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Silvie's Mine is the third town in Dappervolk. Your quest begins when you are stopped by the town guard. Quest guides have been condensed for readability. Full transcripts are available at each section.

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The Great Rabbit Knight[]

Quest Information
Quest Giver Nigel
Prerequisites Main Quest: New Horizon
Description "You encounter the gullible guard of Silvie's Mine and he decides whether or not you're trustworthy."
Full Transcript
The air becomes sharper and clearer as you leave Three's Forest and head up towards the mountain. It's quieter too, the chattering of sprites and birds fading as you walk along the well-trod path. Though it's a bit of a climb, you travel at a leisurely, relaxing pace, stopping often to rest and have a bit of a snack. Your journey isn't peaceful for very long, though. As you near the base of the mountain, a black rabbit in armor leaps out at you from behind a large rock.


Nigel: Halt! Stand and deliver! No, wait, that's what a highwayman says... Serve and protect! That's not it, either, that's what I'm supposed to do. Ah...

It takes him a while to think of the right answer. He thumps his foot against the ground as he ponders, kicking up little clouds of dust.


Nigel: State your business! There, that's the one. I'm Nigel the Destroyer, and I protect these lands. Who might you be?

  • a) Introduce yourself.
    • Nigel: Oh, a world-hopper... We have one of those! We are in my town, Silvie's Mine. The greatest mining town under the sun. Not directly under the sun, just to be clear. We're under a mountain that's under the sun, but that's mines for you. What's your business here, then? You better have good intentions, or else you'll have to answer to the warrior who keeps Silvie's Mine safe. That's me, by the way.
  • b) Stare at him silently.
    • Nigel: You look like you're scared... is there something behind me? Don't worry. I'm a trained security guard.
    • He turns around, extending a protective arm to keep you back, but there's nothing there.
    • Nigel: What were you looking at? Was it... were you scared of... Me?
    • His chest puffs up a little. The look on his face is almost comically proud.
    • Nigel: Well, I do cut an imposing figure. They call me the Destroyer for a reason! You better tell me what you're up to here, or... or... Or I'll wait here until you do!
  • a) I'm here for an adventure. +1 Affection
    • Nigel: You world-hoppers... always after that excitement and daring.
    • He brightens up, ears twitching with restrained enthusiasm.
    • Nigel: Well, me too. Count me in as a member of your adventuring crew. Your questing team. Your guild of do-gooders! I'll be happy to help you with everything you need.
  • b) I'm here looking for a way home.
    • Nigel: A stranger from a distant land, desperately searching for a place they belong…
    • Nigel: I guess that's a good reason to come here. You must be here for the mines, right? Those tunnels could go anywhere!
    • One time, I decided to follow a single tunnel until the very end... Turns out, it was a circle that brought me right back to where I started. I was in there for three hours.
  • c) I'm here for answers. +1 Comprehension
    • Nigel: An intrepid seeker of answers! I know some others like that. You must be here for the mines, then. I've found all sorts of things down there: clues, secrets, mysteries, nice rocks... I don't know if you'll find your answers there, but you won't find them anywhere else.
  • d) I'm here to cause trouble. -1(?) Affection
    • Nigel: I knew it! What kind of trouble? Theft? Mayhem? Vandalism? You're after the mines, aren't you? All sorts of valuables down there. At least you had the guts to admit it yourself... but I'm still not letting you out of my sight!
  • e) Keep silent.
    • Nigel: Hmm... not telling me, are you? Well, everyone has their secrets... I'm still keeping an eye on you, though! Especially if you're going down into the mines. You are going down into the mines, aren't you? That's where everything is. Ancient artifacts, mysterious passageways, my favorite places to eat lunch...

Nigel: I don't trust a stranger like you in there alone. Who knows what kind of havoc you might cause? I can't have that! I've got to keep the mines safe from suspicious people like you! I'm going down with you, whether you like it or not! You better reform your trouble making ways... Maybe I'll be a good influence.


Nigel walks a slow circle around you, inspecting you with a suspicious gaze.


Nigel: Hmm... There's a way down into the mines from here, but I've sworn to keep it a secret from suspicious people. Close your eyes and I'll lead you there.

  • a) Close your eyes.
    • Nigel guides you carefully, warning you when the path gets bumpy or when it's time to turn, but you're still a little unsteady on your feet.
    • Nigel: You can open your eyes now.
    • You're definitely off the main path now. You can't recognize anything around you, though you're definitely still on the mountain. Nigel smiles at you, suddenly much friendlier than he was before.
    • Nigel: It was very brave of you to trust me like that. I'm impressed! I don't think a real miscreant would've agreed to it so easily... Maybe you're not so bad after all. The mines are this way. Follow me.
    • Skip to the section labeled "If Nigel is friendly to you")
  • b) Pretend to close your eyes.
    • Nigel has you hold on to the back of his tunic as he guides you off the path. You open your eyes as soon as his attention is elsewhere, so you see exactly which rocks he ducks behind for his secret shortcut. Unfortunately, he decides to glance back at you halfway down the path, and you can't close your eyes quickly enough.
    • Nigel: Hey! Have you had those open the whole time? I can't believe you...you're not just suspicious but a liar too! I'm glad I decided to accompany you. Who knows what trouble you'd be getting up to without me here? I'm not taking my eyes off you again.
    • He keeps a tight watch on you as you proceed.
    • (Skip to the section labeled "If Nigel is still suspicious of you" below)
  • c) Refuse to close your eyes.
    • ??

(This next section is from an older version of the quest, it might be part of Refuse to close your eyes or might not exist anymore.)


Nigel: It's dangerous down there for someone who isn't familiar with the mines. There are cave-ins all the time, and it's really easy to get lost. You don't have to be worried, I'll come with you. That way you'll have the protection of the best guard in town. There isn't really a second-best guard in town, just so you know. There's just me. But I'm still the best, and I'll make sure nothing bad happens to you. Follow me!


You follow Nigel down the main path for a little while, but eventually he ducks behind a boulder and onto a side path you didn't even realize was there.


Nigel: This is my secret shortcut down into the mines. I'm trusting you with it, so don't tell anyone, okay?


The path is a little rough, littered with pebbles and gravel and full of sudden dips and rises. Nigel moves a lot faster than you, and he has to keep pausing and waiting for you to catch up. At one point, you have to turn sideways to squeeze through a narrow gap between rocks. Once you're past them, the path abruptly ends in a ledge with a drop about as tall as you are.


Nigel: It's an easy jump, just hop down!


Nigel's already down there. He gives you an encouraging wave.

  • a) Hop down confidently. +1 Tenacity
    • You jump. The distance to the ground suddenly seems a lot larger than it was just a few seconds ago. If you fall wrong, you're definitely going to injure yourself. Fortunately, you land on your feet. You stumble a little, but Nigel steadies you before you fall.
    • Nigel: No hesitation... very nicely done. I knew I had a good feeling about you.
  • b) Cautiously jump down. +1 Comprehension
    • You try to clamber down a little awkwardly, dangling first one foot, then another, slowly over the ledge. Though you manage to get half your body off the edge of the path, you can't quite bring yourself to let go. Your arms, supporting your whole weight, begin to tremble.
    • Nigel: Can I just... I'll just help you down. Is that alright?
    • You nod. Nigel slings an arm around you to support your weight and gently lets you drop down onto the path.
    • Nigel: There! That wasn't so bad, was it?

If Nigel is friendly toward you

It's not far until you come to the entrance to what looks like a cave, barely wide enough for one person to squeeze through. You follow Nigel inside, and after a couple of paces, the light coming from outside fades to almost nothing. Nigel makes no move to light a torch. There's no sound coming from the inside of the cave, but that's almost even worse; if there's something in there, then it must be so quiet you won't even hear it come close.

Nigel: Worried about the dark, are you? It's alright. I've walked this path hundreds of times and never had a problem. I keep some torches in a cavern up ahead.

  • a) Follow Nigel. +1 Tenacity, +1 Affection with Nigel
    • Nigel: That's the spirit! There's only one path, so there's no way to get lost. Probably. Well, as long as you follow my voice, you'll be fine.
  • b) Refuse to follow Nigel. +1 Comprehension, -1 Affection with Nigel
    • Nigel: Oh, come on, it's perfectly safe! It's just short trip in a straight line. There'll be torches at the end of the tunnel. You just can't see them right now because they aren't lit yet. I even smoothed out the path so there's no chance of tripping. Rabbits are very good with tunnels, you know. Trust me, you'll be fine.
      • Trust Nigel. +1 Affection with Nigel
        • Nigel: That's the spirit! There's only one path, so there's no way to get lost. Probably. Well, as long as you follow my voice, you'll be fine.
      • Don't trust Nigel. -1 Affection with Nigel
        • Nigel: Well... I suppose you can't help it if you're really feeling scared. Wait here. I'll go in by myself first.
        • He runs into the depths of the cave, the thumping of his feet echoing in the tunnel.
        • You take the chance to inch backwards, just a little, towards the light. Who knows what could be lurking in those depths? Nigel thunders back in no time, this time clutching a torch.
        • Nigel: Is this better? I know it's dark, but this way really is faster. That's why I call it a shortcut, because that's what it is.
        • It only takes a few minutes to get to the end of the path, Nigel humming all the while. It's a lot less scary with the torch lighting your way.

He starts up a silly little song, half-humming, half-singing, about a rabbit who ate a whole barrel of turnips and defeated a whole den of thieves.

Nigel: And a one-thump thump, and a two-thump thump...

He thumps his foot every time he says "thump". The tunnel shakes a little, but at least the thumping makes it very easy to keep track of where he's going.


If Nigel is still suspicious of you

Eventually, you come to a small cave. The entrance is narrow and short, but just wide enough to squeeze through. Nigel pauses right outside, gazing contemplatively into its depths.


Nigel: Hm...we've run into a problem. The cave is only wide enough for one person, but I did say I wouldn't take my eyes off you....Oh! You'll just have to walk in front of me! The perfect solution.


You see nothing in the cave but inky darkness, and Nigel makes no move to light a torch. There's no sound coming from inside, but that's almost even worse; if there's something in there, then it must be so quiet you won't even hear it come close.

  • a) Walk in front of Nigel.
    • Nigel: That's the spirit! There's only one path, so there's no way to get lost. Probably. It's very brave of you to head right into the darkness... I didn't expect it from you. Maybe you're not so bad after all.
    • You head into the darkness, stumbling forward with no idea of where you're going or how long it'll take to get there. Nigel calls out encouraging things, his voice echoing strangely in the tunnel.
    • Nigel: Not much longer now. You're doing very well. Just keep walking. And... stop now. We're here.
  • b) Refuse to walk in front of Nigel.
    • ??

The tunnel widens into a cavern, and you hear Nigel's hand knocking against the wall as he searches for a torch in the darkness. You see a tiny pinprick of light at the corner of your vision. A match, maybe? Then comes a small halo of warm light as the torch catches fire, revealing a surprisingly cozy cavern. There are piles of soft cushions tossed around the cave, as well as a small rack of well-maintained weapons and, on a tiny shelf, the remains of a sandwich, which Nigel hastily hides in his pocket.


Nigel: I usually come in here to eat lunch when I'm guarding the path, but you can explore practically anywhere in the mines from here.


Sure enough, there are a good number of side tunnels heading further down into the mountain.


Nigel: I've explored all of the tunnels except these last two with V- er. My very important client, whose name is completely confidential. I'll let you choose which one we take. Go with your instincts!

  • a) The one on the left.
    • There are so many twists and turns in this tunnel that you're not sure which direction you're even heading in.
  • b) The one on the right.
    • The tunnel slopes downwards, the faint flickering light of your torch revealing only stone.

Nigel seems happy to let you decide the route, though he does make you pause a few times so he can "protect" you from stepping into a puddle of water or tripping over a small ledge. Eventually, you end up at what seems to be a dead end; a ravine so deep you can't see the bottom. There is a bit of a path, but it's thin and fragile looking, just a sliver of rock forming a natural bridge. That bridge is much too rickety to walk safely across. You start to turn back, but Nigel stops you.


Nigel: Wait! Do you see that?


You don't see anything at first, but when Nigel reaches his torch out further over the abyss, something on the other side catches the light and glints.


Nigel: I knew we'd find something amazing. We have to get over there!

  • a) It does look interesting.
    • Nigel: That walkway may be a little narrow, but it's worth the risk! This is what we came here for. You stay safe right here, and I'll go see what's on the other side.
  • b) It looks dangerous.
    • Nigel: Don't worry. You won't have to do a thing. You'll stay safe on this side, and I'll go get whatever it is for you.
  • a) I don't think that's a good idea.
    • Nigel: I know you're scared, but you don't have to be. I'm faster than I look. And since I already look very fast, that really means something.
  • b) I believe in you, Nigel. +1 Affection
    • Nigel: You do? I mean... of course you do! Why wouldn't you? I won't let you down!
  • c) I dare you to run across the ravine.
    • Nigel: Ha! I like the way you think.

Nigel: There's only one way to do this. I'm going to run across that ravine as fast as I can. You stay safe here and just watch.


Nigel faces the ravine and runs, so energetically that each step is practically a leap. He's fast, and when he runs he's light enough on his feet that it looks like he isn't touching the ground at all. For a moment it looks like everything will be fine. Then, as a powerful jump propels Nigel through the air, you see a fine spiderweb of cracks forming on the rock and growing larger with each impact of his foot on the stone.


Nigel: Too late to turn back! Have to keep going!


If anything, Nigel speeds up. So does the crumbling of the bridge. The rock crumbles, bit by bit, and finally snaps entirely, collapsing down into the darkness below... just as Nigel, with one final leap, lands on the solid ground of the other side.


Nigel: I'm alright! Told you I'd be fine. Not a scratch on me!


He waves to you, but soon his waving falters, slows and then finally stops.


Nigel: I... I don't know how to get back. Should I try to jump across? No, I probably shouldn't. You'll have to get help. There's a fierce, grand warrior who lives in the mountains near the mine. Their name is Cairn, and they are one of the strongest people I know. And one of the smartest too! I'm sure they'd be able to help. You're a world-hopper, so you must have a... what was the word for it again? The ones you bring to life. They follow you around and you feed them treats.

  • a) Pets?
    • Nigel: Yes, that's the word!
  • b) What are you talking about?
    • Nigel: Your, um... pals, Pascal's... pets!

Nigel: Do you have one that can fly? If you send it over, I can have it bring you a note so the warrior knows it's really me, and a map that'll lead you back out of the mine.


Looks like you'll need to have a winged pet as your active companion in order to help Nigel.

  • a) I'll ask my pet for help. This one can fly!
  • b) I don't have any pets that can fly.
    • Nigel: Oh, no... Maybe I should climb down and see if I can walk across the bottom? No, I don't have any rope... Unless you can think of another solution, you'll have to find a pet that can come get the note and the map from me. Maybe you should bring a paper airplane to life. Those can fly, can't they?
    • Looks like you'll need to have a winged pet as your active companion in order to help Nigel.
    • Alright, you wait right there Nigel! I'll be back.
    • Upon your return, you can see Nigel on the other side of the ravine, idly tossing pebbles into the void. He spots you, ears perking up.
    • Nigel: You're back! Boy am I glad to see you, did you manage to get a flying helper?
      • a) I did! Here they are.
      • b) I haven't yet, but I was checking up on you. I'll be back!

