shop appears to be empty at first, but as you move further inside, you can hear voices coming from Lief's workshop. You can see them both through the open door. They appear to be taking a bit of a break, Lief wolfing down a sandwich and Pellier taking careful bites of his own. Lief: So what if we made an extendable hook that you can use to turn on your lightbulb from across the room? That way you wouldn't even have to get up! Though we'd need another mechanism to keep it from accidentally knocking things over... Pellier: Of course, because there is no problem that can't be solved by adding more technology. Lief: Exactly! Lief beams, mouth full of sandwich, then pauses, squinting at Pellier's carefully blank face. Lief: Hey... You're making fun of me, aren't you? Pellier: Only a little. Pellier can't manage to keep a straight face anymore and breaks into a smile. Lief brandishes her sandwich at him threateningly. Lief: You better watch yourself, or else I'll tell everyone about the times you hid in the bathroom all night because you were scared of the monsters under your bed. Pellier: Lief! I haven't done that in years! Lief: Yeah, but the story only gets funnier with the passage of time. Pellier sighs theatrically. That's when he happens to glance at the doorway and spots you bringing your pet in. Pellier: Oh! I didn't see you there. How long have you been... never mind. Lief, here's the prototype we ended up deciding on. Lief inspects your pet and the materials intently, her usual lighthearted expression replaced by serious contemplation. She scratches your pet under its chin, then ducks down to peer at its legs and inspect its belly. After her examination, she beams at you and Pellier. Lief: This might just be the cutest pet in all existence. This lamp is going to be amazing, I can already tell! What would I do without you? Pellier: The credit isn't entirely mine. This was a team effort, the world-hopper had just as much input as I did. I couldn't have done it without their help. It was a lot of work, but now I'm sure we can make a lamp that everyone will love. Please, let me show you around town a little as thanks. I know you're an experienced traveler already, but it's always nice to have a guide. Pellier shows you back outside into town. As you walk, he asks what you like to do for fun when you travel.
You and Pellier have been walking as you speak, and soon enough you notice that he has a destination in mind; a cozy shop with nautical decorations in the windows. Pellier: I must get back to the office, but here's a store I think you'd like. I think it's a fairly unique part of our town's character. An entire shop devoted to toy boats! The toy maker is rather friendly, even though he's, ah... not the most responsible shopkeeper. Don't hold that against him though, he's still quite young. But don't let his youthful nature fool you, he's a pretty well-known crafter in this area! Please come and visit my own shop sometime as well. We won't have the new lamps ready for a while, but I do have a bit of an inventory of my own if you are ever interested. Oh! And if you ever need work, Lief and I could take all the help we can get while we're getting the business running. You really were a great help with the lamps today. And... if you'd like to make a social call sometime, it would be nice to have some tea together. Only if you're not too busy, of course. I hope you have an excellent time in Aviar Cove. |
Rewards: Feather Quill, 1500 Potatoes, +5 Affection with Pellier
Unlocked: Johaness, Pellier's Chance Machine, A Boy by the Sea (Main Quest), Pellier's Daily Errands, Pellier's Day Off (Side Quest) |
You visit Pellier in his office. He asks if you would be interested in becoming an official contractor.
- a) Agree to help.
- b) Say you don't have time. (?)
Pellier wants you to learn about ethical business practices.
Raise your permanent base Honour by 22 before returning. Try doing the daily stat bonus tasks!
Tip: 22 permanent points to Honour takes only a few days worth of completing daily stat boost tasks to collect. Premium Accounts get six daily stat boost tasks. Additionally, you can check and see if you have any Side Quests that reward Honour.
After raising your honour, Pellier officially hires you and invites you to his product design meeting.
Pellier: "Would you like anything to drink? Tea, coffee, water, turnip juice?"
- a) Ask for tea.
- b) Ask for coffee.
- c) Ask for water.
- d) Ask for turnip juice.
Pellier: "Do you have any questions so far?"
- a) Ask about the different ink colors.
- b) Ask about the market research department.
- c) Ask about the new lamps.
- d) You do a lot.
- e) Lief doesn't do as much as you do, does she?
Survey response 1: "When white frost touches the surface of the sea and makes sparkling diamonds out of sand, the eyes of you, my love, shine brighter than any sun."
Pellier: "The problem is, I'm not their love! I haven't spoken to any of them in my life, except to present that survey! A-and my eyes are perfectly ordinary and not a source of light at all, so I'm not sure what they mean."
- a) You have beautiful eyes.
- b) They like indirect light.
- c) They like moonlight.
- d) They want a diamond lamp.
Survey response 2: Pellier asked the artists to sketch their ideal lamp. He shows you a sketch of a painter's workshop, with an easel standing in the middle of the room and a cat curled up on the windowsill.
Pellier: "At first I thought it might be an optical illusion, but no matter which way I turn it, I can't see anything that looks even remotely like a lamp."
- a) Maybe it's the easel.
- b) Maybe it's the cat.
- c) Nothing looks like a lamp.
Pellier notices an empty space between the cat and the easel where the ideal lamp would fit. He seems satisfied with that answer.
Survey response 3: "I asked some children if they'd ever been in a situation where they wished they'd had more light, and they told me "when the monsters come". What do you think they could be talking about?"
- a) When they have nightmares.
- b) When they play pretend.
- c) Look behind you. -1
The survey analyzes are done.
Bring Pellier some materials for lamps.
Tip: Take a look at the recipes for conecakes alchemy, as a lot of the items he asks for can be created.
After getting the materials, Pellier tests out some lamp prototypes. He gets frustrated that all of them look good and wonders how to decide.
- a) You should base it off the surveys.
- b) What do you want from a lamp?
- c) What would Lief want from a lamp?
What material should you use?
- a) An Ornate Lantern.
- b) Golden Flower Vase.
- Pellier: "Are you sure? It might be a bit too ostentatious for the average household, but I suppose our customers might also appreciate its elegance."
- I think the Golden Flower Vase is the best choice. (?)
- Another item might be better.
- Pellier: "Are you sure? It might be a bit too ostentatious for the average household, but I suppose our customers might also appreciate its elegance."
- c) The Bronze Globe.
- d) The Split Geode.
- Pellier: "Are you sure? I suppose it could blend in outdoors, to light up doorways and garden paths."
- I think the Split Geode is the best choice.
- Another item might be better.
- Pellier: "Are you sure? I suppose it could blend in outdoors, to light up doorways and garden paths."
Hatch the item you chose and set the resulting pet as your active pet to show Pellier.
You return with your pet to find Lief and Pellier chatting on a break. After looking over your pet, Pellier shows you back outside into town. As you walk, he asks what you like to do for fun to see if he could give you any tips.
- a) Experience art and culture.
- b) Eat delicious food.
- c) Go to fun parties.
- d) Shrug.
Pellier asks if you have any more questions. [Note: you don't get this option if you answered "Shrug."]
- a) What kind of art do you have?
- b) Where should I get food?
- c) Where are all the cool parties at?
- d) No, I think I'm fine.
Pellier concludes his tour and drops you off at a store that sells all kinds of toy ships.
Rewards | |
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1500 Potatoes | |
4-5 Affection with Pellier | |
Feather Quill | |
Unlocks | |
Pellier's Chance Machine Pellier's Daily Errands | |
NPC: Johaness | |
Main Quest: A Boy by the Sea Side Quest: Pellier's Day Off |
A Boy by the Sea[]
Quest Information | |
---|---|
Quest Giver | Johaness |
Prerequisites | Main Quest: Advanced Product Design with Pellier |
Description | "You look for the toy maker Pellier told you about." |
Full Transcript |
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As you open the front door of the shop entitled Artisan Sailing Crafts, you're immediately greeted by the warm smell of various types of wood. Intricately crafted toy ships are lined up in single file across the shelves of the shop, ranging from small dinghies to four-masted galleons. The whole shop is full of nautical goods and decorations. On the front counter, there are even small ornamental charms shaped like steering wheels and anchors. Behind the counter, however, there is not a person in sight. The shop seems to have been left unmanned, despite the front door being unlocked...
Poking your head outside, you see a small footpath leading down to the seashore.
You follow the path down the dunes toward a small stretch of seashore. Unlike the port side of the cove, this area appears relatively unused. Near the water's edge, you spot a young boy crouched in the pebbly sand with a bucket.
Johaness: I'm looking for shells right now, wanna help?
Johaness: I want a lot of these round white ones, they make good sails. And then I also want these twisty pointy ones for the hulls. But I can still crush up other kinds and use them for decoration. Especially if they're shiny. You can put all of the shells in this bucket here.
Start looking for shells Johaness, having abandoned the bucket, had wandered a short distance down the beachside and seems to now be examining something in the sand. When you stand up and approach him again, he looks up and grins at you. Johaness: Look, it's a quartz crab! You search the ground at his feet and sure enough, there's a translucent, shining shell scuttling along the sand. Johaness: Cool, huh? They're kinda rare, so we must be lucky.
Johaness: Oh, right. I'll finish that later. Hey, you wanna see something else cool? Come on, follow me!
Completely abandoning his bucket in the sand, Johaness runs off and scrambles up the dunes. You follow him, trying to avoid the sand he kicks up in his hurry, and join him on top of the dunes. Johaness: You got here just in time. The trading ships are gonna come around the cove in a few minutes. They always pass through about this time. You turn toward the cove and see the tips of white sails coming over the ridge, just like Johaness said. Johaness watches the scene unfold, spellbound. Johaness: ...Hey, have you ever been on a big ship like that?
You ask if Johaness knows anyone at the toy shop you just came from. Johaness: That's my shop! I make toy boats, model ships, ships in a bottle... Basically everything except real boats.
Johaness: My grandpa left me in charge when he went on his retirement trip, so it's just me watching the shop now. We don't get that many customers anyway, so it's not a big deal if I leave the counter sometimes. Wait, did you wanna buy something?
Johaness: You ready to go?
Johaness wanders back to his bucket of shells and picks it up before leading the way back to Artisan Sailing Crafts. Johaness: So you came to the shop looking for me and no one was there, huh? Yeah, the beach is just too far from the shop to hear when someone comes in. It gets boring just sitting in the shop all day when no one stops by.
Johaness: A doorbell, huh? But even if I put a bell on the door, I don't think the sound would reach down to the beach... Unless... I could somehow put the bells on the beach, but make it so you can ring them from the shop... I think I have an idea! Do you wanna help?
