Difference between revisions of "Enderal:Secrets from the Can"

From sureai
Jump to: navigation, search
m (updating/correcting links)
m (Fix formatting; Remove duplicate quest triggering note)
 
(21 intermediate revisions by 6 users not shown)
Line 1: Line 1:
'''Secrets from the Can''' is a miscellaneous [[Enderal:Quests|quest]] available in [[Enderal]]. [[File:SecretCanEnding.jpg|400px|right]]
+
{{Breadcrumb|[[Enderal:Quests|Quests]]|[[Enderal:Side Quests|Side Quests]]}}
 +
[[File:EN-Quest-Secrets from the Can.jpg|300px|right|thumb|The final location of the quest near the Bleak Tree the Gravestone and the Strongbox.]]
 +
{{Quest Header
 +
|image = EN-Quest-Ornament-Sidequest-Left.png
 +
|quest giver = [[Enderal:Sillas|Sillas]]
 +
|locations = [[Enderal:Marek's Farm|Marek's Farm]], [[Enderal:The_Bleak_Tree|The Bleak Tree]], [[Enderal:Shrine_at_the_Sea|Shrine]]
 +
|rewards = Pennies, EP, Cold Night (Frost-enchanted greatsword), Apprentice Handicraft Book
 +
|questid = NQ09}}
  
== Summary ==
+
== Objectives ==
*Quest Giver: Sillas
+
* Pursue Sillas' secret
*Location: Approaching [[Enderal:Riverville|Riverville]], at Marek's Farm. Sillas will approach you when you come into close proximity.
+
* Open the rusty casket
*Possible Rewards: Cold Night, a greatsword enchanted with ice damage. Apprentice Handicraft Book. Variable amounts of currency and EXP, depending on your choices.
+
* Read the old notice
 +
* Find the place described by the poem
 +
* Find the next mysterious place
 +
* Return to Sillas
 +
* Solve the puzzle
 +
* Explore the lost vaults
 +
* Defeat the demon
 +
* Open the rusty casket
 +
* Report to Sillas
 +
 
 +
== Journal Entries ==
 +
; Initial
 +
: I met a small boy called Sillas on a farm near the village Riverville - he offered to tell me a secret.
 +
; After accepting to hear Sillas' secret
 +
: I met a small boy called Sillas on a farm near the village Riverville - he offered to tell me a secret and I accepted.
 +
; After finding the Casket
 +
: Sillas showed me a casket which most likely washed up at the beach near Riverville
 +
; After opening the Casket
 +
: Sillas showed me a casket which most likely washed up at the beach near Riverville - instead of the anticipated "treasure" there only was a note in it, which gravely disappointed him. There is some sort of poem on it - perhaps some sort of hint?
 +
; After reading the Shrine's clue
 +
: Sillas showed me a casket which most likely washed up at the beach near Riverville - instead of the anticipated "treasure" there only was a note in it, which gravely disappointed him. That note showed me the way to a stone tablet at an old shrine on which another riddle was engraved: "At the beginning of the current, a big stone with a raised bleak tree in the West. "
 +
; After finding the treasure
 +
: Sillas showed me a casket - instead of the anticipated "treasure" there only was a note in it, which gravely disappointed him.. At the end of a chain of hints I found a small strongbox filled with a tidy sum of pennies near a grave.
  
== Background ==
 
Near Marek's farm, a child named Sillas waits for somebody both strong and brave - And happens to choose the player to be his champion. He has found a locked casket - Which he claims will have money in it and hopes it will pay off his father's debt - but needs somebody to open it for him. If the player chooses to help, they will quickly find themselves in the middle of a treasure-hunt.
 