It takes quite a bit of miming, but eventually your pet flies over to the other side of the ravine. Then, after more coaxing from Nigel, it lets Nigel tie his messages onto its leg. Both of you let out a sigh of relief when it finally brings Nigel's messages back to you, leaving them proudly at your feet.


Nigel: Once you make it out of the mine, follow the main trail that leads down the other side of the mountain. Keep an eye out for a fearsome armored warrior who looks like they have the strength of ten rabbits, they live along that trail just outside of town. You can't miss them!


You should go look for Cairn if you want to free Nigel.

  • Leave the mines to look for Cairn.
Rewards: +3 Honour, +3 Affection with Nigel

Unlocked: Cairn, A Fearsome Golden Warrior (Main Quest)

Nigel: "Who might you be?"

  • a) Introduce yourself.
  • b) Stare at him silently.

Nigel: "What's your business here?"

  • a) I'm here for an adventure. Affection.+1
  • b) I'm looking for a way home.
  • c) I'm here for answers. Comprehension.+1
  • d) I'm here to cause trouble (?)
  • e) Keep silent.

Nigel shows you a secret path down the mines and says it's an easy jump.

  • a) Hop down confidently. Tenacity.+1
  • b) Cautiously jump down. Comprehension.+1

It's dark and scary.

  • a) Follow Nigel. Tenacity.+1 Affection.+1
  • b) Refuse to follow Nigel. Comprehension.+1 Dislike.-1
    • Nigel: Trust me, you'll be fine.
      • Trust Nigel. Affection.+1
      • Don't trust Nigel. Dislike.-1

Which tunnel do you take?

  • a) The one on the left.
  • b) The one on the right.

Both paths take you to a natural bridge over a ravine. Something glints on the other side.

Nigel: "I knew we'd find something amazing!"

  • a) It does look interesting.
  • b) It looks dangerous.

Nigel tells you to stay safe while he crosses.

  • a) I don't think that's a good idea.
  • b) I believe in you, Nigel. Affection.+1
  • c) I dare you to run across the ravine.

The bridge collapses and Nigel gets stuck on the other side. They tell you to get help from a certain "fierce, grande warrior" and deliver a note of proof with the help of "one of those" that world-hoppers have.

  • a) Pets?
  • b) What are you talking about?

You'll need a winged pet as your active companion in order to help Nigel.

List of Flying Pets
Pet Type Pet Names & Images
Three's Forest
The Red Tower
Silvie's Mine
Aviar Cove
Peddler's Port
The Frog Pond
Seasonal
Alchemy
Monthly Limited
Retired

After getting the note from Nigel with a flying pet, they give you directions on where to go next.

Rewards
Like
3 Affection with Nigel
Honour thumb
3 Honour
'Unlocks'
14-21
NPC:Cairn
1-site-announcements
Main Quest: A Fearsome Golden Warrior


A Fearsome Golden Warrior[]

Quest Information
Quest Giver Cairn
Prerequisites Main Quest: The Great Rabbit Knight
Description "You search for someone fitting Nigel's description around the mines, but something seems to be following you."
Full Transcript
When you finally find your way out of the mines, you begin searching for someone who matches Nigel's description of a "fearsome armored warrior." Surely that person would be...
  • a) Burly and strong.
  • b) Tall and imposing.


You scan the path ahead of you and diligently check all of the cavern openings just off of the main trail, but you don't see anyone matching that description. As you continue onward, you hear a noise behind you like scraping metal.

  • a) Whirl around to see what it was.
  • b) Hello?

As you look around, you see nothing out of place... Still, you could have sworn you heard something. You decide to continue on your way again, but keep your wits about you. After a short period, you begin to sense that someone is following you...

  • a) Continue walking.
  • b) Turn around to check again.
    • You stop with purpose and inspect your surroundings more thoroughly this time. But just like before, there's no sign of anyone following you...
    • Continue on.

As you continue on your way, you begin to listen carefully for any unusual sounds. For several stretches, you only hear the clanking and churning of the mines beneath the ground. Still, you swear that someone must be following you... Suddenly, you hear the scraping metal sound again.

  • Turn around quickly!

This time, you catch a glimpse of something metallic quickly disappear behind a stack of crates.

  • a) Is someone there?
    • Your question echoes down the mountainside without a response...
    • Cautiously approach the crate.
  • b) Cautiously approach the crate.

As you begin to approach the crate, a small metal-plated armadillo jumps out from behind the crate to face you. They take a defensive stance, machinery parts whirring to life as they stare you down.


Cairn: D-don't move!

  • a) Excuse me?
    • Cairn: You heard me!
  • b) Take a step closer.
    • Cairn: I s-said don't move!

Their tiny body begins to shake, metal plates rattling.

  • Are you okay?

Cairn: What? Um. Yes, thank you for asking. I mean, no! Well, I mean, yes I'm okay, but -


They put their face in their hands and let out a small, desolate whine of sheer embarrassment. As you stand there awkwardly with no idea about what is going on, you can hear the distressed armadillo muttering under their breath, "Why on earth did you just thank the criminal? You really screwed this one up, Cairn!"

  • a) You're Cairn?
    • Cairn: H-how do you know my name? I knew you were suspicious...
    • Nigel sent me to find you.
    • Cairn: That's - that's a likely story!
  • b) ...criminal?
    • Cairn: Yes, you!

Cairn: I saw you go into the mines with Nigel earlier, and then you came out by yourself! W-what did you do with him?! If you hurt Nigel, you're going to p-pay!

  • a) I didn't hurt him!
  • b) Nigel is fine.

Cairn narrows their eyes at you, their mechanical parts whirring menacingly beneath their plates.


How can you prove your innocence?

  • a) Nigel told me to look for a fearsome armored warrior.
    • Cairn: Oh gosh, is he telling that to strangers now? That's so emb- I mean, that is me. Er - that is what Nigel likes to call me. ...But that only proves you talked to Nigel, not that you didn't h-hurt him!
    • Show them the note from Nigel.
  • b) Nigel gave me this note.

Cairn: ...What is this? Are these even w-words? I mean, maybe Nigel wrote it. Or maybe you just s-scribbled on some paper.

  • Look, just come with me and you'll see that Nigel is fine.

Cairn takes a step back, aghast at the suggestion.


Cairn: W-What if you do the same thing to me that you did to Nigel?! No no no no no. I can't trust you. T-too dangerous.

  • What can I do to help you trust me?

Cairn eyes you distrustfully for several moments before the whirring of their machinery slows to a faint hum.


Cairn: My teacher has a way of testing people to see what kind of person they are. I'll test you. P-Prepare yourself!

  • Uh, okay... I'm prepared.
  • Shrug and wait for the first test.

Cairn: Okay. I'm going to tell a story, and y-you have to tell me how you'd react. L-let's say that you see a person robbing a bank... but instead of taking the potatoes for themselves, they donate it to a local orphanage. The orphanage uses the potatoes to pay for food, clothes, and, um... toys for the children. If you tell the police who robbed the bank, the potatoes will be taken away from the orphanage and returned to the bank. W-what would you do?

  • a) Turn the person in because stealing is wrong. +1 Affection
    • Cairn: O-oh, I see... So you would let those orphans go hungry and cold in order to do the right thing.
  • b) Keep it a secret because the money is being used for good.
    • Cairn: ...O-oh really? So you condone breaking the law if you think the results are justified.

Cairn: Okay then, next question. You meet a powerful wizard who has the ability to end all suffering, poverty, and hunger. They offer to make your town a paradise... but only if you give them a child to do magical experiments on. If you don't give them a child, they swear to terrorize your village for many years to come. With fire. And bad things! Do you give the wizard the child?

  • a) Yes, this will prevent the suffering of many.
    • Cairn: S-so you believe that the well-being of the whole town is worth sacrificing one person...
  • b) No, the child shouldn't have to bear such pain. +1 Affection
    • Cairn: S-so you would let your whole town suffer in order to spare the suffering of one person...

Cairn: I s-see. Last question. You are the healer of your town and five people have become sick with a rare illness. To make the medicine to cure them, you need a dragon's heart. When you find the dragon, you notice that it is severely wounded and cannot fight back. You have both the power to heal it or to take its life. What would you decide to do?

  • a) As a healer, I have a responsibility to heal the dragon and do no harm. +1 Affection
    • Cairn: So you would a-abandon your responsibility to your people to save the helpless dragon...
  • b) I'd end its suffering and take what I need to make the medicine for my people.
    • Cairn: So th-that means you'd be willing to kill a defenseless creature so that you could save your people...

Cairn: Mmm. Hmm... I s-see.

  • Did I pass your test?

Cairn: . . . . . . I don't know! I feel like I learned a lot about you, but I still can't tell if I should trust you...


They begin to mutter to themself again, something about not remembering exactly how their professor did the test.

  • a) Ask about their professor.
  • b) How about I test you instead?
    • Cairn: W-What? Do a test on me? W-Why do you need to test me? I'm not the suspicious one!
    • Point out that they followed you all the way here.
    • Cairn: That's - that's because I was worried about Nigel! ...Fine. Okay. I-I'll take your test.
    • Would you turn the robber in or keep their secret?
    • Cairn: I'd p-probably turn them in. Stealing is bad. There are other ways to get potatoes to help people in need.
    • Would you give the wizard the child or refuse?
    • Cairn: I... I would offer myself to the wizard instead. I'm t-technically still a child... so I think it would count.
    • Would you heal the dragon or kill it to save your people?
    • Cairn: ...This one is hard. I th-think I'd heal the dragon. That's probably what my professor would do. There, I did the test. Are you happy now?
    • Ask about their professor.

At the mention of their teacher, Cairn's mood immediately shifts.


Cairn: The professor is very smart! They know everything there is to know about world-hopper pet technology and building robots. Did you know that most of the more advanced machinery you see around is gleaned from studying various world-hopper pets? It's a pretty advanced field of study, if I do say so myself. B-but anyways, I can't tell you the professor's name!

  • a) Why not?
    • Cairn: Because you look like a world-hopper, and your kind have tried to interfere with their very important research before. I can tell because I've seen you traveling with magically animated pets!
  • b) You can trust me.
    • Cairn: N-no way! I still don't know that you didn't do something terrible to Nigel, I can't trust you!
  • c) What do I need to do for you to trust me?

Cairn: W-well... um - oh! The professor once told me that the most effective way to measure someone's character is with l-love. You should be able to d-demonstrate your true character by showing me how much your pets love you. That should be enough to prove that you're trustworthy. ...Right? S-so let me see one of your pets.


Cairn wants to see a pet with at least 150 affection points equipped as your active pet.

  • a) Show Cairn your active pet.
  • b) Okay, I can do that. Give me a moment.
  • c) I don't know about this...
    • Cairn: I k-knew you were suspicious...You probably can't even get your pets to love you. You better keep your distance, stranger! I'll just have to find Nigel on my own...
    • It seems that you'll need to prove yourself to Cairn in order to continue.
    • Leave to go equip a pet with at least 150 affection.

Cairn: W-what are you doing here? Did you bring a pet?


In order to gain Cairn's trust, they want to see a pet with at least 150 affection points equipped as your active pet.

  • a) Show Cairn your active pet.
  • b) Not yet...

Cairn: O-oh... unexpected. This pet actually seems to like you a lot... Congratulations - I mean, that's good. For you two. Since it is clear that they have built q-quite a bond with you and seem to trust you completely, I will trust their judgement of your character. So... I g-guess I should apologize for being so suspicious of you.

  • a) Apology accepted.
    • Cairn: Phew.
  • b) Looks like we're even now.
    • Cairn: Eheh, I g-guess we are.

Cairn: Okay. Please show me the way to Nigel.

  • Return to the caved-in mines.

As you begin to lead Cairn back to the ravine in which Nigel is stuck, you explain how you and Nigel ended up in this situation.

Cairn: He did what?! Oh, Nigel... He's too b-brave for his own good. Actually, the professor says you need to understand fear in order to be truly brave. M-maybe that's his problem...

  • What about you, do you consider yourself brave?

Cairn: M-me? The professor says that I'm brave, but I don't know... About a year ago, I got in, um... an accident. And I got really hurt. But the professor saved my life with this.


They tap their metal parts with their claws.


Cairn: I was really scared... But when I think about it n-now, it was maybe the best thing that could have happened to me. If it wasn't for the accident, I would've never met the professor. And now I'm their apprentice. So I'm actually really g-grateful. ...A-anyway! Are we there yet??

  • Wait a minute... What's this?

Cairn looks over at where you're looking and makes a distressed sound at a large pile of rocks blocking the path, there seems to have been a cave-in while you were searching for them.


Cairn: Wow, you s-sure made a mess of the place.


Cairn mutters something under their breath about how they hope the golems won't be upset about this.


Cairn: Well, I think I can clear it. J-just stand back, I don't want you to get hurt.

  • Back up.

Cairn: A-a little more.


Cairn's machine parts start whirring again, as a bright red light begins to shine through the chinks in their armor.

  • Back up more.

Cairn: Okay. That should be good. Are you ready? W-witness the power of robotics!


With a small shout, Cairn leaps into the air and curls into a metal armadillo ball. Their engine roars as they hit the ground and start hurtling full speed at the pile of rubble. The Cairn ball collides with the rubble in an explosion of rock and dust, debris flying everywhere. You lift your arms to shield yourself and your pet. When the dust clears, you see a hole blown through the center of the rubble, big enough to pass through. Cairn lies at the foot of the rubble, unfurled from their ball and unmoving.

  • a) Cairn! Are you okay?
  • b) Run over to help them.

You hear a metallic scraping sound as Cairn slowly lifts their head.


Cairn: Owww... D-did I do it?

  • You did!

Cairn: Y-yay.


Cairn tries to sit up, but some of their parts don't seem to be moving. They try again with a grunt of effort, but they can't seem to get their legs to cooperate.


Cairn: Uh oh... I'll need to run a diagnostic to see w-what's wrong. Hopefully nothing too big.


Cairn's machinery starts whirring, but this time you can hear some concerning clanking and sparking from inside them.


Cairn: . . .


Cairn mumbles something under their breath about how displeased the professor is going to be with them for doing this.

  • What's wrong?

Cairn: Well, um. It l-looks like the impact blew out some of my parts. I probably c-can't move until I get them replaced. W-which is going to be hard. Because I can't move...


Cairn hangs their head with a metallic moan.

  • a) Offer to get the parts for Cairn. +1 Affection
    • Cairn: You'd - you'd get them for me? That's... Oh... Thank you.
  • b) Awkwardly pat them on the back.

Cairn: The broken parts are a Sh-Shiny Sprocket, an Energy Core, and an Adapter Cable. Marvel should have them at her shop. She runs the local blacksmithing business. And... can I ask a f-favor?

  • a) Sure!
  • b) What is it?

Cairn: D-don't tell anyone what happened. About me b-breaking and all. I don't want it to reflect badly on the p-professor. Their work is so good and important. It's m-my fault I broke. And... what kind of apprentice would I be if I can't even manage to stay in one piece? So keep it a s-secret, okay?