Johaness: Cool! I'll have to postpone showing you the shop, but it should be done quickly. Johaness walks over to the back door of the shop and examines the hinge. Johaness: I think I can run some string from the front desk, out the door, and to the beach. I'll need to build some posts, but that'll be easy. Do you have any bells? I'll also take some bell making materials if you don't have any actual bells. Bring Johaness either Fantastical Bells, or 2 items from a list.
Johaness: Here, you can have this in return. I made it myself! I'm going to build the bell system now, if you wanna hang out while I'm working.
Reward: Toy Boat "I'll keep you company." Johaness: Cool, let's go! You follow Johaness a short ways into town into a supply shop full of various materials. He quickly picks out a few couple of hooks and a coil of string while cheerily greeting the shop keeper. They seem to know each other pretty well. You help Johaness carry the supplies to the back door of his shop. He explains that he's going to install the string in the shop that can be pulled to ring the bells on the beach. You hold Johaness' step ladder steady while he installs hooks in the ceiling of the shop to carry the string. What kind of conversation will you make in the mean time?
As you chat with Johaness, the long-distance bell system starts to take shape. After threading a string from the front counter through the back door, you help Johaness set up several posts to carry the string down to the seashore. At the very end, you set up a post to hang the bells so that anyone on the beach can hear them. Johaness: I think I can add an amplifier and a wind guard later, but this is good for now! Thanks for your help, friend!
Johaness: I guess so! I've been making stuff since I was super little, so that's probably why. But what I really want to make is a real boat, the kind that you could actually take out on the water. That way, I can practice sailing and navigating for when I go out on my journey.
Johaness: So I want to do it, but I need a dock license if I want to store my boat at the port. Carneau's the one in charge of the licenses since he's the mayor, but he won't give me one. He says that the sea isn't that great, and that I'm still too young to go out on a boat. Or something like that, anyway. He uses lots of long words.
Johaness: Yessss! Thank you thank you thank you! I promise I'll make it up to you! For sure! Carneau works up at the city hall, that's the big building with the gold cage around it. I'll be waiting here, just let me know when you get the dock license! I'm counting on you! You should go ask Carneau about a dock license for Johaness.
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Rewards: 1500 Potatoes, +5 Affection with Johaness
Unlocked: Carneau, Johaness' Daily Errands, Meeting the Mayor (Main Quest) |
As you enter the toy store, there is not a person in sight. The shop seems to have been left unmanned, despite the front door being unlocked.
- a) Call out.
- b) Check around the back.
You notice that a small door at the back of the shop is standing ajar, a light sea breeze wafting through the opening.
- a) Hop the counter and peer outside.
- b) Circle around to check outside.
You follow the path down the dunes toward a small stretch of seashore. Near the water's edge, you spot a young boy crouched in the pebbly sand with a bucket.
- a) Call out a hello.
- b) Walk over to him.
Johaness: "I'm looking for shells right now, wanna help?"
- a) Sure. +1
- b) Why are you doing that?
Johaness explains that he's making seashell ships and asks you to help. You can either help him or directly ask him if he knows who the toy shop belongs to. If you choose to cut to the chase, you will miss the chance to earn either +1 or +1 .
- a) Start looking for shells.
- When you turn to deposit the shells into the bucket, you notice that Johaness has disappeared. He has was wandered off to look at a quartz crab and tells you that he can worry about the seashells later. He leads you up on some dunes to look at the big trading ships and asks if you've ever been on big ships like those.
- Of course. +1
- Your knowledge of the sea seems to have made a good impression on Johaness.
- No, never. +1
- Your honesty seems to have earned you a sense of camaraderie with Johaness.
- Of course. +1
- When you turn to deposit the shells into the bucket, you notice that Johaness has disappeared. He has was wandered off to look at a quartz crab and tells you that he can worry about the seashells later. He leads you up on some dunes to look at the big trading ships and asks if you've ever been on big ships like those.
- b) Skip the play and cut to the chase.
Johaness tells you he owns the toy shop.
- a) Aren't you a little young to be running a shop?
- b) Why isn't there anyone at the counter?
Johaness: "My grandpa left me in charge when he went on his retirement trip, so it's just me watching the shop now... Wait, did you wanna buy something?"
- a) Yes.
- b) No, I just wanted to meet you.
Johaness explains that it's a family business, and invites you back to the shop to see. As you head back to the shop with Johaness, he tells you it gets boring staying in the shop all day with so little customers. You suggest a doorbell to hear if anyone come by. He explains that it wouldn't be heard from the beach.
Johaness: "I think I have an idea! Do you wanna help?"
- a) Okay!
- b) I'm a little busy right now. (?)
Johaness: "I'll need to build some posts, but that'll be easy. Do you have any bells? I'll also take some bell making materials if you don't have any actual bells."
Bring Johaness either Fantastical Bells, or 2 metal items.
- a) I have fantastical bells here. +3
- b) Let me take a look at that list instead.
Johaness mentions that he's going to begin building the bell system, and you can choose if you'd like to help or not. If you choose to let him do it himself, you will miss the chance to earn extra affection.
- a) I'll keep you company. +1
- Ask about Johaness' family.
- He tells you that his parents are professional seafaring explorers and asks if you think it's cool.
- Very cool. +1
- What does that mean? (?)
- He tells you that his parents are professional seafaring explorers and asks if you think it's cool.
- Ask about Johaness' hobbies.
- He tells you that he likes making boats and walking on the beach, and asks what you like.
- I like making things too. +1
- I like playing with things more than making them. (?)
- He tells you that he likes making boats and walking on the beach, and asks what you like.
- Ask about Johaness' family.
- b) I'll just wait here, you do it yourself. -1
Reward | |
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Toy Boat |
You finish building the bell system.
Johaness : "I really want to make is a real boat, the kind that you could actually take out on the water. That way, I can practice sailing and navigating for when I go out on my journey."
- a) Sounds like a good plan.
- b) Why not do it?
He tells you that while he wants to build a boat, the mayor, Carneau, won't give him a dock license.
- a) Maybe you could prove to him that you can handle it.
- b) Maybe you could ask someone to convince him.
Johaness: "Hey, why don't you ask him for me? You can tell him I'll prove that I can handle it, but first I need a dock license!"
- a) Alright. +3
- b) Sorry, kid. -2
- I was just kidding, I'll help you. +2
You go to ask Carneau about a docking license for Johaness.
Rewards | |
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1500 Potatoes | |
5 Affection with Johaness. | |
Unlocks | |
Johaness' Daily Errands | |
NPC: Carneau | |
Main Quest: Meeting the Mayor |
Meeting the Mayor[]
Quest Information | |
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Quest Giver | Carneau |
Prerequisites | Main Quest: A Boy by the Sea |
Description | "You make your way to the city hall and are greeted by the mayor, Carneau." |
Full Transcript |
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You make your way to the north of town, and sure enough, an imposing looking city hall building stands with golden cage like columns all around it. The doors are heavy and could use a little grease as you push them open. You notice a primly dressed pigeon who puffs up in a regal fashion at the sight of you entering.
Carneau: By chance, have you come to city hall with some purpose in mind?
Carneau: Open the port for Johaness, you say? He has been going on about that for some time, yes. To think that he would go so far as to involve a visitor from out of town... I apologize for his brashness on the boy's behalf. He hasn't yet learned the importance of restraint. Of course, his inheritance of the family shop at such a young age likely has something to do with it. I do wish that I could do more for the boy... And that is precisely why I must refuse your request.
Carneau: What the boy needs is discipline! Routine! A little guidance and a strong role model! Considering his situation, I have proposed that he become a Junior Air Carrier.
At this, Carneau puffs out his chest and clears his throat dramatically. Carneau: A-hem! Allow me to offer a brief explanation of the history of Aviar Cove! Since days of old, Aviar Cove has been home to a proud line of air couriers. Be it written letter, verbal message, packet, or parcel - no deliverable is beyond the capabilities of the Aviar Cove Air Carriers! Why, in more dangerous times, we even offered escort services through perilous regions. Thank goodness, those days are long behind us. Nowadays, we focus our services on missives and packages. The modern Aviar Cove Air Carriers boast a 99.9% successful delivery rate at unparalleled speeds!
Carneau: The largest reason for this is our flying machines, which can be modified for use by both avians and flightless beings. Land-based transport simply cannot compete with an ACAC flying machine, and they are quite fashionable to boot! I even extended an invitation to join the Air Carriers to Johaness, but he refused!
Carneau: Johaness seems to be under the impression that the sea is more interesting than the majestic sky. While there is certainly nothing wrong with nautical travel, Aviar Cove has arrived at where it is today through our mastery of the air. If he would simply don the flight suit of an Air Carrier but once, I am certain that his heart would change. ...Say! The boy seems to respect you - what do you say to donning a flight suit yourself, and sharing the experience with him afterward?
Carneau: Rest assured, you will not regret the experience. Nothing compares to flying through the sky on the power of your own wings! Outfitted with a flying machine, even a seasoned bird such as myself can ride the winds with ease. Say, shall we make your first flight more interesting with a little friendly competition?
Carneau: The art of speedy letter delivery, of course! It just so happens that I have a pair of letters to deliver, one for Lief and one for Pellier. Their shop is just at the entrance to town and makes for an easy landmark, what with the size and the lightbulbs. This is your first flight, so we'll just do a quick spin around the Cove, eh? We will suit up at the launch point and see who can deliver their letter first. Follow me!
You follow Carneau out from city hall and up a series of complicated ladders and stairs built into the cliffside. Some of them look old enough to break at any moment but Carneau forges ahead, well-practiced and nimble. He whistles a merry tune as he makes his way up the cliff with a confident spring in his step. After some near-falls and terrifying gusts of wind, the two of you arrive at the top of the cliff. Immediately, you see the flying machines that Carneau described. Inside an open hangar bearing the emblem of the Aviar Cove Air Carriers, you find a number of flight suits designed to be worn by beings of different shapes and sizes. Most are designed for one person to wear and fly with a bag of cargo, but some are large enough to be powered by two flyers and carry even more weight. At the edge of the peak is a smooth dirt runway leading up to a small gateway marked with twin flags, and then... nothing but open air. Carneau: Ahh, just feel that fresh breeze! No time to waste! Let's get you suited up.