  
 
== Walkthrough ==
 
== Walkthrough ==
 +
[[File:EN-Quest-Secrets from the Can 2.jpg|800px|border|The path and locations visited throughout the quest.]]
 +
===Part One: The Secret Casket===
 +
[[File:EN-NPCs-Sollis.jpg|300px|right|thumb|Sillas needs Help]]
 +
[[Enderal:Sillas|Sillas]] in [[Enderal:Riverville|Riverville]] will approach you and ask for your help, offering to split any prospective loot you may find in your journey, though also implores you to keep the fact a secret. Upon agreeing, he will lead you to the nearby beach, where his secret lies - '''A seemingly washed-up casket''' (actually the size of a strongbox). [[Enderal:Sillas|Sillas]] proceeds to explain that there is a "rattling" inside the box, and he believes that whatever is making the noise is enough coin to help his father get out of debt, but try as he might, the thing just won't open. Indeed, the lock is rusted firmly shut - Not even a key would be of any help.''' Hit the box with any weapon a couple of times and it will open'''. Excited, [[Enderal:Sillas|Sillas]] opens it, only to find some "weird nails" and a '''note''', which he gives to you.
 +
In the note inside the casket, you'll find a poem:
  
=== Part One: The Secret Casket ===
 
When Sillas approaches the player, he will ask for their help, and offers to split the amount of prospective loot with them, though also implores them to keep the fact a secret. Upon agreeing, he will lead the player to the nearby beach, where his secret lies - A seemingly washed-up casket. Sillas proceeds to explain to the player that there is a "rattling" inside the box, and he believes that whatever is making the noise is enough coin to help his father get out of debt, but try as he might, the thing just wont open. Indeed, the lock is rusted firmly shut - Not even a key would be of any help. Instead, the player should hit the box with any weapon a couple of times - This will open the box. Excited, Sillas will open it, only to find some "weird nails" and a note, which he gives to you.
 
 
=== Part Two: The First Lead ===
 
Upon reading the note, the player will find a poem written on it. It goes thusly:
 
 
<div style="text-align:center">
 
''Day and night it stands there
 
<div style="text-align:center;">
 
''sublime, proud, full of power
 
<div style="text-align:center;">
 
''giving blessings in times of need
 
 
<div style="text-align:center;">
 
<div style="text-align:center;">
 +
''Day and night it stands there <br/>
 +
''sublime, proud, full of power <br />
 +
''giving blessings in times of need <br />
 
''on our Path until we die.''
 
''on our Path until we die.''
</div></div></div></div>
+
</div>
  
A dejected Sillas perks up once again after the player tells him what the note said, theorizing that the poem is, in fact, a riddle. After some thinking, he comes to the conclusion that the shrine behind his house may be the subject of the riddle, and suggests the player go look there - He himself, however, must go tend to chores, though he asks that the player notify him of the treasure.
+
===Part Two: The First Lead &mdash; The Back of the Shrine===
 +
[[File:EN-places-The_Shrine_at_the_Sea.jpg|300px|right|thumb|The Shrine at the Sea]]
 +
Explain to [[Enderal:Sillas|Sillas]] the contents of the note and he will theorize that the poem is, in fact, a riddle. After some thinking, he comes to the conclusion that '''[[Enderal:Shrine_at_the_Sea|the shrine]] behind [[Enderal:Marek%27s_Farm|his house]] '''may be the subject of the riddle, and suggests you go look there - He himself, however, must go tend to chores, though he asks you to notify him of the treasure. [[Enderal:Shrine_at_the_Sea|The Shrine at the Sea]] is clearly visible from the beach - if you faces towards the farm, the shrine will be to the right and up a hill, between two trees. The next clue is located around the front of this shrine - There will be a protruding stone.
  