  • a) Sure thing.
    • Cairn: Thank you.
  • b) It's not your fault your parts broke.
    • Cairn: It is my fault ...but thank you. I k-know you're just trying to help.

Cairn: It's n-not much, but... here. I want you to have this as thanks for offering to help me out of this mess. I m-made it with the professor... It turned out pretty good, I think.

  • Thank Cairn for the item and leave to find Marvel.
Rewards: Bronze Globe, 500 Potatoes, +2 Affection with Cairn

Unlocked: Marvel, Finding Marvel's Shop (Main Quest)

As you search the streets, you think a fearsome armored warrior would be...

  • a) Burly and strong.
  • b) Tall and imposing.

You hear a noise behind you.

  • a) Whirl around to see what it was.
  • b) Hello?

Someone is following you.

  • a) Continue walking.
  • b) Turn around to check again.

Something hides behind a stack of crates.

  • a) Is someone there?
  • b) Cautiously approach the crate.

Cairn: "D-don't move!"

  • a) Excuse me?
  • b) Take a step closer.

Cairn calls you a criminal.

  • a) You're Cairn?
  • b) ...criminal?

Cairn thinks you hurt Nigel.

  • a) I didn't hurt him!
  • b) Nigel is fine.

They still won't trust you. How can you prove your innocence?

  • a) Nigel told me to look for a fearsome armored warrior.
  • b) Nigel gave me this note.

Cairn has a test to prove a person's character.

  • a) Uh, okay... I'm prepared.
  • b) Shrug and wait for the first test.

A person robs a bank but gives the potatoes to an orphanage. What would you do?

  • a) Turn the person in because stealing is wrong. Affection.+1
  • b) Keep it a secret because the money is being used for good.

A wizard will make your town a paradise free of suffering if you give them a child to experiment on, or terrorize it if you don't. Will you give him the child?

  • a) Yes, this will prevent the suffering of many.
  • b) No, the child shouldn't have to bear such pain. Affection.+1

You're a healer that can save five people if you kill an injured dragon for its heart. You could also heal the innocent dragon from its ailments.

  • a) As a healer, I have a responsibility to heal the dragon and do no harm. Affection.+1
  • b) I'd end its suffering and take what I need to make the medicine for my people.

Cairn is unsure they did the test correctly like their professor would.

  • a) Ask about their professor.
  • b) How about I test you instead?

Cairn doesn't want to tell you the professor's name.

  • a) Why not?
  • b) You can trust me.

They still doesn't trust you but asks to be showed a pet that loves you to gain their trust.

Equip a pet with at least 150 Affection.

They apologize for being suspicious of you.

  • a) Apology accepted.
  • b) Looks like we're even now.

Cairn performs a feat to save Nigel but gets hurt in the process.

  • a) Cairn! Are you okay?
  • b) Run over to help them.

Cairn needs a Shiny Sprocket, Energy Core and Adapter Cable to recover.

  •   a) Offer to get the parts Affection.+1
  • b) Awkwardly pat them on the back. Dislike.-1

They want to ask you for a favor.

  • a) Sure!
  • b) What is it?

Cairn wants you to keep them breaking a secret.

  • a) Sure thing.
  • b) It's not your fault your parts broke.
Rewards
Like
2 Affection with Cairn
Potato currency
500 Potatoes
805-bronze-globe
Bronze Globe
Unlocks
15-58
NPC: Marvel
1-site-announcements
Main Quest: Finding Marvel's Shop


Finding Marvel's Shop[]

Quest Information
Quest Giver Marvel
Prerequisites Main Quest: A Fearsome Golden Warrior
Description "You make your way out of the mines in order to find Marvel."
Full Transcript
As you attempt to backtrack in the direction that you came from, you begin to suspect that you might have made a wrong turn somewhere... After doubling back a few times to try to get your bearings once more, you realize that you still have the map that Nigel gave to you. You examine the crudely drawn map, trying to compare your surroundings to the marked tunnels. If your estimates are right, the map shows that the path up ahead should merge with the main tunnel system that leads down the mountain to an exit just outside of the town. You decide to give it a shot and trek forward for what feels like hours.


Eventually, you enter a cavern with particularly high ceilings and a towering set of heavy double doors studded with large jagged crystals. The doors are open just a crack, letting daylight spill through into the tunnels. At long last, you rush over to the doors and slip through. The sight that greets you is almost jarringly different from the quiet of the mines, as you find yourself walking through a bustling mining town, filled with traders and craftsmen peddling their wares. You crane your neck and look around for any sign of Marvel. It doesn't take long for you to notice the ornate sign of a large shop sitting on a small rock cliff, which says "Marvelous Metalworks." You excitedly wind through the crowd and climb the solid steps up to the shop front. The door opens with a click and the peculiar sound of gears turning. The orc behind the counter looks up from her work bench when you walk in.


Marvel: Welcome to Marvelous Metalworks. You going down into the mines today?

  • Actually, I'm looking for a Shiny Sprocket, an Energy Core, and an Adapter Cable.

She eyes you wordlessly, then slowly sets down her tools and comes to meet you at the counter.


Marvel: Now what could you possibly need all that stuff for? You're not one of those automatons, and you're not one of those animated creatures either. ...Oh wait, it's one of you.

  • a) What do you mean?
  • b) Shuffle nervously.

Marvel: You know very well what I mean. I've about had it up to here with you lot, sweeping into town and causing trouble for everyone. What do you intend to do with that gear you asked for?

  • a) Cairn told me to get it for them.
    • Marvel: They did, did they? ...Cairn's a good kid. Awkward, but their little robo-heart is in the right place.
  • b) I need it to rescue Nigel.
    • Marvel: By the gods, what has that silly rabbit done this time? If you're going out of your way to help the little one, that's a decent vouch for your character.

Marvel: Still, it's not going to be free. I'm running a business here.

  • How much is it?

Marvel: Well, the pieces you're after are very high-end robotics parts. All together I'm sure they cost much more than you could afford. But... you seem like honest type, so I'd be willing to offer you a deal on them. All I need is someone to run a couple errands for me. The first of which is tracking down my usual errand boy. I'm sure he's off wasting time somewhere. If you can help me out, we can work out an affordable discount on the parts you're after. What do you say?

  • Sounds good to me.

Marvel: Glad to see you've got a head for business on your shoulders. My name's Marvel, by the way. Yes, like the shop name. No, it wasn't my idea. Right, first things first. My errand boy should be somewhere on this level of the mine. You'll know him when you see him. Yellow hair, blue eyes, carries a fox in a bag. I need to find out how that fox trained him so well, because he sure doesn't listen to me. Tell him I sent you, and that he's to report back to the shop pronto.


You should go look for Marvel's errand boy.

  • Go find the errand boy.
Unlocked: Thomas & Pascal, Marvel's Errand Boy (Main Quest)

Marvel: "...Oh wait, it's one of you."

  • a) What do you mean?
  • b) Shuffle nervously.

You ask Marvel for the parts Cain requested. She asks what you want to do with them.

  • a) Cairn told me to get it for them.
  • b) I need it to rescue Nigel.

She wants a favor first. Go find her errand boy, Pascal.

Unlocks
16-59
NPCs: Thomas & Pascal
1-site-announcements
Main Quest: Marvel's Errand Boy


Marvel's Errand Boy[]

Quest Information
Quest Giver Thomas & Pascal
Prerequisites Main Quest: Finding Marvel's Shop
Description "Marvel asks you to wrangle her errand boy."
Full Transcript
You make your way along the well lit bridge and come across a young human sitting at the foot of a stairway with a small fox seated between his feet. The fox's tail swishes back and forth as it looks up at the human, who seems to be polishing something small in his hands.


Pascal: Yeah, I know it's almost the due date, but I think Marvel will cut me some slack this time. She really liked those tea cakes I got for her, remember?

The fox's ears perk up as you approach and it turns around to look at you. The human follows suit, his eyes meeting yours.

  • a) Call out a hello.
    • Pascal: Oh, hello!
    • The human stands up, slipping the small object into his pocket before dusting off his pants. The fox leaps onto his backpack and scampers up onto his shoulder, eyeing you suspiciously.
    • Pascal: Are you new to the mine? My name's Pascal. This is Thomas.
    • The fox tilts their head at you curtly.
    • Pascal: I know we look like out-of-towners, but we actually live here.
      • a) You look like out-of-towners?
        • Pascal: Well yeah, I'm not from around here. And now that I get a good look at you, I don't think you are either.
        • Guilty as charged.
        • Pascal: I thought so. You had that look about you.
      • b) Yeah, I just got here.
  • b) Wait for him to approach you.
    • Both the human and fox eye you curiously for a moment. The human then stands up, pocketing whatever he was holding, and approaches you. The fox leaps onto his backpack and scampers up onto his shoulder, eyeing you suspiciously.
    • Pascal: Hey there, you new around here?
    • Yeah, I just got here.
    • Pascal: I thought so. You had that look about you.

Pascal: Actually, now that you mention it... You're a [human/elven/animal/galactic], aren't you? That means that you're a world-hopper, just like me. Have you been here long?

  • a) Not long at all.
    • Pascal: Fresh from the World-Hopper Express, huh? How you holding up? I remember the first few weeks when I arrived I thought my head would pop right off, there was so much to take in. It's a little confusing when you're still learning the ropes, so we ought to help each other out. Give and take. The people in this world aren't bad folks for the most part. But it's still different from talking to someone who knows what you've been through. I've been meeting a lot more newbie world-hoppers lately, so I try to give them some advice when I can. I bet you've got questions too, right? Shoot, I'll see what I can do.
  • b) I've been here for a while.
    • Pascal looks a little impressed. Thomas relaxes a bit, nestling themselves around Pascal's neck.
    • Pascal: Yeah? I'm the same, it feels like forever ago I popped over onto this side, wherever the other side might be. I've been meeting a lot more newbie world-hoppers lately, so I try to give them some advice when I can. You know how it is. Most people in this world aren't bad folks, but it's still different from talking to someone who knows what you've been through. So let's trade information.

What would you like to ask about?

  • a) About this world.
    • Pascal: Isn't it amazing here? I know we have nothing to compare it to, but that's part of what makes it so interesting. As far as I've been able to explore, there's a bunch of different towns and areas in this world. Some areas have dominant local culture, like they all worship the same gods or have similar physical features. Other areas are a big mish-mash of different types of people. Louise Hill and Silvie's Mine are both good examples of that. I'm actually collecting stories from all over this world and writing them down in my journal. That way, if I ever find out how to get home, I'll have a record of my travels here. When I become a famous adventurer, you can say that you met me while I was still working on my book.
      • a) So you're trying to go home?
        • Pascal: Aren't you curious about where we came from? We don't have our memories, but we still have our personalities, our likes and dislikes. Those must have come from somewhere, from some kind of life experiences. Don't get me wrong, I like this world. There's so much to see and learn. Plus, I think the secret to where we came from is hiding somewhere, ready to be discovered. Once I find out where I come from, that will go in the book too. Anyway, if you come across any cool stories or myths, let me know! I'll put your name on my contributors list at the back of the book, after my adventurer profile.
      • b) What kind of stories are in the book?
        • Pascal: Lots of different kinds! Stories about adventures, stories about kingdoms rising and falling, stories about the gods... But the best ones are the stories about heroes. There's this one hero in particular who came from a faraway land, and together with his friends, they saved a bunch of towns, invented new technologies - you know, hero stuff. They're called the Winter Mystic and they're my favorite. I don't remember where home is, but I bet the people there would love to hear about them.
  • b) About Thomas & Pascal.
    • Pascal: Us? We're just two world-hopping adventurers, off to see the world. I guess technically in Thomas' case, he's not a world-hopper, but I hope I can bring him home with me if I ever go back.
    • Pascal reaches up and fondly scritches Thomas behind the ears.
      • Where did Thomas come from?
        • Pascal: I actually animated him from a caramel sweetbread on accident when I first arrived. I had no money and no clue what I was doing, so I was saving it for when I got desperate. You can imagine how confused I was when I woke up and there was a fox in my jacket instead of my breakfast.
        • Thomas draws their head back and nips at Pascal's hat.
        • Pascal: Haha, he doesn't like it when I tell that story. Anyway, we've been together ever since. I know some world-hoppers like experimenting with alchemy, but I don't have any plans to alchemize Thomas. I know he'd still be part-Thomas on the inside, but we're happy this way. Nowadays I'm more careful about what I animate, since I know Thomas gets jealous.
        • Thomas tugs on Pascal's hat in protest again.
        • Pascal: Hey, quit it!
  • c) About Silvie's Mine.
    • Pascal: It's nice, isn't it? You wouldn't expect a rocky little town carved out of the mountain to be so warm and inviting, but here we are. There's also, er... some personal reasons that I've decided to stick around here a little longer. Of all the places to settle down for a while, I'm glad it's here. Plus, there's tons of areas in the mines to explore. They say that buried deep in the mines is a secret that dates back to the formation of this world. If anyone's going to find that secret, it's going to be me.
  • d) About world-hoppers.
    • Pascal: Like I said before, there's way more world-hoppers showing up lately. I don't know if that's a good thing or a bad thing. I have noticed that wherever world-hoppers go, you tend to see things start to change very quickly. Or at least that's what the locals say. Maybe they're a little biased, since things were so quiet before. Nothing wrong with a little excitement, in my opinion. But don't you think it's interesting that some of the people here look a little like us, but not quite like us?
    • a) Now that you mention it...
    • b) Do you really think so?
    • Pascal: Well, I mean... We've got a lot in common, but the main difference is that we have animating magic and they don't. I guess we brought it from wherever we came from? Assuming we all come from the same place, or similar places. It helped me meet Thomas though, and I'm grateful for that.
  • e) About Marvel's Errand.

Pascal: Oh man, Marvel sent you to get me? Did she seem mad?

  • a) Maybe a little.
    • Pascal: Yikes, it's good I ran into you before heading over there. Sorry you had to get caught up in this, though.
  • b) Depends, is she always like that?
    • Pascal: Yeah, basically. Sorry about that. She's really good at getting people to help her with chores, even when they have important adventuring to do. I guess we better head back.

Pascal: She's really good at getting people to help her with chores, even when they have important adventuring to do. I guess we better head back.


You should head back to Marvelous Metalworks with Thomas & Pascal.

  • Return to Marvel.
Unlocked: Returning to Marvel (Main Quest)

You find Pascal procrastinating with Thomas.

  • a) Call out a hello.
  • b) Wait for him to approach you.

Pascal asks you if you've been in this world for long.

  • a) Not long at all.
  • b) I've been here for a while.

Pascal is a world-hopper. You trade information. You may ask multiple questions.

  • a) About this world.
    • Pascal: "When I become a famous adventurer, you can say that you met me while I was still working on my book."
      • a) So you're trying to go home?
      • b) What kind of stories are in the book?
  • b) About Thomas & Pascal.
  • c) About Silvie's Mine.
  • d) About world-hoppers.
    • Thomas: "But don't you think it's interesting that some of the people here look a little like us, but not quite like us?"
      • a) Now that you mention it...
      • b) Do you really think so?
  • e) About Marvel's errand.
    • Pascal: "Did she seem mad?"
      • a) Maybe a little.
      • b) Depends, is she always like that?