Carneau selects a mostly you-shaped suit from the hangar and helps you put it on. The suit's front appendages extend your natural arms into two artificial wings, large enough to support your weight on the wind. As he helps you get outfitted, Carneau explains how to maneuver the suit, pointing out the little hand-operated pulls to produce more drag. Carneau: Impressive, eh? Our Aviar Cove Flight Engineers perfected this design through generations of experiments and study. It's quite intuitive, even for beginners. I'm confident you'll get the hang of it once you're actually in the air! Now, I will prepare my own suit. Please wait for me on the takeoff strip! Sounds like it's too late to turn back now. You gulp a little as the wind whips you about, the town spreading out like a sprawling scene of miniature toys below you.
Carneau joins you at the starting line of the runway, dressed in a matching flight suit and holding two sealed envelopes. Carneau: Now, it only seems fair to give you the chance to take off first, as you are new to the skies. Here is your letter to deliver to Lief. I will be responsible for Pellier's letter. You will find their personal mailboxes on the landing of their treehouse. May the best flier win!
Spreading your wings, you run full speed down the runway and, with as much courage as you can muster, leap off from the cliff's edge. For one terrifying moment, it feels like you're going to fall and crash into the ocean... ...when suddenly, you feel an updraft of air beneath the suit's wings. Sure enough, you're gliding - flying, even! You feel the wind whistle past your ears and carry you through the air. The whole majesty of Aviar Cove and its cliffs spreads out beneath you, the residents just small dots on its surface. Shortly after you get the hang of your balance, you spot Lief and Pellier's treehouse off to your left.
With the wind whipping past you, it's hard to tell if Carneau is far behind you or hot on your tail.
What do you do?
Success When you look up to the top of the stairs, you see Lief and Pellier's mailboxes, just as Carneau said. Carneau himself is nowhere in sight.
Hurrying to the top of the stairs, you pull the letter from the pocket on your suit and slip it through the mail slot. As soon as the slot door flaps shut, you hear a gust of wind and ruffling feathers from behind you. You turn around to see Carneau standing behind you on the stairs, looking flabbergasted.
Carneau: I can't believe it... I lost? To a fledgling? You are a world-hopper, correct? Surely you had help from some of your newfangled magic. Still, I must admit that I'm not the flier I used to be.
Failure [Missing text] Carneau: All the more reason to train up future Air Carriers! Given the tenacity you displayed today, I'd say you're a stellar candidate. So? How was it being up in the air? +1
Carneau: Now, all that remains is to bring Johaness around as well.
Carneau: Yes, I'm aware of the boy's stubbornness. In truth, I wish I could say that Johaness was the only youth who concerned me. In recent years, the Air Carriers have seen fewer and fewer junior members. Don't even get me started on all this lightbulb nonsense. It all speaks to a distressing lack of interest in our town traditions, I'll say. That's why I've been putting together a plan for how to best re-engage our youth, and maintain the glorious traditions of Aviar Cove. Come! We shall talk as we go.
Carneau collects both of your flight suits and leads the way back to city hall, continuing to speak as he goes.
You enter Carneau's office, a scene of organized chaos. By the sheer amount of paperwork and calendars, you can tell that Carneau is involved in just about everything in town. The walls are lined with portraits of past mayors and landscape paintings of Aviar Cove through the years. He even has a small 3D paper model of Aviar Cove on his desk.
Carneau sets about preparing your drink at a side table.
Carneau: Oh, you simply must meet Celestine. She's one of the most influential people in town. She comes from a long line of scholars who have lived in Aviar Cove for generations. If Celestine were to throw her metaphorical hat in to the cause, I've no doubt that the youths would be lining up to join the Air Carriers!
Carneau: As it happens, I've already drafted her letter of invitation. Would you be able to deliver it to her manor on my behalf?
Carneau: Splendid! I will entrust you with that task while I begin drafting a letter for Astra. You can find her manor quite close to city hall - it's notable for its historic architecture and well-maintained foliage. Feel free to finish your beverage before you go. The time for speed contests is behind us. When you're ready, you should go deliver Carneau's letter to Celestine.
Carneau: Take care, fledgling! Send Celestine my regards!
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Unlocked: Celestine, Celestine's Manor (Main Quest) |
Carneau: "Welcome to Aviar Cove! My name is Carneau, and I am the mayor of this magnificent town."
- a) Introduce yourself. +1
- b) Actually, I've been here for a while.
You tell him about Johaness.
Carneau: "I do wish that I could do more for the boy... And that is precisely why I must refuse your request."
- a) ...I don't get it.
- b) Politely ask for an explanation.
Carneau: "What the boy needs is discipline! Routine! A little guidance and a strong role model! Considering his situation, I have proposed that he become a Junior Air Carrier."
- a) A what now?
- b) I'm unfamiliar.
Carneau: "Since days of old, Aviar Cove has been home to a proud line of air couriers. Be it written letter, verbal message, packet or parcel - no deliverable is beyond the capabilites of the Aviar Cove Air Carriers! Why in more dangerous times we even offered escort services through perilous regions. Thank goodness those days are behind us. Nowadays we focus our services on missives and packages. The modern Aviar Cove Air Carriers boast a 99.9% successful delivery rate at unparalleled speeds!"
- a) That's incredible! +1
- b) So you're a postal service?
- Carnau gets a bit ruffled and explains that ACAC is superior because of their flying machines.
- c) What about the remaining 0.1%?
- Carnau explains that these are letters for a "Professor" near Silvie's Mine, but they can't seem to find the person's residence.
- a) Wow!
- b) But basically you're a postal service?
Carneau: "Say! The boy seems to respect you - what do you say to donning a flight suit yourself, and sharing the experience with him afterward?"
- a) Sure, why not! +1
- b) Me?
Carneau has a letter for Lief and one for Pellier. He suggests a race to see who can deliver their letter first.
- a) Follow Carneau with a bounce in your step.
- b) Follow along reluctantly.
Carneau leads you up to the flight station at the top of a cliff.
- a) Don your flight suits.
- b) I don't know about this...
You get ready for takeoff. The rules are simple: The first to deliver a letter to Lief and Pellier's treehouse wins.
Carneau: "May the best flier win!"
- a) Get ready to lose!
- b) Here goes nothing!
- c) I... yes!
Tip for a winning path: Angle gently, eyes on goal, nosedive. A Losing path: bank hard, eyes on goal, circle carefully.
Shortly after you get the hang of your balance, you spot Lief and Pellier's treehouse off to your left.
- a) Angle gently to the left.
- b) Bank hard to the left.
With the wind whipping past you, it's hard to tell if Carneau is far behind you or hot on your tail.
- a) Turn around to check.
- b) Keep your eyes on the goal.
You're almost above the treehouse. What do you do?
- a) Nosedive.
- b) Circle down carefully.
You deliver the letter to Lief.
If you won: You turn around to see Carneau standing behind you on the stairs, looking flabbergasted.
- a) Be gracious. +2
- b) Gloat. (?)
If you didn't win: You turn around to see Carneau standing proudly beside the mailbox. +1
Carneau: "So? How was it being up in the air?"
- a) Amazing! +1
- b) Awful!
- c) It was ok, I guess.
You tell him that it might be hard to bring Johaness around. He says that many youths have been troubling him, as they do not seem to care about tradition and doesn't want to become air carriers, and don't even get him started on this "lightbulb" nonsense. As you walk back to his office, Carneau tells you about his plan to create a Council of Elders to inspire youth and uphold tradition.
Carneau: "May I offer you anything in the way of a beverage? Coffee? Tea?"
- a) Coffee, please.
- b) Tea, please.
- c) Just water, please.
He tells you about the Council of Elders he plans to start in order to inspire upholding tradition and asks if you've met Celestine and Astra.
Carneau: "If Celestine were to throw her metaphorical hat in to the cause, I've no doubt that the youths would be lining up to join the Air Carriers!"
- a) What makes you say that?
- b) She sounds like an interesting person.
Carneau: "As it happens, I've already drafted her letter of invitation. Would you be able to deliver it to her manor on my behalf?"
- a) Sure.
- b) Why not do it yourself?
- c) I'm a little busy.
When you're ready, you should deliver the letter to Celestine. You're welcome to finish your drink.
- a) I'm ready to go.
- b) Quietly sip your drink.
Unlocks | |
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NPC: Celestine | |
Main Quest: Celestine's Manor |
Celestine's Manor[]
Quest Information | |
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Quest Giver | Celestine |
Prerequisites | Main Quest: Meeting the Mayor |
Description | "You visit Celestine's Manor for the first time." |
Full Transcript |
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You follow Carneau's description of the house around a winding path up the base of a cliff and arrive at a traditional-looking brick manor with vines curling around the windows and a well maintained garden. The grounds seem quiet, but the lights appear to be on inside.
You take the carved gold door knocker in hand and knock on the door. ... ... After a moment, the door slowly swings open. There is nobody standing in the front hallway. Did the door open on its own?
As you take one step forward, for a moment you feel a strange wind at your back, softly propelling you over the threshold. You glance over your shoulder but the door remains ajar, with no one or no thing to be seen. Closing the door behind you, you enter the front hall of the manor. The entrance is well lit, revealing a long corridor and grand staircase. To your right, you see an open door. As soon as you turn to look, you hear a woman's voice from within. Celestine: Please, come in.
You enter a large, brightly lit library with a lush red carpet. Fine mahogany bookshelves line the walls, packed with colorful tomes. As soon as you pass through the door, your eyes are immediately drawn to the strange contraptions suspended overhead, seeming to float in midair without strings. In the air directly above the center of the room, you see a slowing rotating set of golden rings arranged in a rough orbit around a small cluster of gold spheres. Beneath those slow-spinning rings, an elegantly dressed woman sits in an armchair with a book. A delicate lace umbrella sits closed propped against her chair at her feet. Celestine: I was not expecting a visitor. Have a seat. She gestures to the armchair across from her.
Celestine: I don't believe I've had the pleasure of making your acquaintance. My name is Celestine. Please, tell me about yourself. I would also love to hear about your pet. I cannot help but be curious about a being so cute.
You introduce yourself and your pet, explaining that they were originally made from hatching magic. Celestine: I see. So you are indeed a world-hopper. Have you experimented with alchemy, perchance?
Celestine: The Fantastical pets that can be created through alchemy are marvelous, to be sure... But there also exist Legendary pets, which are even rarer and more difficult to alchemize. Just imagining how many different combinations there could be... It stimulates the mind, does it not?
Celestine smiles serenely. Celestine: Now, on to the purpose of your visit. I believe you have a question for me, yes?