You return to Marvel with Thomas and Pascal.

Unlocks
1-site-announcements
Main Quest: Returning To Marvel


Returning to Marvel[]

Quest Information
Quest Giver Marvel
Prerequisites Main Quest: Marvel's Errand Boy
Description "You return from Marvel's errand with Thomas & Pascal."
Full Transcript
Marvel: Ah, you're back. See, I told you it wouldn't be hard to find him. Don't think I didn't notice you avoiding the shop toward your payment deadline, Pascal.


Pascal: Aw Marvel, we don't have to talk about this right now, do we? I was just getting to know this new helper you sent to find me. They're a world-hopper too!

  • a) We're friends now!
    • Pascal smiles at you.
  • b) I even have a pet!
  • c) Say nothing.

Marvel: I noticed the world-hopper bit. And in the short time we talked, they already displayed far more business sense than you ever did. So I was thinking of having them help out with some errands in exchange for a shop discount.


Marvel explains to Pascal the deal that you worked out.


Pascal: A Shiny Sprocket, an Energy Core, and an Adapter Cable, huh? Interesting...


Marvel: Of course, you'll be helping out too. I want you two to take some wares to market, since there's too much for just one person to carry. Come to think of it... Newcomer, have you ever set up a trade before?

  • a) Yes. +1 Affection
    • Marvel: The enterprising sort, eh? Not a bad sign. Just to make sure we're on the same page, why don't you go set up a trade right now? I'm sure you know this, but you can access your trades by going to the community menu and clicking on the Trades Market. Go on, show me what you got.
  • b) No.

Marvel: As for you, Pascal...


You both turn toward where he was standing and realize that Thomas and Pascal snuck away while Marvel was talking.


Marvel: Blast that boy. Anyway, you get going. I'll do something about our escape artist.


Impress Marvel with your business know-how by setting up a trade.

  • I'll be back!

Marvel: No time for dallying, let's get a move on. Well? How was your Trades Market trip?

  • a) Create the trade. (Added Trade 1/1 Times)
  • b) I haven't done it yet.

When you come back to Marvelous Metalworks, you see Thomas and Pascal waiting for you outside the front entrance.


Pascal: Phew, glad I caught you. You said you needed a Shiny Sprocket, an Energy Core, and an Adapter Cable, right? Tell you what, after you help me out with these errands, I'll sell you the parts that you need.

  • How do you have those parts?

Marvel: Eheh, I actually salvaged them from some adventuring gear that I bought from Marvel a while back. I bought them on credit so I couldn't exactly tell her that I broke them. Anyway, I'll sell them to you for less than what Marvel is offering, plus you get to help a fellow world-hopper out of a mildly sticky situation. Not a bad deal, right?

  • a) You've got yourself a deal.
  • b) But I made a deal with Marvel.
    • Pascal: Yeah, but there's nothing wrong with changing your mind when you find a better price, right? She's a businesswoman, she'll understand. If it's the quality you're worried about, I've got them right here. I went back to grab them from my room when I heard you needed them.
    • Pascal reaches into his bag and pulls out a Shiny Sprocket, an Energy Core, and an Adapter Cable.
    • Pascal: Once we finish these errands, they're yours for less potatoes than Marvel's asking price!
    • a) Alright.
    • b) I want to honor my deal with Marvel.
      • Pascal: I don't get it, why do you want to pay more for the same parts? Marvel doesn't have to know, and the money will eventually be going back to her anyway. Well, if you change your mind, just let me know. I'll hold onto the parts for now.
      • Pascal carefully places the parts back into his bag.
  • Go inside.

Pascal: Now, let's go get those errands out of the way. I'm sure it'll be faster with the two of us.


Pascal heads inside the shop. Before you can follow him, you feel something tugging on your sleeve. It's Thomas. They let go of your sleeve and glance after Pascal, then turn back to you and s hake their head. They must not want you to help Pascal, for some reason.

  • a) Nod.
    • Thomas returns your nod with satisfaction.
  • b) Shrug.

They jump down from the barrel and follow Pascal into the shop.

  • Go into the shop.

Marvel: There you are. Looks like you set up a solid trade. Not bad. Now that you've got a grasp of the basics, I've got a whole stack of trade requests that need to be fulfilled. Think you're up to the task?

  • a) You got it, Marvel.
    • Marvel: That's what I like to hear.
  • b) Sorry, I have to, uh... Feed my pet.

Marvel: Right, you set up these trades and record them in the shop ledger. I'll box up the wares for shipment. Pascal, you go to the back and bundle up the supplies on the floor of the warehouse. They're marked with blue tags.


Pascal sighs dramatically.


Pascal: Yes, ma'am.


Marvel: No bellyaching. It's a privilege to earn your keep, a privilege that someone has been taking for granted.


Pascal waves it off like he's heard this a hundred times, and heads out to the warehouse with Thomas.

  • Get to work.

You take the first trade request from the top of the stack and get busy setting up trade requests.

Marvel: Thanks again for helping out, an extra pair of hands makes a big difference. Especially when those hands are actually working, and not shirking their duties.

  • a) Ask about Marvelous Metalworks.
    • Marvel: Not much to say. It's the family shop. Used to be called Orcson's Smithy, but the old man insisted I change the name when I took over the business. I'm not crazy about it, but it seems to help people remember my name. We make tools, weapons, armor - you name it, we smith it. We also go down into the mines and source our own materials, so you can be sure you're getting the best price with no built-in supplier cost.
    • a) We?
      • Marvel: The folks are retired now, traveling the world together. I've got a little brother, but he's always been the type to get sick easy. Being down in the mines isn't good for his lungs, so he just watches the shop sometimes when he's feeling well. It's more or less me running the shop on my own, though Pascal helps out if I can get a hold of him. And now you're helping too, so that makes you a part of "we."
    • b) Do you like it?
      • Marvel: Do I like it? It's a living. For what it's worth, I know I'm good at it. Even if some of our buyers are squirrely, our family has a reputation for good quality smithing. I suppose that's worth something too.
  • c) Ask about Marvel's family.
    • (Repeats A)
  • b) Ask about Pascal.
    • Marvel: Why do I put up with such a lazy kid, is what you're getting at, right? He has his moments. I'm hoping that he's not so set in his ways that he's beyond change. Still, the way he gets all excited about the most ordinary things to us Dappervolk folk... Like the name of a star, or a big old hole in the ground called Silvie's Mine... It's cute. He's like a little kid. Reminds me of when I was small.
    • What were you like when you were little?
    • Marvel: A royal pain in the butt, from what I've been told. Anyway, that's all in the past now. Thomas and Pascal showed up in Silvie's Mine a while back, tired and hungry and flat broke. Did he tell you that he wants to be an adventurer? Doesn't seem that anyone ever told him that's not a real job. He's always taking out loans to buy all sorts of spelunking gear from the shop, still hasn't paid it all off. I know I shouldn't be so easy on him, but you don't meet many folks who truly love something like that boy loves exploring. Who knows, maybe something will come of that diary of his. Don't tell him I called it a diary, he hates that.
  • Continue working.

Marvel: How are those trade requests going?

  • a) Making good progress.
  • b) I got a little distracted by talking.

Marvel: Okay, let's cut back on the chitchat and get this done.


You work in silence with Marvel. She's methodical and thorough in her work, only occasionally looking up to check the clock or wipe her brow. Before long, you're both finished. The trades are all set up, the wares are all boxed and ready to go.


Marvel: Good work, newcomer. Here's a little something for your troubles.

  • Thank Marvel.

Reward: 400 Potatoes


Marvel: Pascal should be finishing up too, so I'll fill you in on your next task. I smithed a load of farming tools for a customer, but they backed out of the deal at the last minute. Now I've got all these rakes and hoes, and no good place to store them. I want you and Pascal to take them to market and sell them for me. I need to get these off my hands, so go beneath market price if you need to. But obviously, higher is better. These are quality tools. Alright, no time to waste. Go find Pascal and get going.


Go find someone to buy Marvel's farming tools.

  • Go outside.
Unlocked: Trade Preparation with Pascal (Main Quest)

You return to Marvel's shop.

Pascal: "[Player] is a world-hopper too!"

  • a) We're friends now!
  • b) I even have a pet!
  • c) Stay silent.

Marvel: "Newcomer, have you ever set up a trade before?"

  • a) Yes. Affection.+1
  • B) No.

Marvel wants you to set up a trade before continuing.

Outside the shop, Pascal offers you the parts you need for cheaper than Marvel.

(WARNING: Helping Pascal will unlock his shop, while helping Marvel will unlock hers. See the shops here. The other will remain locked until unlocked with enough affection. You can change your mind before buying the parts off either.)

  • a) You've got yourself a deal.
  • b) But I made a deal with Marvel.
    • Pascal insists.
    • a) Alright.
    • b) I want to honor my deal with Marvel.

Thomas doesn't seem to want you to help Pascal. How do you respond to their worries?

  • a) Nod.
  • b) Shrug.

You're left alone with Marvel to help her further.

  • a) Ask about Marvelous Metalworks.
    • a) We?
    • b) Do you like it?
  • c) Ask about Marvel's family.
  • b) Ask about Pascal.
  • c) Continue working.

Marvel: "How are those trade requests going?"

  • a) Making good progress.
  • b) I got a little distracted by talking.

You finish up.

Rewards
Potato currency
400 Potatoes
Unlocks
1-site-announcements
Main Quest: Trade Preparations with Pascal


Trade Preparations With Pascal[]

Quest Information
Quest Giver Thomas & Pascal
Prerequisites Main Quest: Returning to Marvel
Description "You meet Thomas and Pascal outside and debate where to go."
Full Transcript
When you leave Marvelous Metalworks, you see Thomas and Pascal standing outside waiting for you. Sitting on the ground beside him are two large bundles of farming tools. Shovels, spades, hedge clippers - you name it, Marvel smithed it.


Pascal: I think this is all of it. I'm glad you're here to help, there's no way just Thomas and I could carry all of this. Still, the market is pretty far away, and there's no guarantee we'll find a buyer. Do you know anyone who'd want this stuff?


Where might you find someone who needs farming tools?

  • a) Louise Hill.
    • Pascal: You know a farmer in Louise Hill? That's pretty far, but it's better to go for a definite buyer than waste our time hauling this stuff to market and back.
  • b) 3's Forest.
    • Pascal: The forest? Does anyone even farm there? Not that I've heard of. I don't think the witches or forest sprites would stand for that. No, there's gotta be somewhere else.
  • c) Silvie's Mine.
    • Pascal: The mine? Does it look like there are farmers here to you? No, there's gotta be somewhere else.

Pascal: Let's go!


Go find Bearnard and see if you can make a deal.

  • Go find Bearnard.
Unlocked: Goods to Market (Main Quest)

For the next task you need to find someone to buy Marvel's tools.

Where might you find someone who needs farming tools?

  • a) Louise Hill.
  • b) 3's Forest.
    • Repeat branch.
  • c) Silvie's Mine.
    • Repeat Branch.
Unlocks
1-site-announcements
Main Quest: Goods to Market


Goods to Market[]

Quest Information
Quest Giver Bearnard
Prerequisites Main Quest: Trade Preparation with Pascal
Description "You journey all the way to Louise Hill to haggle with Bearnard."
Full Transcript
Your journey to Louise Hill with Thomas and Pascal is peppered with jokes and snack breaks. Pascal teaches you how to play some local games involving throwing colourful carved stones. Finally, you arrive at the top of a hill and see the familiar farming town nestled below, Pascal whoops happily and runs ahead of you into town with Thomas following close behind. Eventually the three of you make your way over to Bearnard's front porch, he's sitting in the shade, looking out over his turnip fields before he spots you.


Bearnard: Oh, it's you! Hello there. What brings you back to Louise Hill?

  • Would you be interested in buying some farming implements?

Bearnard: Farming imple-? I've got tools, if that's what you're on about.


Bearnard lifts his worn out pick axe to show you.

  • a) Use your charming disposition to persuade him to buy.
  • b) Use your considerable comprehension to persuade him into the sale.
    • You ask Bearnard if he wouldn't like something of a higher quality, appealing to logic and efficiency.
    • Successful persuasion: +1 Comprehension
    • Unsuccessful persuasion: +1 Tenacity (See below)

Unsuccessful persuasion

You turn to Thomas and Pascal for backup, but they've disappeared, leaving the tools behind. You're on your own to convince Bearnard.

  • With well-made tools like these, your work will be more efficient.

Bearnard: They look like normal tools to me. Where did you get all this anyway? I sure didn't order them. I'm a simple bear with simple needs. I do good work with the tools I've got.

  • Press him.

Bearnard: You're real persistent, huh? I'm busy, go find someone else.

  • Press him again.

Bearnard: You're not going to give up, are you? Fine, if that's how you're going to be. I'll buy... these ones here. I saw them in Farmer's Digest, might as well try them out. But you're going to give me a discount, you hear?


You sell a quarter of the tool set to Bearnard for a little under market price.


Bearnard: Thanks for stopping by. I learned something new today. It pays to be tenacious. +1 Tenacity


You should find Thomas and Pascal before you head back to Silvie's Mine.
  • Look for Thomas & Pascal.

After you finish up the transaction and help Bearnard move the new tools to his shed, you notice Thomas and Pascal jogging back to meet you.

Pascal: Hey! All done?

  • a) Just finished.
  • b) No thanks to you.
    • Pascal: Well, it seemed like you had the situation under control. And it looks like you managed to make the deal, so my instincts were right.

Pascal: Now that you're done, I'll give you a hand with whatever's left to carry. So while you were talking to your friend, I had a look around. This town is small, but pretty interesting. Thomas made friends with some animated turnips. Anyway, we're finished with our errand, so what do you say about going on a little adventure?


Do you want to do some adventuring with Thomas and Pascal?

  • a) Just a short adventure can't hurt.
    • Pascal: Awesome! I knew you had the spirit of an explorer. When adventure calls, you have to respond. How about just 5 correct riddles, then we can call it a day. Let's get going! We can meet back here at this bear's farm when we're done. Last one done's a rotten egg!
    • Pascal turns and sprints off into the distance, Thomas leaping excitedly after him. Bearnard blinks at the lot of you.
    • Bearnard: Young'uns.
    • Select Adventuring from the World menu and answer at least 5 riddles correctly.
    • Ready, get set... go! (Riddled 0/5 Times)
    • You make your way back to Bearnard's farm, looking for Thomas and Pascal. Only the bear farmer seems to be present, tilling the soil with his hoe. You'd better hurry and answer 5 riddles correctly before Pascal wins.
    • I did it! I win! (Riddled 5/5 Times)
    • You hurry back to Bearnard's farm after wracking your brains in the adventuring hills. A few moments later, you spot Pascal dashing towards you, he takes a bit to catch his breath.
    • Pascal: That was great! I was sure I won but it looks like you showed me up. Thanks for agreeing to stick around with me. An Honourable adventuring partner never leaves their companion's side. Now let's hurry back to the mine before Marvel wonders where we are.
  • b) We don't want to keep Marvel waiting. -1 Affection

Bearnard waves his new hoe merrily at you as you say goodbye.