Celestine takes the letter, unseals it, and scans its contents with a faintly amused smile. Celestine: Interesting. Out of curiosity, what do you think of Carneau's proposal? More specifically, of the motivations behind his Council of Elders.
Celestine: For my part, I have few attachments to the past, save for what we can learn from it. A certain amount of upheaval is necessary for innovation and growth. You may inform Carneau that I respectfully decline. Or, perhaps...
Celestine: A proactive response may be more appropriate. With Carneau's tenacity, I am sure he will continue to promote his beliefs. An admirable trait, but the results of which are misaligned with the progress of this town. I will draft my own letter in response. May I ask you to stay until it is completed, then deliver it to Carneau?
Celestine: Might I offer some refreshment while you wait? I will just be a moment. Celestine rises from her seat with a cordial bow of her head, then exits the library.
Reward: Charming Mousse Cake Before long, you hear the sound of Celestine coming back down the hall. She re-enters the library with a sealed letter in hand, which she hands over to you. Celestine: I've drafted a sort of "innovator's support pledge." It is a letter of support for new creations and ideas in Aviar Cove. However, the wording is quite soft. It merely states that the joiners to the pledge will not maliciously obstruct the youth from their growth. Put simply, "I will stop being so old-fashioned and fussy, and promise to let young people seek their own happiness." Even Carneau cannot argue against a statement like that. In addition, I would like you to also request Astra's signature. If both Astra and myself are agreed in this, Carneau will relent.
Celestine: I am sure you can find Astra's observatory without my assistance. Shall I see you to the door?
Celestine escorts you to the entrance and offers a polite nod before closing the door behind you. By now, Carneau should be done with his own letter to Astra. You should check back with him before heading to Astra's place.
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Unlocked: Peeking into Carneau's Office (Main Quest) |
You seek out what you believe to be Celestine's house and knock on the door. It opens, but no one is there.
- a) ...
- b) ...Celestine?
You close the door behind you, walking inside. Another door stands ajar and you hear a voice urging you inside.
- a) Enter the room.
- b) Tiptoe into the room.
Celestine greets you inside the room. You introduce yourself and your pet per her request.
Celestine: "I see. So you are indeed a world-hopper. Have you experimented with alchemy, perchance?"
- a) Yes.
- b) No.
Celestine: "Just imagining how many different combinations there could be... It stimulates the mind, does it not?"
- a) It sure does.
- b) Uh, I guess.
Celestine: "Now, on to the purpose of your visit. I believe you have a question for me, yes?"
- a) Hand over Carneau's letter.
- b) Ask about the front door.
Celestine: "Out of curiosity, what do you think of Carneau's proposal? More specifically, of the motivations behind his Council of Elders."
- a) I agree that Aviar Cove traditions are important.
- b) I think he's a little out of touch.
Celestine says that she disagrees with the belief and feels no connection to old traditions.
Celestine: "I will draft my own letter in response. May I ask you to stay until it is completed, then deliver it to Carneau?"
- a) No problem. +1
- b) You people really like your letters. +1
Celestine rises from her seat with a cordial smile, then exits the library.
- a) Wait patiently.
- b) Poke around the library.
Reward | |
---|---|
Charming Mousse Cake |
Celestine : "I've drafted a sort of "innovator's support pledge." It is a letter of support for new creations and ideas in Aviar Cove. In addition, I would like you to also request Astra's signature."
- a) Do you think Astra will sign?
- b) You must really care about the young people here.
You are given the letter and take your leave. Before convincing Astra, you head back to check on the process of Carneau's letter to him.
Unlocks | |
---|---|
Main Quest: Peeking into Carneau's Office |
Peeking into Carneau's Office[]
Quest Information | |
---|---|
Quest Giver | Carneau |
Prerequisites | Main Quest: Celestine's Manor |
Description | "You go back to look for Carneau before visiting Astra." |
Full Transcript |
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You return to city hall and proceed down the hallway toward Carneau's office. The door is already open when you arrive. You can see a sealed envelope on the desk, waiting for you.
Sure enough, the letter is addressed to Astra in a neat hand and sealed with Carneau's mayoral seal. Carneau must have had to leave on sudden mayor business. You can take responsibility for Astra's letter while he is out. As you pick up the letter, you notice another letter hastily pushed to the side of the desk. It is unsealed and appears to be addressed to Celestine. Perhaps this is an addendum to the letter you just gave her?
You pick up the letter to glance at the first few sentences. It reads...
I hope that you will pardon my writing to you out of the blue. The truth is, I have admired you from afar for some time now ..."
You put the letter back where you found it and place Astra's letter in your bag.
|
Unlocked: Astra's Participation |
You return to Carneau's office to find no one there, but Astra's letter is on his desk. As you pick it up, you notice what appears to be a love letter to Celestine.
- a) Keep reading.
- b) Leave it where it is.
If you pick up the letter and keep reading, you see that it says:
Dear Celestine, I hope that you will pardon my writing to you out of the blue. The truth is, I have admired you from afar for some time now, and I believe the day has come to make my feelings clear. I have always found your unwavering pursuit of knowledge to be praiseworthy, and have nothing but respect for your family's contributions to Aviar Cove. If you would grant me the profound honor of your company for an afternoon, with your leave, I would be eager to begin a period of courtship. You need not supply a response right away. I will wait for as long as you require. Your most faithfully, Carneau |
Unlocks | |
---|---|
Main Quest: Astra's Participation |
Astra's Participation[]
Quest Information | |
---|---|
Quest Giver | Astra |
Prerequisites | Main Quest: Astra's Participation |
Description | "You need to convince Astra to give his support." |
Full Transcript |
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You knock on Astra's door with both Celestine's letter and Carneau's letter in hand. After a few moments, Astra comes to the door.
Before you can speak, he hones in on the pledge letters in your hand. Astra: What are those?
Astra: Oh, I know the look of those letters. Are you here to sell me something? Must I nail a "No Solicitors" sign to my tower to avoid all these petitions and surveys? And to think they've started roping in world-hoppers. With all due respect, this is truly shameless. Good day. Astra shuts the door in your face. It seems you'll need to get Astra to trust you more before he'll hear you out. Raise Astra's affection to 75 and speak to him again. Astra opens the door and looks at you pointedly. Astra: You again? With all due respect, I don't take solicitors, not even if we are acquainted.
Astra: ...Were it anyone else, I would not be this patient. Very well. Given your good will recently, I will give you three minutes. State your case plainly. Nothing complicated, I have no tolerance for politics. It seems like you will need to choose a side, something important is riding on this decision. Whose letter will you present for Astra's signature?
|
Unlocked: Supporting Innovation / Supporting Tradition (Main Quests) |
You visit Astra in his home to give him the letters.
Reach 75 total Affection with Astra to make him want to hear you out.
Astra tells you that he has no time for politics. You have to be quick, and can only present one letter.
It seems like you will need to choose a side, something important is riding on this decision. Whose letter will you present for Astra's signature?
- a) Present Celestine's innovator support pledge.
- Will unlock Celestine's Chance Machine later on!
- b) Present Carneau's elder's council invitation.
- Will unlock Carneau's Chance Machine later on!
Whichever letter you give him, Astra finds it reasonable and signs it.
Celestine's Route Unlocks | |
---|---|
Main Quest: Supporting Innovation | |
Carneau's Route Unlocks | |
Main Quest: Supporting Tradition |
Carneau's Route: Supporting Tradition[]
Quest Information | |
---|---|
Quest Giver | Carneau |
Prerequisites | Main Quest: Astra's Participation |
Description | "Tell Carneau about the reception to his petition." |
Full Transcript |
---|
This time, when you head down the hall to Carneau's office, you find him sitting behind his desk.
Carneau: I see. That is... unfortunate. I was so certain that she would feel similarly, what with her family history and all she's done for the town... Perhaps I should go over and make my case in person? No, that might be too forward of me, I'd best not... But then again...
Carneau: What... That's - I beg your pardon! I haven't the foggiest what you mean.
Carneau: The truth is... I have harbored romantic feelings for Celestine for quite some time. I need not explain why one would admire such an accomplished and beautiful woman, I imagine. But if I must, I can list the ways...
Carneau: But despite the strength of my feelings, I have never had the courage to tell Celestine how I feel. Being in her presence is like bathing in the most glorious sunlight, and yet it is so bright that I cannot look directly at its brilliance without losing my resolve. Do you understand my plight?
Carneau: I would love for the chance to convince Celestine of my plan for a Council of Elders, but I do not trust my own demeanor around her. A vexing state of affairs indeed.
Carneau: Yes, I have considered this many times... But even the act of delivery presents a problem. I would want as spectacular a delivery as possible, and I do not have the confidence to manage this on my own. Nor do I wish for my fellow Air Carriers to be aware of this exchange. Although... Carneau slowly turns to look at you.
Carneau: At first, I was aghast to learn that you had uncovered my secret, but perhaps it was a blessing in disguise. You could gain Celestine's favor, then deliver the letter on my behalf! Not only that, you are a world-hopper, and Celestine is very fond of world-hopper pets and their magic... What if you were to have one of those pets deliver my letter? I can just imagine her surprise!
Carneau: When you put it like that, it makes me want to say, "No, only the finest pet will do!" It's meant to be a gesture of my respect and admiration for Celestine, after all. I have heard that she is fascinated with what you call "Fantastical" pets. I even happened to come by a "recipe" for one of them - am I using that term correctly? If I recall correctly, it was for a Sunrise Celestial - that would be just the thing to make a lasting impression! Apparently it's made through "alchemy." Would such an "alchemization" be feasible? Carneau makes this request with his heart in his throat. It seems like it will be difficult to say no at this point.
Carneau: Splendid!! Here is the most recent draft of my letter to Celestine. I fear that if I attempt another draft, I will simply lose my nerve. Carneau hands you a sealed letter in a crisp white envelope. Carneau: Please perform your alchemy, then once you feel you have gained enough of her favor, have your Sunrise Celestial deliver it to her. My goodness, my heart is beating quite fast. I feel as though I might fly across the whole continent. Godspeed, fledgling! Until we meet again! You should raise Celestine's affection to 75, alchemize a Sunrise Celestial using the recipe you received, then bring it as your active pet to Celestine's manor and deliver Carneau's letter.
Reward: Sunrise Celestial Recipe Unlocked: Celestine's Daily Errands
Carneau: Oh, my! Is that the Sunrise Celestial from your alchemy? It has quite a sense of presence... Yes I believe Celestine will be impressed to receive a letter from such worthy messengers. Best of luck, fledgling! For both our sakes! You will need to have the Sunrise Celestial as your active pet before going to Celestine's manor and delivering Carneau's letter.
|
Unlocked: Carneau's Letter to Celestine |
You go back to the town hall and tell Carneau about the result. You ask him about his feelings for Celestine, who becomes flustered and denies it.
- a) Carneau, why do you hide how you feel?
- Carneau: "As one proud flier to another, may I confide in you?"
- Of course. +1 +1
- What is it? (?)
- Carneau: "As one proud flier to another, may I confide in you?"
- b) Come on, there's no use in pretending.
- c) I saw the letter on your desk. -1
- a) I'm sorry for reading your letter, but...
- b) You're the one who needs to be honest.
Carneau: "I need not explain why one would admire such an accomplished and beautiful woman, I imagine. But if I must, I can list the ways..."
- a) You must love her a lot.
- b) That's okay, you don't have to...
Carneau: "Being in her presence is like bathing in the most glorious sunlight, and yet it is so bright that I cannot look directly at its brilliance without losing my resolve. Do you understand my plight?"
- a) I think so.
- b) Not really.
You suggest he should write her a letter about his feelings. He says he has thought about it but would want an extravagant delivery and doesn't want the Air Carriers to know about it. He slowly turns to look at you.
- a) I can do it.
- b) Don't look at me like that...
Carneau: "Celestine is very fond of world-hopper pets and their magic... What if you were to have one of those pets deliver my letter? I can just imagine her surprise!"
You should raise Celestine's total affection to 75 , alchemize a Sunrise Celestial using the recipe you received, then bring it as your active pet to Celestine's manor and deliver Carneau's letter.
Reward | |
---|---|
Sunrise Celestial Recipe | |
Unlocks | |
Celestine's Daily Errands |
You return to show your new pet.
You will need to have the Sunrise Celestial as your active pet before going to Celestine's manor and delivering Carneau's letter.
Unlocks | |
---|---|
Main Quest: Carneau's Letter to Celestine |
Carneau's Route: Carneau's Letter to Celestine[]
Quest Information | |
---|---|
Quest Giver | Celestine |
Prerequisites | Main Quest: Supporting Tradition |
Description | "You bring the letter to Celestine in an attempt to win affection for Carneau." |
Full Transcript |
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You arrive at Celestine's manor and knock the gold door knocker. Just like before, the door opens for you. You step into the bright entry hall and look around, but Celestine does not call out to you like before. The library door is shut. What do you do?
Celestine: Looking for something? You turn around to see Celestine standing in the doorway. Somehow, you hadn't heard her coming at all.
You step aside and let your Sunrise Celestial approach Celestine with Carneau's letter. Celestine stares at the Sunrise Celestial in wonder and graciously accepts the letter. Celestine: This is from Carneau? Did he request that you bring this pet to me? She unseals the letter and slowly reads through it. Celestine: ...Will you wait a moment in the main library?
You follow Celestine back to the large library and the same armchairs you sat in before. She waits until you are seated, then sees herself out with a small nod. You get the feeling that poking around any more would be a bad idea.
After a short while, Celestine returns to her armchair with yet another sealed envelope. Celestine: I have composed a response to inform Carneau, in no uncertain terms, that his feelings are not reciprocated. Please do not embellish or soften this message when you deliver it. Is that understood?
Celestine: On an entirely separate note, this pet that you've alchemized is very impressive. Such lovely wings and a striking gaze. It floats upon the air so effortlessly, such grace. This may strike you as sudden, but I must ask. May I purchase this pet from you? For such a magnificient creature, 25,000 potatoes seems appropriate. If you choose to sell your pet to Celestine, the pet will be removed from your account and it will become Celestine's.
Celestine: That said, I believe we have no more to discuss. Here is my response for Carneau. You take the letter from Celestine. She rises from her seat and escorts you back to the entrance. Celestine: Good day. You should deliver the last letter to Carneau.
|
Unlocked: Delivering the Response (Main Quest) |
Note: You will need to have the Sunrise Celestial as your active pet before going to Celestine's manor and delivering Carneau's letter.
You enter Celestine's manor but are not greeted by her voice. The library door is shut. What do you do?
- a) Celestine?
- b) Check the library.
- c) Check a different room.
Celestine finds you and with the help of your pet, you deliver the letter. After she has read it over in privacy she returns to you with a response letter telling Carneau that his feelings are in no ways reciprocated. She asks that you do not soften or embellish the message as you deliver it.
- a) Yes, ma'am.
- b) Are you sure you won't reconsider...?
Celestine asks if she could possibly purchase your Sunrise Celestial from you for 25,000. If you choose to sell, the Sunrise Celestial will be removed from your account and become Celestine's. You are free to refuse without consequences.
- a) What?
- Celestine promises that she will treat them with the utmost kindness and respect but understands if you do not want to sell them.
- Okay, I will sell to you.
- Sorry, I don't want to sell them.
- Celestine promises that she will treat them with the utmost kindness and respect but understands if you do not want to sell them.
- b) Okay, they're yours!
- c) Sorry, I don't want to sell them.
Celestine accepts whatever decision you make and you leave to deliver the response to Carneau.
Unlocks | |
---|---|
Main Quest: Delivering the Response |
Carneau's Route: Delivering the Response[]
Quest Information | |
---|---|
Quest Giver | Carneau |
Prerequisites | Main Quest: Carneau's Letter to Celestine |
Description | "You return to Carneau to deliver Celestine's response letter." |
Full Transcript |
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Carneau is in the main hall by the front door as you return, pacing anxiously back and forth.
With trembling feathers, Carneau unseals Celestine's letter and reads it. For several moments, he says nothing, but he looks as though he was struck across the face. Carneau: ... ... Ahh... Celestine is impressive as always. Her command of language is unparalleled. I must say, I had no idea that she could be quite so...
Carneau: Perhaps? It is almost as if this letter was written by a different person entirely. But you say that Celestine handed you this letter herself. It could be that.. My initial understanding of Celestine was mistaken. There is much more to her than I ever realized. I will have to reconsider a great many things, in light of this letter... Ah, but before you go, allow me to reward you for your hard work. The item was meant to be a gift for Celestine, but it seems a bit inappropriate now. It is yours. And... I would take it as a great kindness on your part if you spoke of this to no one.
Rewards: Ornate Gold Cage, 2000 Potatoes, +2 Affection Carneau: Johaness? What of him? Oh, the matter of the port license? In light of this exchange with Celestine, it seems I'm no longer able to trust my gut instincts. Yet, I still worry for the boy...
Carneau: If it is a request from you... I will grant Johaness' a dock license. And do come back and visit when I am in higher spirits. I truly appreciate what you have done for me, and I wish to repay the favor. Farewell for now, fledgling! May you see clear skies ahead. |
Reward: +3 Affection
Unlocked: Carneau's Chance Machine, Carneau's Daily Errands, The History of the Cove (Side Quest), Uplifting Discoveries (Side Quest), Returning to Johaness (Main Quest) |
You enter Carneau's office and deliver the letter.
Carneau: "I must say, I had no idea that she could be quite so..."
- a) Intense?
- b) Harsh?
- c) Straightforward?
Carneau says she feels like a different person in this letter and that he didn't know her as well as she thought. He gives you the gift meant for her, feeling it would be inappropriate to still deliver it and asks of you to not tell anyone about this ordeal.
- a) Don't worry, I won't tell anyone. +2
- b) About Johaness...
Rewards | |
---|---|
2000 Potatoes | |
2 Affection with Carneau | |
Ornate Gold Cage |
Carneau: "In light of this exchange with Celestine, it seems I'm no longer able to trust my gut instincts. Yet, I still worry for the boy..."
- a) Johaness needs to be his own person.
- b) I'll keep an eye out for him too. +1
Carneau grants him the docking license per your request.
Rewards | |
---|---|
3 Affection with Carneau | |
Unlocks | |
Carneau's Chance Machine Carneau's Daily Errands | |
Main Quest: Returning to Johaness Side Quest: Uplifting Discoveries Side Quest: The History of the Cove |
Celestine's Route: Supporting Innovation[]
Quest Information | |
---|---|
Quest Giver | Celestine |
Prerequisites | Main Quest: Astra's Participation |
Description | "Missing description." |
Full Transcript |
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This time, when you head down the hall to Carneau's office, you find him sitting behind his desk.
Carneau: And you? You agree with this - this slap in the face to our history?
Carneau: I am disappointed in you. At first I thought, here is a youth with a good head on their shoulders, who understands the importance of history. I was even going to induct you into the Junior Air Carriers! I will not sign this document. To do so would be an insult to my forebears, and to all who worked hard for the future of our town. You will leave my office immediately.
You hurry out of Carneau's office, still clutching Celestine's pledge letter. You should probably tell her about what happened.
|
Unlocked: Returning to Celestine |
You go back to the town hall and tell Carneau about the result. You tell him Astra chose Celestine's proposition.
Carneau: "How were their responses?"
- a) Deliver the news gently.
- b) Deliver the news straight.
Carneau is devastated to learn that Astra and Celestine think this way, and since you feel the same, he declares you unfit to join the Junior Air Carriers and refuses to sign the document. He then orders you out of his office.
- a) But...
- b) Retreat.
You return to the manor to tell Celestine what happened.
Unlocks | |
---|---|
Main Quest: Returning to Celestine |
Celestine's Route: Returning to Celestine[]
Quest Information | |
---|---|
Quest Giver | Celestine |
Prerequisites | Main Quest: Supporting Innovation |
Description | "Missing description." |
Full Transcript |
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You arrive at Celestine's manor and knock with the golden door knocker. Just like before, the door opens for you. You step into the bright entry hall and look around, but Celestine does not call out to you like before. The library door is shut. What do you do?
Celestine: Looking for something? You turn around to see Celestine standing in the doorway. Somehow you hadn't heard her coming at all.
Celestine: My apologies. I did not mean to leave you unattended. Come, let us sit in the main library. You follow Celestine back to the large library and the same armchairs you sat in before. She waits until you are both seated before addressing you again. Celestine: Did my letter make it safely to both Astra and Carneau?