  • Return to Marvel.
Adventuring Rewards: +1 Honour, +3 Affection with Thomas & Pascal

Unlocked: Finishing the Transaction (Main Quest)

You find Bearnard but he explains that he already has tools. Hidden stat gates ahead.

  • a) Use your charming disposition to persuade him to buy. Charm.+1 (if successful)
    • If charming him doesn't work, you can press him several times instead. Tenacity.+1
  • b) Use your considerable comprehension to pursue him into the sale. Comprehension.+1 (if successful)
    • If using your smarts doesn't work, you can press him several times instead. Tenacity.+1

You meet up with Pascal who ditched you to convince Bearnard on your own.

Pascal: "Hey! All done?"

  • a) Just finished.
  • b) No thanks to you.

Do you want to do some adventuring with Thomas and Pascal?

  • a) Just a short adventure can't hurt. Affection.+1
    • Answer 5 Adventuring riddles correctly.
    • See rewards.
  • b) We don't want to keep Marvel waiting.Dislike.-1
Adventuring Rewards
Like
3 Affection with Thomas and Pascal
Honour thumb
1 Honour
Unlocks
1-site-announcements
Main Quest: Finishing the Transaction


Finishing the Transaction[]

Quest Information
Quest Giver Marvel
Prerequisites Main Quest: Goods to Market
Description "You return to Silvie's Mine to finish up your deal with Marvel."
Full Transcript
You make the journey back to Silvie's Mine town with Thomas and Pascal, climbing past the rolling green hills and skirting the edges of the 3's Forest.


When you arrive back in town, you get the feeling that a decision you're planning to make will decide the outcome of something important.


Marvel looks up from her work as you enter the Metalworks shop.


Marvel: Welcome back, you two. How did you do?

  • Explain.

Sold a quarter

Marvel: So you sold just a quarter of the tools, huh? And only for this much? Well, it's better than nothing. I'll put them back in storage and write some letters, see if I can't find a buyer.


Marvel takes the remaining three fourths of the tool set and sets them beside her work bench. When you hand over Bearnard's payment, Marvel counts out a small portion and hands it back to you.


Marvel: That's for you. Thanks for your help.

  • Accept the reward. +500 Potatoes

Honour your deal with Marvel

Marvel: As for the main reward, you'll be wanting those parts, right? Let me fetch them from the back.


Marvel heads to the back of the shop.


Pascal: Hey, I know you said you wanted to buy the parts from Marvel, but I'll ask one more time. I'll sell you mine for 5000 potatoes, way less than her. Plus you're recycling some broken gear and helping me get back on the road, so I can work on my book. Are you sure you don't want to help me out?

  • a) I'm sure.
    • Pascal: Fine, fine. I just thought I'd ask. Still a bummer, but I'm glad you helped out with errands. Not just for me, but for Marvel too. She doesn't show it, but running the shop by herself is a rough gig. When I cash in big on my book, I'll pay for her to go on a nice, long vacation. But don't tell her I said that. I'm going to slip out a little early, but take care. You're always welcome to visit Thomas and me when you're around the mine.
    • You start to say thank you... but he's already out the door. As Pascal departs, you notice Thomas perched on his shoulder, staring back at you with gratitude and approval in their eyes.
  • b) On second thought, let me help you.

Shortly after they leave, Marvel comes back to the front.

Marvel: Sorry to keep you waiting. Hold on, where're Thomas and Pascal?

  • a) You just missed them.
    • Marvel: Figures.
  • b) No clue.

Marvel: Well, here are the parts you requested.


Marvel lines up the Shiny Sprocket, Energy Core, and Adapter Cable on the counter.


Marvel: Do you have the discounted price we agreed on? It'll run you 6000 potatoes now, after all your help doing errands for me.

  • a) I have the potatoes right here! -6000 Potatoes
    • You hand the potatoes over to Marvel.
  • b) Actually... I'm a bit short.
    • Marvel: That's a bit unprofessional, but I'll let it slide. Come back once you've got the potatoes we agreed on.

Marvel: Excellent. Pleasure doing business.


You obtain a Shiny Sprocket, an Energy Core, and an Adapter Cable.


Marvel: And thanks for helping me hold Pascal accountable to his actions. Wrangling him isn't easy, and you did a fine job.

  • Wait, you knew all along?

Marvel: 'Course I did. These walls aren't so thick that I can't hear conversation outside my own shop. That boy is wily, but not too good at keeping secrets. Here, this one is an extra thank-you from me.


Reward: Rune Crystal

  • What's this?

Marvel: A little souvenir of your time in the mine. Useful in crafts too, if you're into that sort of thing. You're welcome in my shop any time, by the way. I've got plenty of wares you young adventurers might need. Now I've got more work to do and you've got a friend to help. Best of luck.


You should return to Cairn with the parts.

  • Return to Cairn.
Rewards: +5 Tenacity, 2000 Potatoes, +5 Affection with Marvel

Unlocked: Marvel's Marvelous Metalworks, Return to the Mines (Main Quest), Marvel's Daily Errands, Thomas & Pascal's Daily Errands, Helping Around the Shop (Side Quest), A Virtuous Adventurer (Side Quest)

You return and tell Marvel about the deal. What reward she gives you depends on how much you sold to Bearnard.

  • Sold everything: Potatoes.+2000 Affection.+5 with Marvel
  • Sold half: Potatoes.+1000 Affection.+1 with Marvel
  • Sold a quarter: Potatoes.+500


WARNING: Helping Pascal will unlock his shop, while helping Marvel will unlock hers. See the shops here. The other will remain locked until unlocked with enough affection.


Marvel's Route[]

You decide to honour the deal with Marvel.

Marvel goes to fetch the items. Pascal offers you the same parts again for 5000 potatoes.

  • a) I'm sure.
  • b) On second thought, let me help you.
    • Go to Pascal's path.

Pascal leaves with Thomas.

Marvel: "Sorry to keep you waiting. Hold on, where're Thomas and Pascal?"

  • a) You just missed them.
  • b) No clue.

Pay Marvel 6000Potatoes. for the parts.

She gives you the items and thanks you for holding Pascal accountable to his actions. As thanks, she gives you a Rune Crystal.

Rewards
Like
5 Affection with Marvel
Tenacity thumb
5 Tenacity
Potato currency
2000 Potatoes
806-rune-crystal
Rune Crystal
Unlocks
15-58
Marvel's Chance Machine

Marvel's Daily Errands

16-59
Thomas & Pascal's Daily Errands
1-site-announcements
Main Quest: Return To The Mines

Side Quest: A Virtuous Adventurer

Side Quest: Helping Around The Shop

Pascal's Route[]

You take Pascal's cheaper offer.

Pay Pascal 5000 Potatoes. for the parts.

As thanks for lightening his debt to Marvel, he gives you an Ornate Mining Hat.

Rewards
Like
5 Affection with Thomas & Pascal
Charm thumb
5 Charm
Potato currency
2000 Potatoes
808-ornate-mining-hat
Ornate Mining Hat
Unlocks
16-59
Thomas & Pascal's Chance Machine

Thomas & Pascal's Daily Errands

15-58
Marvel's Daily Errands
1-site-announcements
Main Quest: Return To The Mines

Side Quest: A Virtuous Adventurer

Side Quest: Helping Around the Shop


Return to the Mines[]

Quest Information
Quest Giver Cairn
Prerequisites Main Quest: Finishing the Transaction
Description "Cairn is awaiting your return, still broken."
Full Transcript
You return to the mines to deliver the parts to Cairn.


Cairn: . . . . . . .

  • Cairn?

Cairn: Hnn - wha - O-oh! Ah, um, I w-wasn't sleeping! I was just c-conserving power! A-anyway, were you able to find the parts?

  • Hand the parts over.

You hand over the Shiny Sprocket, the Energy Core, and the Adapter Cable.


Cairn: Yes, this is it. Thank you. I can replace these right away. . . . .


Cairn stares expectantly at you.

  • a) What?
  • b) Did I do something wrong?

Cairn: I need to... open my chassis, and my schematics are top secret, so... Can you f-face the other way?

  • a) Turn around.
  • b) Apologize and turn around.

Cairn grumbles softly as you turn around. You hear metal clanking and squeaking as they begin repairs.


Cairn: Just put this there... Connect the power here... Line these up... And... Okay! I'm done.


When you look at Cairn again, they're standing on their feet and brushing dust off of their chassis.


Cairn: There! Like n-nothing happened. And as far as anyone else knows, nothing did. I w-want to thank you properly, but we should go help Nigel. You know where he is, right? I'll f-follow you.

  • Go find Nigel.
Rewards: 1000 Potatoes, +5 Affection with Cairn

Unlocked: Cairn's Chance Machine, Rescuing Nigel (Main Quest), Cairn's Daily Errands, Stressful Testing (Side Quest)

You give Cairn the parts. Cairn stares expectantly at you.

  • a) What?
  • b) Did I do something wrong?

Cairn: "Can you f-face the other way?"

  • a) Turn around.
  • b) Apologize and turn around.

Cairn patches themselves up.

Rewards
Like
5 Affection with Cairn
Potato currency
1000 Potatoes
Unlocks
14-21
Cairn's Chance Machine

Cairn's Daily Errands

1-site-announcements
Main Quest: Rescuing Nigel

Side Quest: Stressful Testing


Rescuing Nigel[]

Quest Information
Quest Giver Nigel
Prerequisites Main Quest: Return to the Mines
Description "You take Cairn with you in order to rescue Nigel."
Full Transcript
Nigel is doing push-ups when you and Cairn return to the ravine.


Nigel: Fifty-one, fifty-two... Oh! There you are! And you brought Cairn! I never doubted you for a second. Cairn, you'll get me out of here, won't you?


Cairn: I... I think I can.


Cairn walks to the very edge of the ravine, and, testing the rock a little, steps over and abruptly disappears. You rush over, but it looks like Cairn doesn't need your help after all... You find them standing completely sideways with their robotic feet firmly affixed to solid stone.


Cairn: C-could you hold this, please?


They hand you one end of a coil of rope and walk slowly downwards, with a flashlight affixed to their forehead lighting their path. You use that small bit of light to track Cairn's journey down into the ravine, across and up the other side, slowly unwinding the rope all the while. Nigel bounces a little impatiently, but wisely refrains from making any sudden movements as Cairn makes their way up the steep wall toward Nigel. When they finally reach the top, still clutching their end of the rope, Nigel helps hoist them up eagerly.


Nigel: Cairn, you really are a powerful warrior.


Cairn: I'm really not! T-though I'm glad I could help.


Cairn half-shouts to address you, the echo of the caverns making their voice even louder.

  • What now?

Cairn: Can you tie the rope to that stalagmite over there?


You do your best to attach the rope to the giant stalagmite nearby as Cairn ties their side of the rope to an equally large rock formation on their side of the ravine. Cairn's hand then begins to whir and suddenly reforms into a strange contraption that hooks onto the rope. Nigel then latches onto Cairn's waist, both of them dangling from that odd-looking hook, as they propel themselves off the edge of the ravine and zipline across the rope over to you.


Cairn: I-If Nigel is okay now, I th-think I need to go back to the lab. The new parts got me running again but... some things are n-not quite right. You two e-enjoy your adventure.


Cairn offers a shaky wave before heading out of the cavern from the way you came. You should probably check up on them before you leave town.


Nigel: Thank you again, Cairn! I'll see you later!


Nigel waves back with both arms, nearly smacking one into the wall.


Nigel: Looks like I caused some trouble for you today, didn't I? You even ended up saving me! Well, if you ever want to get into the protector business, you've got my endorsement. That was some top-notch work! And... here.


He tosses you a disc that shines, catching the light, as it arcs through the air. You miss the catch and the disc falls onto the ground, making you scramble to pick it up. Inspecting it a little more closely, you see that the disc is covered with a network of intricate lines that give off a very slight glow. It must be the treasure Nigel ran across the ravine for earlier.


Nigel: I figured getting you the treasure was the least I could do. Pretty, isn't it? I'm not sure what it is, exactly... but I know who would! I've got a very important client that I walk the tunnels with sometimes. I can show you to them!

  • Where are they?

Nigel: ... ... Wait, I know in my gut that you're trustworthy, since you went through all this trouble to save me and everything. But there's a rule I've established as the Official Guard of Silvie's Mine, and I have to follow it! It's my duty! I'll only introduce you to the ancient denizen of the mines if you're Honourable enough! I'm sure for an upstanding adventurer like you, it'll be a piece of cake. What do you say? Meet me back here when you have enough Honour? I'm sure you'll be quick!


Come back to Nigel when you have 85 total Honour.

  • I'll be back soon.

Nigel: Back already? Let me see, is there proof of your honourableness?

  • a) I think I'm honourable enough now?
  • b) I'll be back soon.

Nigel: Amazing! I can feel your sense of duty and trustworthiness. Back to the topic at hand, I was talking about my very important client who might know more about that shiny stone I found you. They're a brilliant thinker, probably even a genius! The brightest mind in three generations... no, eight! Their name is Visindy, you should follow me if you want to go see them!


Nigel takes you down a dizzying amount of twisting tunnels. You're not sure where you're headed. It could be the core of the mountain, or the edge. Finally, you come to a halt in a cavern with multiple tunnels leading from it.


Nigel: This is where I have to leave you, but if you go straight down this tunnel right here you should end up at my client's side of the mountain. Just look for an intellectual type! Or, well, ask for Visindy. Oh! And if you'd like to buy anything from me some time, I've got a little shop of my own. I wanted to tell you about it earlier, but I was on the other side of that ravine, so you couldn't have bought anything anyway. I'll see you again some time!

Rewards: 1500 Potatoes, +5 Affection with Nigel

Unlocked: Visindy, Nigel's Chance Machine, A Tour of the Mine (Main Quest), Nigel's Daily Errands, Nigel and the Thief (Side Quest)

Cairn rescues Nigel and returns to their teacher. Nigel gives you a mysterious disc as thanks and suggests showing it to an important client of his. Before trusting you fully he wants you to have high enough Honour.

You will need at least 85 Honour. Honour to continue this quest.

Once the stat gate is reached, Nigel leads the way to his client, Visindy.

Rewards
Like
5 Affection with Nigel
Potato currency
1500 Potatoes
Unlocks
17-60
NPC: Visindy
13-20
Nigel's Chance Machine

Nigel's Daily Errands

1-site-announcements
Main Quest: A Tour Of The Mine

Side Quest: Nigel And The Thief


A Tour of the Mine[]

Quest Information
Quest Giver Visindy
Prerequisites Main Quest: Rescuing Nigel
Description "You finally meet the mysteriously ancient mine denizen."
Full Transcript
As you follow the path Nigel showed you, you see what looks like a crystal statue, draped in cloth. Suddenly, though, the statue turns to you with a smile and waves.


Visindy: Hello! Welcome to Silvie's Mine! My name is Visindy - I'm a golem. It's a pleasure to meet you.