Celestine: I am not surprised by Carneau's reaction. He is largely driven by sentiment rather than reason. I cannot believe that he threw you out of his office. How juvenile. Nevertheless, it may be of import for you to work on reconciling with him if you can... I anticipate that his help may eventually be necessary. However, Astra's response is encouraging. Good work. Oftentimes the comportment of the messenger is just as important as the message itself. I am glad that my messenger was one so charming. Before you go, I have one more request.
Unlocked: Carneau's Daily Errands Celestine: I would like you to alchemize a particular Fantastical pet for me. It's called a Glass Orb Fox. I have heard stories of it, but I have never seen one myself. The components required to alchemize it are in this scroll that I'll give you. I would very much like to witness the alchemy first hand. Can you do this for me?
Reward: Glass Orb Fox Recipe Celestine: Wonderful, I await your triumphant return. I'm very interested in the scientific properties of pet alchemization. Alchemize the Glass Orb Fox and equip it as your active pet to show Celestine. Use the recipe to see the required ingredients!
Celestine: ... My. What an amazing pet you have brought to life. Look how it shines and sparkles, such beautiful fur and an intelligent gaze. I was right to request this favour from you. This may strike you as sudden, but I must ask. May I purchase this pet from you? For such a magnificent creature, 25,000 potatoes seems appropriate. If you choose to sell your pet to Celestine, the pet will be removed from your account and it will become Celestine's.
Reward: Feather Bottle, 2000 potatoes Celestine: If you will, please come by and visit from time to time. I believe that we can continue to be of service to one another. Now, one last item of business...
Celestine: For my part, I drafted a letter to make my stance perfectly clear. Please deliver it to him once you have settled things between the two of you. The contents should also be helpful to Johaness.
You take the letter from Celestine and she escorts you back to the entrance. Celestine: Ah yes, one more piece of advice. You may need to raise your level of camaraderie with Carneau before he'll hear you out. I wish you good luck. You should raise Carneau's affection to 75, then deliver the last letter to him.
|
Unlocked: Reconcile with Carneau |
You enter Celestine's manor. She's not there.
- a) Celestine?
- b) Check the library.
- c) Check a different room.
Celestine eventually appears behind you, and she accompanies you to the library before asking you if her letter arrived safely to Astra and Carneau.
- Astra took it well, but Carneau...
She explains that she isn't surprised by Carneau's reaction, as he is largely driven by sentiment, but encourages you to reconcile with him eventually. She also mentions that Astra's response is heartening, and then asks you for one last request.
- What is it? +2
Celestine: "Could you alchemize a Glass Orb Fox for me? I want to bear witness to its creation."
- a) Sure.
- b) Why?
- c) I'm a little busy right now.
Reward | |
---|---|
Glass Orb Fox Recipe |
Alchemize a Glass Orb Fox using the recipe you received and equip it as your active pet to show Celestine.
- a) I've alchemized the Glass Orb Fox!
- b) I'll be back.
You present your Glass Orb Fox to Celestine. She adores it, and asks if she could possibly purchase your Glass Orb Fox from you for 25,000 .
If you choose to sell your pet to Celestine, the pet will be removed from your account and it will become Celestine's. You are free to refuse without consequences.
- a) What?
- Celestine promises that she will treat them with the utmost kindness and respect but understands if you do not want to sell them.
- a) Okay, I will sell to you.
- b) Sorry, I don't want to sell them.
- Celestine promises that she will treat them with the utmost kindness and respect but understands if you do not want to sell them.
- b) Okay, they're yours!
- c) Sorry, I don't want to sell them.
Celestine accepts whatever decision you make. She gives you a letter to deliver to Carneau, saying it involves you and Johaness; however, you need to raise Carneau's Affection to 75 before he will listen to you.
Reward | |
---|---|
Feather Bottle | |
2000 (+25,000 if Glass Orb Fox sold) | |
Unlocks | |
Carneau's Daily Errands | |
Main Quest: Reconcile with Carneau |
Celestine's Route: Reconcile with Carneau[]
Quest Information | |
---|---|
Quest Giver | Carneau |
Prerequisites | Main Quest: Returning to Celestine |
Description | "Missing description." |
Full Transcript |
---|
You quietly open the door of the city hall, feeling slightly apprehensive about how Carneau will receive you.
Several feathers are sticking out at odd angles on Carneau's usually well groomed head.
Carneau eyes you critically for a moment, then relaxes with a sigh. Carneau: I have noticed your kindness these past days, fledgling. I can tell that you are trying to make things right. It would take a bird made of stone to ignore your sincerity. I was disappointed, yes, but we are friends. One cannot remain cross with friends. Thank you for your patience with me. Now, did you need something from me?
Carneau hesitates, eyeing the letter for a moment before carefully accepting it from you. He reads the letter slowly, his eyes slowly widening as he goes through. Carneau: O-Oh... This is...
Carneau: I... I did not know that Celestine was one to use language so severely. She has always struck me as so reserved. ... Perhaps there is much more to Celestine than I had initially realized. I will have to reconsider a great many things, in light of this letter...
Carneau: Please do not be afraid to drop by now and again, I feel we can learn much from each other in the future. Should you ever want to join the Air Carriers or find new recruits, do let me know. Take care now, young fledgeling. For convincing Carneau, you have won favor with Celestine and her shop will now be available to you. |
Reward: 500 Potatoes, +3 Affection with Carneau
Unlocked: Celestine's Chance Machine, The History of the Cove (Side Quest), Uplifting Discoveries (Side Quest), Returning to Johaness (Main Quest), Celestine's Daily Errands |
You return to Carneau's office to Deliver Celestine's Letter.
- a) Are we okay now?
- b) Come back later
You must have a minimum of 75 total affection with Carneau for him to accept the letter.
Carneau eyes you critically for a moment, then relaxes with a sigh.
He tells you he's noticed your kindness and realizes you're trying to make things right. He says he can't remain cross at a friend and thanks you for your patience.
- I have this letter from Celestine.
Carneau is surprised at the tone of the letter. Perhaps he didn't know her as well as she thought, and he has to reconsider some things in light of this new information.
- a) Did it say anything about me?
- Carneau: "Celestine is of the opinion that my treatment of you was too harsh. Having had time to reflect on my actions, I agree unconditionally. Allow me to offer my deepest apologies."
- Apology accepted
- And what about Johaness?
- Carneau: "Celestine is of the opinion that my treatment of you was too harsh. Having had time to reflect on my actions, I agree unconditionally. Allow me to offer my deepest apologies."
- b) Did it say anything about Johaness?
- Carneau: "Yes, she was quite specific on that point. She states that I should stop meddling in the lives of the youth and allow them to grow however they see fit. I must say, in Johaness' case, that seems like a rather irresponsible demand, but..."
- a) Johaness needs to be his own person.
- b) I'll keep an eye out for him too. +1
- Carneau: "Yes, she was quite specific on that point. She states that I should stop meddling in the lives of the youth and allow them to grow however they see fit. I must say, in Johaness' case, that seems like a rather irresponsible demand, but..."
Carneau grants Johaness the docking license per your request.
Rewards | |
---|---|
500 Potatoes | |
3 Affection with Carneau | |
RewardsUnlocks | |
Celestine's Chance Machine Celestine's Daily Errands | |
Main Quest: Returning to Johaness Side Quest: The History of the Cove Side Quest: Uplifting Discoveries |
Returning to Johaness[]
Quest Information | |
---|---|
Quest Giver | Johaness |
Prerequisites | Main Quest: Carneau's Route / Celestine's Route |
Description | "You go back to find Johaness with the good news." |
Full Transcript |
---|
You enter Sailing Crafts and Curios to find... that it's empty. The back door is open and there is a small sign next to a string on the wall that says "ring me!"
Johaness: Did you get it?!
Johaness: Yesssss!! Woohoo!! This is the best day of my life! Do you have it on you? No, I guess I need to go get that from Carneau - but he said yes?? That's great! I can't wait to start building my new boat! How many sails do you think it should have? How big should the cabin be? Maybe I should start with a rowboat for practice? And then I could - Oh, that reminds me - I made you something! It's a lucky charm! I thought we could both carry one when we go out on the boat together. You'll go on the boat with me, won't you?
Reward: Luck Totem Johaness: Anyway, I'm going to get to work on the plans for my boat! It'll take a while before it's finished, but you can stop by the shop any time! I'll let you know when it's ready to ride! Bye, friend! See you soon! |
Rewards: Starry Seaside Post Border, 1500 Potatoes, +5 Affection with Johaness
Unlocked: Johaness' Sailing Crafts and Curios, A Voyage to the Unknown (Main Quest), Stories from Across the Sea (Side Quest) |
You return to an empty Sailing Crafts and Curios. The back door is open and there is a small sign next to a string on the wall that says "ring me!"
- Ring the bells.
- Go down to the seashore.
You deliver the good news to an excited Johaness. He gives you a Luck Totem and starts talking about his plans for his ship and asks whether you'll go on the boat with him.
- Of course! +1
- Well, about that... (?)
Johaness leaves to work on the boat.
Rewards | |
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1500 Potatoes | |
5 Affection with Johaness | |
Luck Totem | |
Starry Seaside Post Border | |
Unlocks | |
Johaness' Chance Machine | |
Main Quest: A Voyage to the Unknown Side Quest: Stories From Across the Sea |
A Voyage to the Unknown[]
Quest Information | |
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Quest Giver | Johaness |
Prerequisites | Main Quest: Returning to Johaness |
Description | "You drop by Johaness' beach shop and find stirrings afoot." |
Full Transcript |
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This quest hasn't been fully transcribed yet. You can help Dappervolk Wiki by adding to it!
You head down the path behind the shop, past the bell system, and down to the beach. Johaness is planted near the bottom of the dunes, drawing in the sand with a ruler and scratching his head.
Johaness: Good timing! I was just making a supplies list for my boat! I've been working on it ever since you got me that dock license from Carneau, and now it's basically ready to go. We just need to load it up with seafaring supplies, give it a name, and the open oceans are ours! You're coming with, right?
Johaness: So here's what I've got so far... Sea charts, compass, lamp, paper, quills, ink, then two people's worth of orange juice and snacks, board games... Oh, and lots of rope and a utility knife! Am I forgetting anything?
Johaness: Speaking of the boat, you wanna come see it?
Supplies in hand, you and Johaness start to make your way down the beach toward the docks. Johaness whistles a merry sea shanty and swings his arms by his sides.
Johaness: I don't know! I've got my parents' old sea charts for the waters around Aviar Cove, but there's a spot on the map with no markings. So I think I want to go there. Sounds great for a first adventure, right? Then when I see my parents again, I can tell them that I filled it in.
You and Johaness arrive at the docks. A number of large trading vessels are moored here, their flags flapping in the wind. Johaness leads you past the large trade ships, the pleasure barges of the nobility, and the weathered fishing rigs... to a small sailboat with a carving of a soaring bird on its bow. Johaness: Here she is! The Plucky Pigeon! It's a humble, but solidly constructed vessel. You can feel Johaness' love radiating from every board and beam.
Johaness: I wanted my first voyage as captain to be in the perfect ship. And I wouldn't have been able to dock her here without your help. Thanks again. So, first mate! Are you ready to set sail?
Johaness: Then as captain, I grant you permission to come aboard! Johaness grabs one of the mooring ropes and tugs the boat closer, hopping aboard and holding it in place for you to do the same. You jump aboard the Plucky Pigeon, a spring in your step.
Johaness: Alright, anchors aweigh! Drop the sails! We're off! |
Unlocked: On the High Seas (Main Quest) |
You meet up with Johaness.
- a) Hi Johaness!
- b) Slacking off again?
Johaness asks if you'll accompany him on his first voyage.
- a) Obviously! +1
- b) Uh... Do I have to? (?)
Johaness: So here's what I've got so far... Sea charts, compass, lamp, paper, quills, ink, then two people's worth of orange juice and snacks, board games... Oh, and lots of rope and a utility knife! Am I forgetting anything?
- a) First aid. +1
- Bring two old articles of clothing for Johaness to turn into bandages for the voyage.
Viable First Aid Items Barclay's Ragged Cape All variations (?)
Bearnard's Farming Shirt All variations (?)
Calbet's Pantaloons All variations (?)
Glume's Bone Dress All variations (?)
Johaness' Sailing Tunic All variations (?)
Johaness' Medallion Vest All variations (?)
Visindy's Chiffon Robes All variations (?)
- b) Clothes. +1
- Bring two articles of child size clothing for Johaness to wear on the voyage.
Viable Clothing Items Buli's Mysterious Dress All variations (?)
Cairn's Mechanical Jacket All variations (?)
Cairn's Ceremonial Shorts All variations (?)
Calbet's Armour All variations (?)
Calbet's Pantaloons All variations (?)
Johaness' Sailing Tunic All variations (?)
Poe's Coral Sleeve Coat All variations (?)
Poe's Layered Robes All variations (?)
Trout's Jacket All variations (?)
Trout's Puffy Shorts All variations (?)
- c) Soap. +1
- Bring two good-smelling items for Johaness to put into your adventuring soap.
Viable Good-Smelling Items Artifact Soup Artifact Soup only (?)
Barclay's Flower Mantle All variations (?)
Barclay's Garland All variations (?)
Glume's Rose Eyepatch All variations (?)
Irin's Succulent Hair Clips All variations (?)
Mycel's Herbal Pouch All variations (?)
Johaness: Speaking of the boat, you wanna come see it?
- a) Sure.
- b) Might as well.
You and Johaness start to make your way down the beach toward the docks.
- a) So where are we sailing to?
- b) So why are we doing this?
Johaness wants to visit a spot on the map with no markings that he can tell his parents about later.
- a) I'm sure they'll be proud. +1
- b) Sounds like a waste of time. (?)
Johaness ship, the Plucky Pigeon, is a humble, but solidly constructed vessel.
- a) Wow, she's beautiful!
- b) That's a little underwhelming. (?)
Johaness: Are you ready to set sail?
- a) Sure am!
- b) Give me a minute.
You jump aboard the Plucky Pigeon, a spring in your step.
- a) Weigh anchor!
- b) Drop sails!
- c) Where can I take a nap?
Johaness: Alright, anchors aweigh! Drop the sails! We're off!
Unlocks | |
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Main Quest: On the High Seas |
On the High Seas[]
Quest Information | |
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Quest Giver | Johaness |
Prerequisites | Main Quest: A Voyage to the Unknown |
Description | "You board the Plucky Pigeon with Johaness. Onwards, sea scrub!" |
Full Transcript |
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Johaness: The salt spray in your face... The wind in your hair... Who knew that life on the sea would feel so different! The water is just so... blue! The sky... is also blue!
Johaness: I could live out here forever! I'm never going back to land!
Johaness: Anyway, we should be on course for the unmarked spot on my parents' chart. Do you wanna tell some riddles to pass the time - Whoa! The boat suddenly rocks hard to one side, waves crashing against the hull. Johaness grabs onto the helm with a yelp. You quickly grab onto the nearest railing for balance as well. Johaness: Th-That was weird. We've got clear skies and good winds... I wonder what caused that. I'm gonna go look below deck and make sure everything is secured. Can you hold the helm for a second?
Johaness: Okay, just hold our course due northwest. The compass is right there. Dad used to say that Aeolin looks out for new sailors, so you'll be fine. Johaness puts your hands on the helm and claps you on the arm. Johaness: I'll be right back! Hold her steady, first mate! With that, Johaness scurries down a hatch and leaves you alone above deck.
It's difficult to get your bearings because there's nothing but water in all directions. You can't even see the coastline behind you anymore. But as you peer out over the waves, you catch sight of a single landmark - a small boat on the horizon. Just as you notice the boat, you hear a deep rumbling from beneath the water. Is there something moving beneath the surface? With the natural rocking of the boat, it's hard to tell.
When you let go of the helm, another large wave rocks the boat. You stagger sideways and barely grab hold of a railing in time to keep yourself from toppling over. A moment later, Johaness pokes his head above deck. Johaness: I don't know what's going on, but it looks like we hit some rough waters! Hold on to something!
Johaness: Huh? Another ship? Johaness looks out to the horizon, his eyes widening when he spots the other ship. Johaness: Hey, maybe they know what's going on! We can signal them to ask for help. Johaness grabs a flag with a bird emblem from a nearby net and fastens it to some ropes on the mast. Johaness: Help me pull this up! As your boat sways heavily side to side, you hoist the signal flag up to the top of the mast.
It sounds like Johaness is comforting himself more than he's comforting you. With the waves knocking the boat back and forth, the two of you have your hands full adjusting the sails and keeping the Pigeon on course. Meanwhile, the ship in the distance slowly draws closer, but so does the rumbling sound that you heard earlier. Before long, the ship is close enough to see its flags. Johaness extends his looking glass and peers through. Johaness: ...Oh no.
Johaness: It's pirates. Ahh, why was I so stupid?! I shouldn't have signaled them! Now they're going to come take our stuff!
Johaness: I sure hope so. Because it looks like their boat is way faster than ours. Sure enough, the ship cuts through the rough waters at an alarming speed. Before long, you can see the black pirate flag without the looking glass. The ship is twice the size of the Pigeon, cannons and battle-scars decorating its hull. At the helm stands a pirate with a cruel grin, barking orders to the rest of his crew. When the ship comes close, he leaves the helm to another pirate. He then saunters to the side of the ship to shout across the waves at you. Wras: Hah hah hah!! What have we here?! A pair of lost greenhorns from the surface? Sorry, but I'm going to have to cut your nice little voyage short! We've got some sea snakes to wrangle and, well... They sure won't stop charging for the likes of you! You'd best hold on to your caps, kid! The pirate ship begins to steer away, the pirates aboard cackling at you and Johaness as they leave you both behind. Johaness: What was that all about?! What sea snakes? I don't see any - Just then, you hear the rumbling noise again. It sounds like it's right beneath you.
Johaness: Quick, the helm...! It's too late. A loud crash rocks the ship from below. You feel the world start to spin around you as the ship's deck slides out from under your feet. Johaness: Ahhhh! You and Johaness tumble toward the ship railing, narrowly catching your balance again for a brief, perilous moment. Out of the corner of your eye you see countless long, writhing forms bursting from the water and diving down again. Their large jaws gnash the empty air in a frenzy. But before you can get a good look at any of them, something crashes into the ship again and sends both of you overboard.
You hit the water with a hard splash. The taste of salt quickly fills your nose.
Johaness: I think those sea snakes are gone now. I don't hear anything, do you? You listen and look around. Sure enough, the rumbling is getting quieter and all you can see are the waves... and bits of wood floating around you. Johaness: The Pigeon is still afloat, but who knows what's happened to her hull. What if it's broken? What if... You both look up at the pigeon to see her mast snapped clean in half. Johaness: ...
Johaness suddenly bursts into tears, thrashing his arms in the water. Johaness: It's not fair! Why did this have to happen! I didn't do anything wrong! It's not... fair... He continues bawling, grabbing hold of a piece of driftwood and holding onto it for dear life. Johaness: My boat... I worked so hard on her. And now she's like this. Why did I ever want to become a seafaring adventurer... So stupid.
You try to offer some words of encouragement to Johaness, but he just cries even harder. Perhaps he can hear your own doubt in your voice. Maybe if you were more tenacious, you could help him get his confidence back. Raise your tenacity to 250, then try to console Johaness again.
Offer some words of encouragement to Johaness to cheer him up, try raising your tenacity to 250 if you're not getting through to him.
You muster all of your tenacity to help Johaness through his loss.
Johaness hefts himself out of the water and up onto the driftwood so he can extend his hand to you. Johaness: Thanks, friend. You take his hand and he pulls you onto the driftwood as well. Johaness: Okay, so first things first.
Johaness: Okay, well to do that we need to get back on board. I don't have any rope, so... Johaness trails off as he looks straight over your shoulder. You turn to see what he's looking at. As if out of thin air, the pirates are back. The pirate captain stands at the bow of the ship, sneering down at the two of you. Wras: Well well well! Decided on a mid-day swim? Or did those sea snakes scare you so much that you jumped overboard? Gyah hah hah! You see Johaness tremble for a moment, then clench his hand into a fist and shake it at the pirate. Johaness: Go away, you big bully! We're not scared of you!
Wras: Ooh, big words. Looks like you toughened up while I was gone, huh? Say, that's a pretty nice boat you got there... or at least it was, before those sea snakes came barging through. Tell you what, why don't I take that boat off your hands? I'll give you a tidy sum of spuds, drop you off ashore... ...and you don't have to worry your cute little heads about the repairs. Is that a great deal or what? We in business? Johaness: You want to... buy the Pigeon?