  • a) A pleasure to meet you too.
    • Visindy: We get lots of visitors coming through the mountain, but you seem particularly upstanding. At the same time, you have an air of mystery about you.
  • b) What's a golem?
    • Visindy puffs their chest out a little, giving their explanation with pride.
    • Visindy: Golems are sentient beings made of crystal. We can move and speak like organic beings, but we don't need food, water, or sleep. We live in the mines and protect them too.
    • You get the impression that Visindy is well practiced at giving this speech.
    • Visindy: We get lots of visitors coming through the mountain, but you seem particularly agreeable. At the same time, you have an air of magic about you.

Visindy: Did I guess correctly?

  • a) Spot on! +1 Affection
    • Visindy: Oh! That's wonderful. I've been practicing my observation skills. I haven't had the chance to use them on organic beings very much though. Not a lot of people come to this part of the mines.
  • b) Not quite.

Visindy: Please, tell me a little about yourself. I love hearing people's stories.

  • a) Introduce your pet.
    • You introduce your pet, explaining how they came into being through world-hopper magic.
    • Visindy: Oh, that sounds a little like Thomas! Well, it's lovely to meet the both of you. I wonder if they'll shake hands with me like Thomas does.
    • Visindy leans down to cheerfully greet your pet, extending their palm.
    • Visindy: Put your paw here... right on it...
    • Your pet ignores their hand and sniffs their wrist instead. Visindy gives up and pats your pet's head a little before turning back to you.
  • b) Show off your outfit.
    • You spin around and show off your outfit, explaining how you've tried out various types of clothing since you came to this world.
    • Visindy: How lovely! I also had clothes made for me after I came into this world. At first I didn't know that we were meant to wear clothes, but apparently the ancient golems did, so I had these robes made for me in the same style. Do you like them?
    • a) Yes. +1 Affection
      • Visindy: I will have to pass the compliment to my seamstress.
      • Visindy also spins in a circle to show off their robes.
    • b) No.

Visindy: Thank you for telling me your story. Because my energy is tied to the crystals in these caves, I can't leave the mountain without great risk to my life. That's why I love hearing about the outside world from visitors. In return for your story, would you like me to give you a tour of the mountain? It's a wonderful place!

  • Actually, I wanted to ask about this stone...

You take out the stone and explain how you found it while exploring with Nigel.


Visindy: Oh, so you've met The Destroyer! He told you that I would know what this is?


Visindy takes the stone from you and turns it over in their hands.


Visindy: Hmm... Nothing comes to mind right away. But it could be that I've just forgotten. You forget a lot of the small things after the first few hundred years.


Visindy hands the stone back to you.


Visindy: Why don't we go for a tour of the mountain together? It's possible that something we see will jog my memory.

  • a) Lead the way.
  • b) Actually, I can't right now.

Visindy: Then let's go! We'll start with the constructed mining tunnels first, then make our way to the natural tunnels deeper inside the mountain.


Visindy walks only a couple steps before they stop short, so abruptly that you almost bump into them.


Visindy: Oh! I forgot. You can't see in the dark. I can, since I was born of the mountain, but you have squishy organic eyeballs, so you might have a bit of trouble. Hmm... Do you have a lantern at all? Some sort of light source? I'm afraid I don't really keep them on hand.


Give Visindy an Ornate Lantern, or have a Lantern Pixie as your active pet.

  • a) Here's an ornate lantern!
  • b) I have a Lantern Pixie with me.
  • c) Let me go get something.
  • d) Let's do the tour another time.

Visindy: Excellent! We can start the tour now.


The two of you make your way down the gently sloping mining tunnels, which are reinforced with wooden support beams.


Visindy: Have you met Marvel yet? Her ancestors built these tunnels and installed a system of pulleys to carry buckets of gems and ore up the mine shaft. But it's not safe to use it for transporting people. Believe me, I tried! If I wasn't made of crystal... Well, let's just say that I'm lucky I am.


After some walking, the access tunnel leads you to what looks like the bottom of a mine shaft. There's a system of buckets and pulleys, just like Visindy said.


Visindy: It's truly impressive that they were able to build all of these things, don't you think? It seems difficult for surface dwellers to work down here, but they did it. I don't know how! They can't even see down here. They'd have to make sure there were lamps around them all the time, otherwise they'd trip all over themselves. Perhaps your stone was made by the first residents of Silvie's Mine as well? Maybe it was part of a game, so they didn't get bored down here when they took breaks from work.

  • a) That seems possible.
  • b) I don't know about that.
    • Visindy: No? I have heard that sometimes stones are thrown in surface dweller games. Though your stone might be a bit too large to be thrown. It might hurt someone, and that's not a very good game.

Visindy: Speaking of throwing stones, have you used Marvel's contraption before? You ought to give it a try while we're here. I'll wait here!


Go play Silvie's Artifacts once!

  • Sure! I'll be back.

Visindy: Welcome back. How did it go?


Visindy wants you to play Silvie's Artifacts once!

  • a) I did it! (Player Game 1/1 Times) +1 Affection
  • b) I'll be back!

Visindy: How was that? Enjoyable, I hope? Your hard work certainly shows. Sometimes visitors ask how I feel about the harvesting of gems, considering that I am mostly crystal. I imagine it's the same way that world-hoppers feel about inanimate objects that haven't turned into pets yet. It's hard to imagine them as actual beings until they become them. Like shoes! You wouldn't walk around stepping on your pets, but shoes don't talk or think or anything, so wearing them is alright. At any rate, shall we move on?

  • Continue the tour.

You follow Visindy deeper into the mines, still carrying the glowing stone. Gradually, the signs of intentional construction give way to narrower passageways and natural rock formations.


Visindy: We're coming up on one of my favorite places in the mountain. I remember how excited the miners were when they found it for the first time. Of course, we golems knew it was there long before, but Id- I mean, the other golems didn't want to say anything for some reason.


Visindy guides you through an awkwardly sloping tunnel that requires you to duck your head under some rock toward the end. When you lift your head, you find yourself in an underground chamber full of large spires of crystal, jutting out from the walls in all directions. Your lantern light reflects off of their translucent surfaces, filling the whole room with dazzling orange shards of light.


Visindy: We call this room the Crystal Cave! Quite an accurate name, no? These formations have been here as long as I can remember.


Visindy stares up at the crystals, basking in their beautiful glow.


Visindy: Have I told you yet how golems are made? We start as bits of crystal, slowly growing over hundreds of years until we become moving, thinking beings. I've never seen it happen, but when I was small I'd come here and hope that one of these crystals would hatch into a new friend. It never happened, no matter what I tried or how long I waited, but I still love this cave for how beautiful it is. For some reason, even though the crystal spires are this big, they don't seem like they can become golems at all. I wonder what makes them different from myself? Perhaps they're not natural gems at all but made by the ancient golems - like art? Maybe your glowing stone is a piece of art too.

  • a) It could be!
    • Visindy: I'm sure the person who made it put their heart and soul into it. Their proverbial heart, if they're inorganic. Of course, I suppose it could be a piece of art and a game at the same time. There's no reason it can't be both.
  • b) It doesn't look like art to me.

Visindy: Are you ready to keep going? We're almost at the end.

  • Follow Visindy.

You carefully climb between the crystal spires to a tunnel on the far side of the cavern and begin a sharp descent. Leaving the Crystal Cave behind you, you're enveloped in darkness once more. The lantern's light affords you just enough light to watch your step. Somewhere nearby, you can hear the sound of running water.


Visindy: Watch your step coming down here... Okay, both feet on the ground? Now, dim your lantern.


You convince your lantern to grow dimmer and let Visindy guide you down a short path. At the end, you can see a faint blue... glow? You step out of the path into a large tunnel with an underground river running through it, the whole passage illuminated by a soft blue light.


Visindy: Look up!

  • Look up.

You look up to see the rocky ceiling speckled with glowing blue clusters, some of them dangling down on fine threads.


Visindy: They're glow worms! Aren't they pretty? You can't find them in most places in the mountain, just places with water. I never get to bring anyone here... Not a lot of people come to visit me at all. There's the Destroyer, of course, and I've had other friends over the years, but it's still special whenever I get to show someone's the caves' wonders for the very first time. Especially here. Even surface dwellers can come to this cave and enjoy the mountain without being scared of the dark. I think that's why I love this part of the mountain, because I get to share it with everyone else.


The two of you watch the glowworms in silence for a little while, their light casting a faint bluish glow over you both.


Visindy: Say, maybe your glowing stone is meant to provide a light in the dark too. I hear that some surface dwellers have trouble sleeping in the darkness.

  • a) That would be nice. +1 Affection
    • Visindy: I thought so too.
  • b) It's a little dim for that.

Visindy: This is the end of the tour, but there's someone else I'd like you to meet. She might have some more ideas about what that stone could mean. We can follow the river out to find her.


You and Visindy walk along a narrow path alongside the river, occasionally hopping between stones to make it to the next section of the bank. The glow worms' pale light reflects off of the water's surface, bathing the walls in undulating blue refractions.


Visindy: So? What did you think of the tour?

  • a) It was great. +3 Affection
    • Visindy: I'm so glad to hear that!
  • b) It was kind of boring.

Visindy: Do you feel like you learned something? Once you meet Idra, I'm sure she'll be able to tell you even more. She's been living in the mountain for a long, long time. Ah, there she is. Idra!

  • Time to meet Idra.
Rewards: +3 Comprehension, 1000 Potatoes

Unlocked: Idra, Idra Bars the Way (Main Quest)

You follow the directions Nigel gave you to meet their client, Visindy.

Visindy: "My name is Visindy - I'm a golem. It's a pleasure to meet you."

  • a) A pleasure to meet you too.
  • b) What's a golem?

Visindy describes you.

  • a) Spot on! Affection.+1
  • b) Not quite. (?)

Visindy: "Please, tell me a little about yourself. I love hearing people's stories."

  • a) Introduce your pet.
  • b) Show off your outfit.
    • Visindy asks if you like their clothes
      • a) Yes. Affection.+1
      • b) No.

Visindy wants to give you a tour of the mountain but needs a source of light.

Give Visindy an Ornate Lantern, or have a Lantern Pixie as your active pet.

Visindy: "Perhaps your stone was made by the first residents of Silvie's Mine as well? Maybe it was part of a game, so they didn't get bored down here when they took breaks from work."

  • a) That seems possible.
  • b) I don't know about that.

Play Silvie's Artifacts once. Affection.+1

Visindy: "Perhaps they're not natural gems at all but made by the ancient golems - like art? Maybe your glowing stone is a piece of art too."

  • a) It could be!
  • b) It doesn't look like art to me.

Visindy: "Say, maybe your glowing stone is meant to provide a light in the dark too. I hear that some surface dwellers have trouble sleeping in the darkness."

  • a) That would be nice. Affection.+1
  • b) It's a little dim for that.

Visindy: "What did you think of the tour?"

  • a) It was great. Affection.+3
  • b) It was kind of boring. Dislike. -1

Visindy decides to introduce you to an older golem, Idra.

Rewards
Comprehension thumb
3 Comprehension
Potato currency
1000 Potatoes
Unlocks
18-61
NPC: Idra
1-site-announcements
Main Quest: Idra Bars the Way


Idra Bars the Way[]

Quest Information
Quest Giver Idra
Prerequisites Main Quest: A Tour of the Mine
Description "Idra wants to test your mettle before revealing secrets of the mines."
Full Transcript
Idra: Ah, Visindy!


She doesn't acknowledge you, preferring to brush a tiny speck of dust off Visindy's shoulder. Visindy takes the initiative to introduce you.


Visindy: Idra, this is my world-hopper friend.


Idra: Ah, yes. Pascal, wasn't it?


Visindy: No, this is a different world-hopper. I just met them today, actually.


Idra: Another one? How many of them are there?


Visindy: I'm not sure, actually. Perhaps infinity! If we're talking about all the world-hoppers who exist somewhere and not all the world-hoppers on the mountain, I mean.


Idra: ...Ah. Well, you do like befriending them.


Idra inclines her head towards you regally, still with that unknowable gaze.


Idra: I have greeted your friend, Visindy.


Visindy: I see that you have! I'm sure they appreciate it, though I have to admit this isn't purely a social call. My world-hopper friend actually has a question for you.

  • a) Ask the question.
    • You open your mouth, but Visindy makes a frantic shushing gesture. It looks like you're supposed to let them handle it.
  • b) Let Visindy speak.
    • Visindy glances at you a little nervously, but seems satisfied by your polite silence.

Visindy: You see, there's this artifact the world-hopper and the Destroyer found. You know the Destroyer, I've told you about him.


You still can't read Idra's face, or even her body language. Her whole being is as rigid and unmoving as stone. Visindy, in contrast, radiates liveliness.


Visindy: It's a disc, and it glows a little. I thought you might perhaps know a little about it.


Idra: The world-hopper is the one who wishes to know?


Visindy: Ah, yes, primarily, though of course I'm a little curious as well...


Idra: You know I don't give the secrets of the mountain to outsiders lightly, Visindy. A word with this word-hopper alone?


You wouldn't exactly say that Visindy deflates, but they definitely look disappointed.


Visindy: Oh, not again. Idra...


Idra: Go and play. I'll talk to you later.


Visindy: I don't really play anymore, you know. Theorizing and collecting are perfectly adult pastimes!


They still exit the cavern, though not before leaning in to whisper one last comment to you.


Visindy: Come to me when you need help, alright? Trust me, you will. I'll be right outside.


Idra watches them go. You might be learning how to read her a little. Her head is tilted to the right, which might mean... confusion? Concentration?


Idra: Not playing anymore... what a thought! They've grown so quickly...


You shift a little, and the movement draws her eye. She regards you with an imperious stare.


Idra: Well? You may ask what you wish.

  • a) Ask about Visindy. +2 Affection
    • Idra: They're a good child, aren't they? So smart, and so polite. But this "not playing" business... Ha! Those theories of theirs are very inspired, but they're the same as the ones we talked about back when they barely came up to my knee, except in those days we called them make-believe. But that's not what you came here for, is it? Well, I don't tell the stories of the mountain to just anyone.
  • b) Ask about Idra.
  • c) Ask about the artifact.

Idra: You're not the first outsider to come and go from the mountain. You wouldn't be the first to arrive thinking only of plunder either, though I don't care to guess at your motives. If I tell anyone anything, it's because they've proved themselves by passing three of my trials. However, you don't seem nearly comprehending enough to pass even the first trial... Which is to be expected, I suppose. You haven't even lived your first hundred years yet. Perhaps you'll have a better chance once you've gained more worldly experience, but until then, let's not waste your time.


You'll need to convince Idra to take you seriously by earning 25 permanent Comprehension points more than you currently have. Try doing the Daily Bonus tasks each day!

  • Come back to see Idra later.

Idra: You're not comprehending enough to take my tests yet, child. Try again in about fifty years or so when you have earned more experience.

  • a) I'm ready to take the trials. (Increased 25/25 Times)
  • b) Come back later.

Idra: Hmm... you do seem to understand things a little more now. Has it been a hundred years already? No? Perhaps you're just a quick learner. You're a confident one, aren't you?

  • Yes.
  • No. +1 Affection
    • Idra: An accurate assessment of your own abilities... rare among outsiders, but it won't earn you a reprieve.

Idra: The first trial isn't particularly difficult. All you have to do is pass a test of knowledge. Fitting, seeing as you've come seeking it. My first question; many years ago, a young orc, Visindy's friend, built a system of buckets and pulleys in the old mineshafts. His descendant runs a shop in town today. What was his name?

  • a) Wonder.
  • b) Magnic.
  • c) Albert.

Idra: Hmm. Not quite. Next; one of Visindy's many theories focuses on worms. What is it?

  • a) Worms are actually very smart.
  • b) Worms can secretly talk, but only to their friends.
  • c) World-hoppers are secretly all worm people.

Idra: That's more than a little inaccurate. The last question; What was Visindy's childhood nickname?

  • a) Vissy.
  • b) Indy.
  • c) Pumpkin.

Idra: Wrong again. Oh, well. Looks like you failed the trial.


Idra doesn't look sympathetic at all. In fact, inspecting the slight curve of her mouth, you think she might actually be quite pleased that you didn't pass.


Idra: I suppose you'll just have to go about your business and forget about knowledge that doesn't belong to you. You may try again if you wish, but don't expect a different outcome.


Looks like you'll need Visindy's help after all. You should go find them.

  • Find Visindy.

Visindy is waiting outside like they promised. They're throwing the disc up into the air, then catching it, again and again.


Visindy: Ah, you're done! Idra set one of her trials for you again, didn't she? Oh, she does this every time! Not that I don't understand her side of things, because I do. If she gave out her knowledge to just anyone, she'd have a line of people waiting to talk to her wrapping around the entire mountain. Though she really doesn't have to make her tasks just so fiendishly difficult... Ah, the first one shouldn't have been too bad, at least. It's always a test of knowledge. I can just tell you the answers to what she asked.

  • a) Ask about the young orc.
    • Visindy: Ah, Oscar! Fine fellow, big hat. We were actually quite good friends. I wonder what he's doing now... Well, it's got to have been more than a hundred years ago now, so I suppose he's probably dead.
  • b) Ask about the worms.
    • Visindy: She asked about my worm theory? I guess she liked that one...My initial hypothesis was that the tunnels in mountain were not carved by miners, but instead eaten out of the rock by gigantic, ancient worms. At first I searched for evidence, like giant old skeletons or suchlike, but then I realized that worms are invertebrates and wouldn't leave any bones, giant or not. Ah, keep in mind that it's a very old theory, and I don't subscribe to it anymore... though it is very heartening that Idra remembered it and used it as a question.
  • c) Ask about their nickname.
    • Visindy: Oh, no, she asked you about that? It's been more than a century! Everyone else who used it passed away a long time ago! This is a little embarrassing, but people used to call me Vindykins. I-it was a different time, and I was a different person back then! Don't start using it now.
  • d) You're done with questions.

Visindy: So many of the questions are about me that it's more of a Visindy quiz than a mountain quiz... You should be prepared for Idra's questions now, though you can always come back if you need a refresher.

  • You should go see Idra now.

Idra: Ah. Here for your test again? I suppose I did say you could retake it, though I hope you don't abuse the privilege. Question one. Many years ago, a young orc, Visindy's friend, built a system of buckets and pulleys in the old mineshafts. His descendant runs a shop in town today. What was his name?

  • a) Wonder.
  • b) Magnic.
  • c) Albert.
  • d) Oscar. (correct)
    • Idra: ...Correct.

Idra: Next question. One of Visindy's many theories focuses on worms. What is it?

(These questions might be outdated:)

  • a) Worms are actually very smart.
  • b) Worms can secretly talk, but only to their friends.
  • c) World-Hoppers are secretly all worm people.
  • d) Giant worms made the tunnels. (correct)
  • a) Worms are the true masters of the universe
  • b) Worms can be trained to read and write
  • c) Giant worms made the tunnels (correct)
    • Idra: Correct again. Looks like you really did prepare.

Idra: Lastly, what was Visindy's childhood nickname?

  • a) Visso.
  • b) Vindykins. (correct)
    • Idra: I remember back when they used to love that name... They were so small back then. Always wanting to know why and how everything happens, always asking for storytime... Well. In that respect, it's no different from today. They're still a sweet, curious child.
    • Idra actually smiles. You haven't seen it before, but it's a sweet, distant expression that lingers on her face as she gazes at nothing at all.
  • c) Vindo.

Idra stays silent for a little while. You're not sure if she's planning to give you your second trial.

  • a) Cough politely to draw her attention.
  • b) Wait for her to bring it up herself. +1 Affection

You wait patiently for Idra to exit her reverie, letting her explore her thoughts at her own pace. Eventually, your patience pays off. Idra moves only imperceptibly, but you get the sense that her attention's focused onto you.


Idra: Still here... I suppose you'll want your second task now. Very well. Follow me.


Idra sets a swift pace through the tunnels, moving so quickly and gracefully that you can hardly keep track of her. She brings you to a cavern with a well-lit pool, so clear you can see all the way to the very bottom. Idra breaks a chunk of rock off the wall and carves a small glyph into it with a finger, her crystal claw cleaving into the rock as if it were butter. She drops it into the pool.


Idra: This pool has never been touched by anything born of flesh and bone. Your second trial is to return the stone without disturbing its sanctity.


With an air of satisfaction, she leaves you staring at the pool. How are you going to get that stone out without touching the water? Maybe Visindy might have an idea.

  • Go find Visindy.
Unlocked: The Pristine Pool (Main Quest)


Outdated Quest
This quest is outdated and some parts may be inaccurate. If you notice an error, you can help Dappervolk Wiki by correcting it.
  • a) Ask the question.
  • b) Let Visindy speak.

Idra tells Visindy to leave the room to have a word alone with you.

  • Ask about Visindy. Affection.3
  • Ask about Idra.
  • Ask about the artifact.

Get on Idra's good side by gaining 25 more permanent Comprehension points.

(Tip! Comprehension can be gained through side quests and daily stat boosts.)

Idra: "You're a confident one, aren't you?"

  • Yes.
  • No. Affection.1

You are ready to undertake Idra's tests. Unfortunately, you are set up for failure, so you can just guess randomly here.

Idra: "My first question; many years ago, a young orc, Visindy's friend, built a system of buckets and pulleys in the old mineshafts. His descendant runs a shop in town today. What was his name?"

  • a) Wonder.
  • b) Magnic.
  • c) Albert.

Idra: "Next; one of Visindy's many theories focuses on worms. What is it?"

  • a) Worms are actually very smart.
  • b) Worms can secretly talk, but only to their friends.
  • c) World-Hoppers are secretly all worm people.

Idra: "The last question; What was Visindy's childhood nickname?"

  • a) Vissy.
  • b) Indy.
  • c) Pumpkin.

You seek up Visindy to get help with the questions.

  • a) Ask about the young orc.
  • b) Ask about the worms.
  • c) Ask about their nickname.
  • d) You're done asking questions.

Idra lets you retake the quiz. What was the orc's name?

  • a) Wonder/Magnic/Albert
  • b) Wonder/Magnic/Albert
  • c) Oscar (Correct)

What's the worm theory?

  • a) Worms are the true masters of the universe.
  • b) Worms can be trained to read or write.
  • c) Giant worms made the tunnels. (Correct)

What was Visindy's childhood nickname?

  • a) Visso.
  • b) Vindykins. (Correct)
  • c) Vindo.

Idra stays silent for a little while.

  • Cough politely to draw her attention.
  • Wait for her to bring it up herself. Affection.1
Unlocks
1-site-announcements
Main Quest: The Pristine Pool


The Pristine Pool[]

Quest Information
Quest Giver Visindy
Prerequisites Main Quest: Idra Bars the Way
Description "You seek help from Visindy to solve Idra's trials."
Full Transcript
You find Visindy in a different area of the mine and call out to them. You explain Idra's task to Visindy, and they practically light up in glee.


Visindy: Oh, that's not bad at all! See, there's the obvious loophole; nothing born of flesh can touch the water, but your pet there isn't flesh at all! You brought it to life from something inanimate, didn't you? Except... don't take this the wrong way, but this little fellow doesn't look quite Comprehending enough to find one small marked rock among a hundred. Maybe you could give them a bit of a boost? Can you equip your current pet with a Comprehension Totem and make sure its Comprehension base stat is at least 10?

  • Alright, I'll be back.

Visindy: Have you returned? I'm sure your pet is very bright, but for something like this we'll need a little more. Can you equip your current pet with a Comprehension Totem and make sure its Comprehension base stat is at least 10?

  • a) I've done it!
  • b) Alright, I'll be back.

Visindy: There we go! Aren't they a clever one now? Let's go back to that lake!


After returning to the lake with the carved stone at its bottom, you and Visindy train your pet, slowly and with lots of treats, to recognize the design Idra carved and bring you stones. After a few false starts, Erron manages to grasp the right stone in its mouth and deposit it onto the shore. Visindy hides in a side cavern as you call Idra over to show her proof of your success. Idra insists on testing the waters herself. She doesn't touch them at all, instead kneeling at the edge of the pool and gazing into its depths, searching for any hint of impurity.


Idra: The water is clean. Good. Too many outsiders have no respect for the mountain. They see it only as a source of wealth, and not something with beauty and life of its own. Even the name they've given it, "Silvie's Mine"... it's ridiculous. Who is this Silvie? There is a rhythm to the mountain more beautiful than any precious stone, one that takes centuries to fully appreciate, and the ones who come here with thoughts of riches and glory will never know it even exists. ...Well. You've passed the second trial, so I suppose not every outsider treats the mountain's rules with reckless abandon. Perhaps Visindy has been a good influence. That doesn't mean I'm going easy on you in the next task.


Idra shoots a sidelong glance right at Visindy's hiding place. They're behind a boulder, at least, so there's no way she could have spotted them... right?


Idra: In fact, this one not even Visindy can help you with. Your third trial is this; I want you to find the place where Visindy and I first met.


This time, she gives you a nod of acknowledgement before sweeping out of the cavern. It seems that her opinion of you has improved a little. Visindy crawls out of their hiding place with a guilty look on their face.


Visindy: How did she even know I was helping you? I swear, hiding anything from Idra is impossible... It's like she has eyes all over the tunnels. Maybe she does! Though unfortunately I've got to admit she's right about my not being able to help you. Living with Idra is all I've ever known. I can't remember a time before we met, let alone where I was. Sorry about that. Looks like asking Idra was a dead end, and I still don't have the slightest idea what that disc is. There's got to be someone else we can ask...

  • a) Suggest Nigel.
    • Visindy: The Destroyer? He's very good at finding these things, but he's a fighter, not a scholar. Or a thinker, really. No, somebody else...
  • b) Suggest Cairn.
    • Visindy: The Destroyer's friend? They do seem smart, but they're more of a technological mind than a historical one.
  • c) Suggest Marvel.
    • Visindy: She does know quite a lot about everything, but we're not very close, and she's always so busy I never quite feel comfortable approaching her.
  • d) Suggest Pascal.
    • Visindy: Of course! Those two spend so much time adventuring that they probably see treasures like this every day! Though if you ask me, Thomas is probably the real brains of that operation.
  • Go find Pascal.
Rewards: +3 Affection with Visindy

Unlocked: Asking Pascal (Main Quest)

You find Visindy to help you with the second task: To retrieve a special stone from a sacred lake that can't be touched by flesh and blood.

Equip your current pet with a Comprehension Totem and make sure its base Comprehension stat is at least 10.

Indra: "Your third trial is this; I want you to find the place where Visindy and I first met."

You need help from someone other than Visindy to find the answer.

  • a) Suggest Nigel. (select again)
  • b) Suggest Cairn. (select again)
  • c) Suggest Marvel. (select again)
  • d) Suggest Pascal.
Rewards
Like
3 Affection with Visindy
Unlocks
1-site-announcements
Main Quest: Asking Pascal


Asking Pascal[]

Quest Information
Quest Giver Thomas & Pascal
Prerequisites Main Quest: The Pristine Pool
Description "After being stumped, you and Visindy find Pascal for an adventurer's help."
Full Transcript
With Visindy, you leave the caverns of the mine and return to the bustling mine town. You find Pascal after asking around a little, he's poring over artifacts with Thomas attentively keeping watch in their small tavern room. Thomas notices you first and leaps nimbly to his feet, his tail swishing into Pascal's face.


Pascal: Pbbt! What- Oh! You two, hello! What brings you here?


You and Visindy explain the situation, and Pascal examines your artifact with a curious gaze. Thomas does, too, though he seems a little more attracted to the disc's soft glow than anything else.


Pascal: Well, after a thorough inspection, I can safely say...


Visindy leans forward in their excitement, entirely affected by Pascal's pause for dramatic effect.


Pascal: I've never seen anything like this before in my entire life.


Thomas gives Pascal an indignant bop with his head, then scrambles down into the messy pile of Pascal's adventuring gear on the floor, pawing at it with a foot.


Pascal: In there, you say? You're probably right. Just about anything could be in there.


The pile is very large, sprawling halfway across the room. It looks like Pascal's just heaped everything he's ever found while adventuring onto it instead of putting them nicely away.


Pascal: I should probably clean that up sometime.


He shrugs and picks Thomas up, placing him on his shoulder. You and Visindy exchange a look. If you want to find something in that pile, you'll have to sort through the artifacts yourself. Judging by the size of the pile, you'll probably have to go through it at least three times.


Play Silvie's Artifacts 3 times.

  • Alright, we'll be done soon.

Visindy is digging carefully through the mountain of artifacts in Thomas and Pascal's room. Pascal walks towards the pile... and then turns and skirts around it, ignoring the massive amount of artifacts in his path. It looks like if you want something from there, you'll have to look for it himself.


Visindy: Have you found anything on your end yet?

  • a) Finish sorting through the pile. (Played Game 3/3 Times)
  • b) Not yet, we'll be done soon.

You look through the massive pile of Pascal's things, stacking things neatly into individual groups. Halfway through, Thomas darts at one of the items you've dug out from the bottom of the pile - a piece of parchment he clasps firmly between his jaws.


Pascal: Hey, don't eat tha- wait. Hmm. I guess you're right.


Sensing Visindy's curious stare, Pascal translates.


Pascal: Thomas thought that pattern looked familiar, and it does. Take a look at this.


He unfurls the parchment, a ragged map that looks like it's seen better days, and places the stone on top of it. Sure enough, the two objects line up remarkably well.


Pascal: The tunnels may have changed a little with time, but looks like you've got a map.

  • Thank Thomas and Pascal and go exploring. +1 Affection with Visindy

Visindy walks out to the outer caverns without once looking up from the disc, turning it this way and that to mentally reorient themself.


Visindy: I think I've got it! We want to make our way to the center of the map, which should be... this way!


They chatter about to you the entire way, speculating wildly about what might await the two of you at the end as you make your way deeper and deeper into the mines.


Visindy: It may be treasure, with, you know, the glow marking the spot. Or it could lead to a criminal's secret hideout... All right, that one's not very likely, but it would make an excellent story.