Johaness takes a deep breath, then grabs onto the driftwood so he can jab his finger up at Wras. Johaness: You're not getting my boat for all the money in the world! I built her for honest seafarers, not dirty pirates! Wras stares down at the two of you with a raised brow, then offers some half-hearted applause. Wras: Wow, nice speech. Very threatening... for two waterlogged guppies. We were going to play extra nice since you're just a kid. But you know what pirates normally do when we want something? We just take it. Prepare to board, crew! Leave those two guppies for the gulls! Eyes widening, Johaness throws himself off the driftwood and splashes wildly toward his boat. Johaness: Hey, you can't steal my ship! Stop it! Wras: Hah! I'd save my energy if I were you. It's a long swim back to shore. Wras waves a hand and... Sploosh! One of the cannons fires into the water between Johaness and the boat with a big splash. The shock of the impact knocks Johaness back, the waves crashing over his head. Johaness: Arghh!
Just as you get ready to spring into action, you hear another splash and another unfamiliar voice. Olievar: That's enough, Wras! You turn to see a... talking fishbowl? Upon closer inspection, they look like a person in a strange sort of armor. Their voice sounds hollow and echoes out from the suit as if through a metal tube. Olievar: Leave them alone. You're not so desperate that you need to steal from a child now, are you? Wras: Hah, you need to learn to mind your own business, seanaut! I'm clearly just doing the kid a favor here. The open ocean is filled with all sorts of dangers, it’s no place for a child. Olievar: It sure looks a lot like bullying from where I'm swimming. Wras: And what’s it to you? You stay out of my way, I’ll stay out of yours - that was part of the deal. Now get lost! Wras defiantly turns his back on the mysterious seanaut, barking orders to his crew to immediately commandeer the stranded vessel and pilfer everything of value aboard it. Johaness: No! You can’t do this - this isn’t fair! In a matter of moments, scores of pirates descend on the Plucky Pigeon and begin to ransack the main cabin. Johaness cries out for help at the sight of his ship being torn apart, as the seanaut watches in dismay. The seanaut seems to hesitate for a moment with a conflicted look on their face, before fiddling with their helmet to amplify their voice to a booming volume. Olievar: Wras, if you don’t leave these two alone, you can forget our arrangement! You may not be above stealing from a child, but I refuse to cut any deals with individuals of that sort - even if it’ll set me back years! Wras’ gaze quickly snaps back to the seanaut, seemingly taken aback by such a demand. His eyes narrow, silently surveying the seanaut’s resolve and evaluating the potential trade offs of the situation. Several long seconds go by as the two stare each other down... Wras then scoffs angrily, breaking eye contact with the seanaut. As if by some sort of miracle, it seems that the pirate was begrudgingly convinced that whatever he could get out of stealing Johaness’ boat probably wouldn’t be worth risking his other dealings for. Wras: Hmph. Fine. If you've got nothing better to do than babysit some kid, that's no scales off my back. But don’t be surprised if that boat mysteriously disappears the second you’re not around to protect them. The open ocean is filled with dangers, remember that! The pirate captain flashes a threatening smile toward you and Johaness before turning to his crew once more. Wras: Alright, pack it up! We're getting out of here! And just like that, the pirate ship lurches away and swiftly speeds off through the waves. Olievar: I'm sorry about him, he's just... like that, I guess. I'm glad that neither of you were hurt.
Olievar: Oh! Pardon me, I'm so out of practice introducing myself. Everyone on the reefs seems to know me, even without me knowing them. It's been so long since I've spoken with a surface dweller. My name is Olievar, but you can call me Olie. It's very nice to meet you!
Olievar: By the way, what brings you to these waters?
Johaness: What's Vaer Reef? Olievar: Oh, right. Of course you wouldn't know. It's an underwater city very close to here, just a little ways down. It's built on a multi-tiered structure in symbiotic harmony with the reef - Hmm, perhaps seeing it for yourself would be easier than explaining it. If you'd like, I could give you a little tour. It just so happens that I have some extra breathing apparatus in my safety kit. Here you are! Olievar hands you a squishy half-face mask with a notch for your nose and bands for your ears. The front has a strange mesh contraption built into it.
With Olievar's instruction, you and Johaness wrap the breathing apparatus around your ears and over the lower half of your faces. Olievar: The construction is quite clever, if I may say so myself. It processes water into breathing air and translates your speech into vibrations that the reef-dwellers will understand. As long as you're wearing this, you'll be able to breathe and speak normally underwater.
Johaness: I wanna try! Johaness dunks his face into the water. You can hear him yelling from beneath the surface. A second later, he pops up with a delighted grin. Johaness: This is so cool! Olievar: I'm glad you think so! One more thing before we go. Do you happen to have a pet that can manage being underwater? Olievar would like you to set your active pet to an aquatic pet.
Olievar: That's a relief. It can be a struggle for some surface creatures to move around in the water, and vice versa. Johaness: What about that pirate? Was he a water creature? Olievar: Yes, but some creatures handle it better than others. You'll see what I mean soon. So without further ado, let's be on our way!
You and Johaness double-check your masks and, at Olievar's signal, plunge beneath the water. Just as Olievar said, you can breathe in the water as if you were above the surface. Olievar: You can still hear me, yes? Good! Follow me. Olievar activates a little propeller in their suit, sending bubbles up in their wake as they dive deeper into the water. You and Johaness kick your legs quickly to keep up, your pet helping you along the way. Johaness: This is so cool, this is so cool..! Just wait until I tell mom and dad! Your group descends deeper still, with Olievar turning back occasionally to make sure that everyone is still together. Gradually, the light from above the water starts to fade away... ...and you notice an ethereal glow emanating from the dark waters below. As your eyes adjust, you start to make out an illuminated structure beneath you. Olievar: There it is. Welcome to Vaer Reef. |
Unlocked: Olievar, Vaer Reef, The Seanaut (Main Quest) |
Johaness: I could live out here forever! I'm never going back to land!
- a) What about the shop?
- b) What about visiting me?
The boat suddenly rocks hard to one side, waves crashing against the hull.
Johaness: I'm gonna go look below deck and make sure everything is secured. Can you hold the helm for a second?
- a) Sure.
- b) How am I supposed to do this?
- c) Only if you call me Captain.
Johaness: Okay, just hold our course due northwest. The compass is right there. Dad used to say that Aeolin looks out for new sailors, so you'll be fine.
- a) Hold course northwest.
- b) Aeolin take the wheel.
You lose sight of the coast but see a ship by the horizon. Something moves beneath the ship.
- a) Call Johaness.
- b) Check it out yourself.
Johaness: I don't know what's going on, but it looks like we hit some rough waters! Hold on to something!
- a) Hey, while you were gone...
- b) Can we go join that other ship?
Johaness signals the other boat to see if they know anything about the situation.
- a) Now what?
- b) I want to go home.
Before long, the ship is close enough to see its flags. Johaness extends his looking glass and peers through.
Johaness: ...Oh no.
- a) What?
- b) That doesn't sound good.
Johaness: It's pirates.
- It's okay, we can handle it! +1
- It's not like we have anything valuable.
Wras: We've got some sea snakes to wrangle and, well... They sure won't stop charging for the likes of you! You'd best hold on to your caps, kid!
The pirate ship sails past. Sounds come from right beneath you.
- a) Uh oh.
- b) Take cover!
You hit the water with a hard splash. The taste of salt quickly fills your nose.
- a) Where's my pet?
- b) Where's Johaness? +1
You resurface and see the Pigeon's mast snapped in half.
- a) Yikes.
- b) Johaness, I'm sorry...
- c) Tough break. Haha, get it? (?)
Johaness starts bawling, grabbing hold of a piece of driftwood and holding onto it for dear life and regretting becoming a seafarer. You try to console him to no avail.
Raise your total tenacity to 250, then try to console Johaness again.
You muster all of your tenacity to help Johaness through his loss.
- a) It's okay! We can repair the Pigeon.
- b) You can do it! Your parents probably faced this too.
- c) You're not alone! I'm here to help.
Johaness: Okay, so first things first.
- a) We should survey the damage.
- b) We should call for actual help.
- c) We should recover the foodstuffs.
As Johaness climbs on board, Wras returns.
Johaness: Go away, you big bully! We're not scared of you!
- a) That's right!
- b) Well, one of us isn't scared of you!
Wras has an offer: He gets Johaness' boat and in return he takes you both to land.
Johaness: You want to... buy the Pigeon?
- a) Take the offer!
- b) Tell him no!
Johaness refuses to be blackmailed into giving up his ship. Wras decides to take it by force and shoots a cannon into the water close by.
- a) Save Johaness.
- b) Confront Wras.
Olievar: That's enough, Wras!
A seanaut arises from the water and successfully persuades Wras to go on his way without the ship.
Olievar: I'm sorry about him, he's just... like that, I guess. I'm glad that neither of you were hurt.
- a) Thanks for the help.
- b) Uh, who are you?
Olievar: My name is Olievar, but you can call me Olie. It's very nice to meet you!
- a) My name is...
- b) How can we trust you?
Olievar: By the way, what brings you to these waters?
- a) Exploring.
- Olievar: Exploring, you say? Are you also conducting marine research?
- a) Uh, sure?
- b) Not even close.
- b) Getting lost.
- c) Slacking off from actual work. -1
Olievar tells you about Vaer Reef, an aquatic town nearby. They give you and Johaness breathing apparatuses to get there.
- a) Neat!
- b) Gross.
Olievar: As long as you're wearing this, you'll be able to breathe and speak normally underwater.
- a) Genius!
- b) Convenient.
- c) Weird.
Olievar: Do you happen to have a pet that can manage being underwater?
Olievar would like you to set your active pet to an aquatic pet.
- a) Actually, no...
- b) You bet.
You dive under water and follow Olievar.
Olievar: There it is. Welcome to Vaer Reef.
Unlocks | |
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Location: Vaer Reef | |
NPC: Olievar | |
Main Quest: The Seanaut |
[]
Quest Types | |
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Louise Hill | Main Quests • Side Quests • Daily Quests |
Three's Forest | Main Quests • Side Quests • Daily Quests |
The Red Tower | Side Quests • Daily Quests |
Silvie's Mine | Main Quests • Side Quests • Daily Quests |
Aviar Cove | Main Quests • Side Quests • Daily Quests |
Vaer Reef | Main Quests • Side Quests • Daily Quests |
Peddler's Port | Side Quests • Daily Quests |
The Frog Pond | Daily Quests |
Other | Event Quests |