You're so absorbed in their conversation that when Visindy comes to an abrupt stop, eyes fixed not on the disc but on the cavern in front of them, you almost bump right into them. You try to find what they're staring at, but there's nothing there, only the same unadorned rock walls as the rest of the mine.


Visindy: We're here. This place... it's important, I can feel it. I think it might be the answer to Idra's trial. You have to bring her here.


They place their hand against the cavern wall. You're not sure what they're doing. Perhaps communing with the stone?

  • Go find Idra.
Unlocked: Origin Remembrance (Main Quest)

You ask Pascal about the disc you have."

He might have something that could help in his room but it's too messy to see.

Play Silvie's Artifacts 3 times.

You find out with the help of a parchment that Thomas found that the stone is a map. Affection.+1 with Visindy

Unlocks
1-site-announcements
Main Quest: Origin Remembrance


Origin Remembrance[]

Quest Information
Quest Giver Idra
Prerequisites Main Quest: Asking Pascal
Description "You find a place that reveals many secrets in the caverns."
Full Transcript
You spend some time navigating your way through the mines until you nearly bump into an immobile Idra, she seems to be meditating or perhaps sleeping. After a moment, her attention seems to snap to you as you begin explaining the situation.


Idra: You say you've found the place where I first met Visindy? Well. I suppose that is the task I set.


You sweep through the mines at your swiftest pace, propelled by suppressed excitement. Idra keeps pace easily behind you. Idra maintains her skepticism up until the moment she sets foot in the cavern you and Visindy found. Then, she's mesmerized, just like Visindy was before her, gazing at ordinary stone walls with wonder.


Idra: This... how did you find this?


You hand her the softly glowing disc, and she receives it gently, cradling it delicately in her cupped palms.


Idra: Ah, so that's what you found. It's been a long time since I last saw it... not since Visindy was born.


Visindy's head jerks up, their entire body jolting in surprise.


Visindy: When I was born? You've never told me this story before!


Idra's expression softens when she looks at Visindy, and when she regards you, it's with a new thoughtfulness.


Idra: Well, since you've passed the third trial, I suppose the two of you have earned the right to hear it.


She sits down, and Visindy mirrors her posture. You sit down too, despite the hard ground.


Idra: Long before either of you were born, I lived as a part of a civilization of crystal golems deep underneath the mountains, where everyone was gem-born just as I was.


Visindy: I knew it. Secret underground societies are real!


Idra gives Visindy an admonishing look, and they settle down, chastised.


Visindy: I know, I know. Story time, no interruptions. Sorry.

  • a) Titter at Visindy.
  • b) Laugh with Visindy.

Idra: I was young and adventurous, and often ventured up to the surface. One fateful day as I was exploring the shallow caverns, the mountain suffered a terrible tremor, and I found that the passages that were my way home were gone. I tried and tried for years to find another way back home, but I never did. Eventually, filled with despair, I found a cave to hibernate in, hoping that one day someone from home would come find me.


Idra's been keeping her voice at a steady storytelling cadence, narrating as smoothly as if she was telling just another fairy tale, but her voice falters when she talks about losing her home.


Idra: When I finally woke up however, it wasn't because my people had come to rescue me. It was an outsider like you, world-hopper. The mountain had begun its tremors again, and the outsider... she wanted my assistance stopping them. I didn't want to help, at first. I only wanted to go back to sleep, but then...


Visindy: But then?

Idra: Slowly, we became allies, then friends. We stopped the tremors together, but the very last one knocked a bit of gemstone loose. The moment I saw that piece of topaz, I knew it was special.


Visindy realizes Idra is talking about them and perks up meaningfully.


Idra: I carried it around with me, and eventually I realized it had started to grow. After hundreds of years, that topaz grew into you, Visindy. After that, I didn't want to hibernate anymore. I made that disc so I wouldn't forget the cave where I found you. When you've lived as long as I have, it's easy to let things slide out of your memory. I'd forgotten... I stopped hibernating because I didn't feel alone anymore, but that wasn't just because of Visindy, it was because of her, too. My first outsider friend.

  • Who was she?

Idra: I don't remember her name anymore, or her face, or her voice. But the look in her eyes... I think it may have looked a little like yours.


Visindy: What about your society? Do you remember that?


You and Idra both look at Visindy, who seems to be a little embarrassed about interrupting again.


Visindy: Sorry, I just meant... an ancient civilization, full of people like us! I feel like I've been waiting my whole life to learn about it.


Idra: It's been a long time, but perhaps if I start telling you about it I'll remember more details along the way.


Idra addresses you this time with her full attention, looking at you much more directly than she had when you first met.


Idra: Perhaps some day I'll tell you stories of my people, but I think right now with Visindy, it ought to be just the two of us. You may have realized by now that I set you impossible trials on purpose, because I thought there was no way you could pass them, that there was no way an outsider could be worthy of the mountain. However, I'm glad that you bested me, just this once, and... I hope you continue to prove me wrong.

  • Thank her and make your way out of the deep mines.
Rewards: 1500 Potatoes, +5 Affection with Idra

Unlocked: Leaving the Caverns (Main Quest), Idra's Daily Errands, Idra's Memories (Side Quest)

Idra begins to tell the story of how they met. Visindy interrupts with one of their theories.

  • a) Titter at Visindy.
  • b) Laugh with Visindy.

You have earned Idra's trust.

Rewards
Like
5 Affection with Idra
Potato currency
1500 Potatoes
Unlocks
18-61
Idra's Daily Errands
1-site-announcements
Main Quest: Leaving the Caverns

Side Quest: Idra's Memories


Leaving the Caverns[]

Quest Information
Quest Giver Visindy
Prerequisites Main Quest: Origin Remembrance
Description "You make your way out of the mines to give Visindy and Idra privacy."
Full Transcript
You're walking away, sure that your work is done, when you hear Visindy's voice.


Visindy: Wait!


They're so focused on catching up with you that, when you stop, they run a little past you and have to turn around. The words tumble out of their mouth in a confusing rush.


Visindy: Sorry, I completely forgot- Idra's stories were just so interesting-

  • a) Slow down.
    • Visindy: Right! Slowing down.
  • b) Say nothing.
  • c) What was Idra telling you?

Visindy: Er... What I was trying to say was that I have a shop! You can come visit any time.

It would be nice to see you again and, you know, have a chat together, look through my store, maybe go on a little adventure...

  • a) Keep quiet.
  • b) Tell them you're looking forward to it.
  • c) Ask about Idra's shop.

Visindy: There's only my shop here at the moment, unfortunately. I told Idra she should open one up, but she was all...


Visindy straightens up, adopting a remarkably accurate imitation of Idra's superior expression.


Idra: "There is no one to purchase my items. If you wish for anything, I can just give it to you." And then I said that's not the point, and she asked me what the point was, and, well... Maybe you'll have better luck convincing her if you get to know her better. Idra doesn't like strangers much, but she's really lovely once you get to know her, I swear. In the meantime, you can just come to spend time with us! I'd invite you over for dinner, but golems don't eat, so we wouldn't have any food. We'd just have... rocks. So you can come over any time and look at our rocks! That sounds fun, right? I'll be looking forward to it.

  • Thank Visindy and complete the quest.
Rewards: 1500 Potatoes, +5 Affection with Visindy

Unlocked: Visindy's Chance Machine, Visindy's Daily Errands, Visindy's Experiments (Side Quest), Returning to Cairn (Main Quest)

Visindy chases after you as you leave the caverns.

Visindy: "Sorry, I completely forgot- Idra's stories were just so interesting-"

  • a) Slow down.
  • b) Say nothing.
  • c) What was Idra telling you?

Visindy tells you about their shop.

  • a) Keep quiet.
  • b) Tell them you're looking forward to it.
  • c) Ask about Idra's shop.
Rewards
Like
5 Affection with Visindy
Potato currency
1500 Potatoes
Unlocks
17-60
Visindy's Chance Machine

Visindy's Daily Errands

1-site-announcements
Main Quest: Returning to Cairn

Side Quest: Visindy's Experiments


Return to Cairn[]

Quest Information
Quest Giver Cairn
Prerequisites Main Quest: Leaving the Caverns
Description "You go check on Cairn after your adventure."
Full Transcript
You wander through Silvie's Mine, looking for Cairn again. This time, you have more to go on than "fearsome armored warrior." This time, you spot them before they see you.
  • a) Say hello.
    • You call out to Cairn, who looks up and offers a tired wave.
    • Cairn: H-Hello.
  • b) Surprise them.

Cairn: Did you sort things out with Nigel?

  • a) It ended up being a bit of an adventure.
  • b) It ended up being a big hassle.

Cairn: W-Wow. Sounds like you've been b-busy. I'm m-mostly patched up at this point. Thanks to the parts you got for me, I was able to make it home. I still need to make some more adjustments, but th-that's always true, so... Anyway. I'm sure you've got m-more places to go, more p-people to help. So I guess this is goodbye for now.

  • a) Thank you for your help, Cairn.
    • Cairn blushes.
    • Cairn: I d-didn't do anything. If anything, I owe you for helping Nigel, and for getting those parts for me.
  • b) Take better care of yourself from now on.
    • Cairn nods seriously.
    • Cairn: Mm. I'll do my best. I owe you one for helping me get those parts, and for helping Nigel.

Cairn: I heard you even got help from Visindy and Idra. Idra doesn't like people, so that's i-impressive. But Silvie's Mine isn't that big of a town, and life is kind of hard on the mountain. Most people try to help each other. It seems like you helped a lot of people here, so... So I think you'll probably be welcome back any time. Um. That's all. Bye now.


Cairn offers an awkward wave before scurrying away. Before you turn around to leave, Cairn's head pops up from behind a rock and they look at you sheepishly.


Cairn: D-do be careful on the road, and I hope to s-see you again, soon!

Rewards: Crystal Caves Post Border, Luck Totem, 800 Potatoes, +3 Affection with Cairn

Unlocked: Trip to the Seaside (Main Quest)


Outdated Quest
This quest is outdated and some parts may be inaccurate. If you notice an error, you can help Dappervolk Wiki by correcting it.

You spot Cairn before they see you.

  • a) Say hello.
  • b) Surprise them.
    • a) Apologize.
    • b) Change the subject. Dislike.-1

Cairn: "Did you sort things out with Nigel?"

  • a) It ended up being a bit of an adventure.
  • b) It ended up being a big hassle.

Cairn bids you goodbye for now.

  • a) Thank you for your help, Cairn.
  • b) Take better care of yourself from now on.
Rewards
Like
3 Affection with Cairn
Potato currency
800 Potatoes
259-crystal-caves-post-border
Crystal Caves Post Border
794-luck-totem
Luck Totem
Unlocks
1-site-announcements
Main Quest: Trip to the Seaside


Trip to the Seaside[]

Quest Information
Quest Giver Cairn
Prerequisites Main Quest: Returning to Cairn
Description "Cairn tells you about new technologies they're interested in on the western sea shore."
Full Transcript
Cairn offers a little wave as you approach.


Cairn: H-Hello again. Have you been keeping busy?

  • a) Yep, I'm always busy.
    • Cairn: I know how that is.
  • b) I'm a little bored lately.

Cairn: I'm still w-working on repairs, trying to balance it with daily tasks. The professor says I can't n-neglect my studies just because I'm not at 100%. I guess I'll have to p-put off my trip a little longer.

  • Your trip?

Cairn: I had been p-planning a research trip to the coastline. There's an inventor living there who's doing some i-interesting things with pet technology. Something about "artificial lights?" Anyway, I wanted to go see for m-myself, but I'll have to reschedule. Maybe you can check it out instead, if you have time.

  • Sounds interesting.

Cairn: You can reach it by following the river down to the sea. I've heard that it's h-hard to miss. When I'm in better condition, I'll make a trip down there too. A-anyway. Just a suggestion, if you're interested. I should g-get back to my errands.


Cairn nods in farewell and scurries away.

  • Wave Goodbye.

You take Cairn's advice to follow the river, which meanders across pleasant meadow flatlands and eventually passes by a large, clear lake surrounded by lush greenery. As the landscape stretches on, you begin to hear the distant shrill cry of sea birds, and the telltale sound of rolling waves. You're looking forward to seeing the sights near the sea, and thinking about the types of people you might meet there, when you see a somewhat familiarly imposing figure on the road ahead.


Officiator: Hello, traveler. Are you making your way to Aviar Cove, by any chance?

  • a) Yes, I sure am!
  • b) Yeah, why?

Officiator: Well, you'll need to give up on that venture for the time being. The Council has decreed that none shall pass using the roads leading to Aviar Cove unless expressly permitted.

  • a) What? I haven't heard about that.
  • b) That's outrageous!
  • c) Are you sure? That doesn't sound right...

Officiator: Inconvenient, I know. However, I cannot change this decision or divulge the reasoning behind it. You will simply have to obey the decree, as all do. There is a barricade up ahead and only travelers with the correct paperwork will be permitted to pass.

  • a) I need to go see an inventor near the sea, though!
    • Officiator: That is of little consequence or meaning to me.
  • b) What kind of paperwork? Can I pay you in potatoes?
    • Officiator: I do not take bribery, it is unconstitutional at best, and illegal at worst.

The Officiator pauses in his conversation with you and muses to himself.

Officiator: The only possible way you'd be able to pass through... would be if I submitted a travel restriction appeal to the Council on your behalf...

He stops for a moment to look back at you, his stony expression remaining entirely unchanged.

Officiator: But alas, I have no reason to go out of my way to concern myself with a stranger such as yourself. I have other Official business to attend to currently, farewell traveler.

Before you can object, the Officiator turns with a sweep of his robes and leaves in the direction of Peddler's Port. Left on your own now, you do see a tall wooden gated barricade in the distance towards Aviar Cove, lined with guards and officials. Perhaps it would be easiest to obtain the right of passage if you go visit the Officiator again at Peddler's Port. He may come around if you do some errands for him to prove your intentions are worthy of his approval.

You will need to increase your affection with the Officiator to 35 before he will trust you.

  • Set off to Peddler's Port.
Hidden Unlock:

Temporary Repeat Quest: Gaining the Officiator's Trust (in Peddler's Port)

(After gaining 35 affection with the Officiator, do the repeat quest once more to unlock Aviar Cove)


Cairn: "H-Hello again. Have you been keeping busy?"

  • a) Yep, always busy.
  • b) I'm a little bored lately.

Cairn tells you about a town by the seaside with interesting technology they have been meaning to go to. It is marked out on your map. When making your way there, you are stopped by the Officiator.

Raise your affection with the Officiator to 35 and do his daily errand once more to unlock Aviar Cove.

Bug: After completing the Officiator's daily quest for the final time, you might get an error saying "You can't do this quest." If this happens, just go to the World Map and town-hop to Aviar Cove. You can pick up the next quest from there.

Unlocks
Aviar Cove
Location: Aviar Cove
19-62
NPC: Lief
1-site-announcements
Main Quest: Inventors of the Cove


Site Navigation[]

Quest Types by Town
Louise Hill
Three's Forest
The Red Tower
Silvie's Mine
Aviar Cove
Vaer Reef
Peddler's Port
The Frog Pond