The shrine is clearly visible from the beach - if the player faces towards the farm, the shrine will be to the right and up a hill, between two trees. The next clue is located around the front of this shrine - There will be a protruding stone.
+
===Part Three: The Final Stretch &mdash; The Bleak Tree===
 
+
[[File:EN-Quest-Secrets from the Can 4.jpg|300px|right|thumb|The bleak tree.]]
=== Part Three: The Final Stretch ===
+
[[File:EN-places-The_Bleak_tree3.jpg|300px|right|thumb|The Stairs to the Gravestone]]
 
Activating the stone will open a dialogue box with the following words on it:
 
Activating the stone will open a dialogue box with the following words on it:
  
<div style="text-align:center">
+
<div style="text-align:center;">
''At the beginning of the current, a big stone with a raised
+
''At the beginning of the current, a big stone with a raised <br/>
 
''bleak tree in the West.''
 
''bleak tree in the West.''
 
</div>
 
</div>
  
Following these vague directions may prove to be difficult, as along the western path there are many obstacles in the way. Perhaps the best way to get to this next clue is to approach Marek's Farm by going along the elevated rocks - From there the player will be able to see the "bleak tree" the inscription on the stone mentioned - Keep in mind that the tree is almost more North than it is West. Once the player sees it, they should head towards it and up the hill - It's a surprisingly easy climb to go straight up the hill to the base of the tree.
+
Following these vague directions may prove to be difficult, as along the western path there are many obstacles in the way. Perhaps the best way to get to this next clue is to approach [[Enderal:Marek%27s_Farm|his house]] by going along the elevated rocks - From there you will be able to see the [[Enderal:The_Bleak_Tree|"bleak tree"]] the inscription on the stone mentioned - Keep in mind that the tree is almost more North than it is West. Head towards the [[Enderal:The_Bleak_Tree|"bleak tree"]] - It's a surprisingly easy climb to go straight up the hill to the base of the tree.
 +
 
 +
When you arrive, continue facing North-West until you can see an ancient''' flight of steps, akin to Pyrean ruins.''' Go up the steps, along a rise and down once again into more ruins, where there is what looks to be a''' gravestone''', and a strongbox nearby. Nearing the strongbox, you'll find the Cold Night greatsword and an Apprentice Handicraft Book. Open the strongbox and you will find one-hundred pennies, and a note:
  
When the player arrives, they should continue facing North-West until they can see an ancient flight of steps (They are akin to Pyrean ruins). Going up the steps will take the player along a rise and down once again into more ruins, where there is what looks to be a gravestone, and a strongbox nearby. Also nearby is the Cold Night greatsword and an Apprentice Handicraft Book. Opening the strongbox will reveal one-hundred pennies, and a note that reads as thus:
+
''Dear finder, If you read this, it means, that you have found my legacy. Whoever you are, take it and use it for a meaningful purpose. I emphasize it ''again,'' meaningful - for no value in the world will I leave my hard-earned money to my daughter and her idiotic scheming.''
<div style="text-align:left">
+
''Dear finder,
+
<div style="text-align:left">
+
''If you read this, it means, that you
+
<div style="text-align:left">
+
''have found my legacy. Whoever you
+
<div style="text-align:left">
+
''are, take it and use it for a
+
<div style="text-align:left">
+
''meaningful purpose. I emphasize it
+
<div style="text-align:left">
+
''again, meaningful - for no value in
+
<div style="text-align:left">
+
''the world will I leave my hard-earned
+
<div style="text-align:left">
+
''money to my daughter and her idiotic
+
<div style="text-align:left">
+
''scheming.
+
<div style="text-align:left">
+
''B. Leklerk''
+
</div></div></div></div></div></div></div></div></div></div>
+
  
=== Part Four: Last Business ===
+
B. Leklerk
Upon taking the hundred pennies from the strongbox, the player's next objective is to go back to Silas, and report what has been found.
+
  
When the player comes back to Sillas, he will be prepared to take half of the pennies, as per the deal struck at the beginning of the treasure hunt. The player can either:
+
===Part Four: Last Business &mdash; Reward===
*Give Sillas half of the money
+
Go back to [[Enderal:Sillas|Sillas]] to report what you have found.
-He thanks the player profusely. He will regard the player as a friend from now on.
+
-The player loses 50 pennies, and gains 400 EXP.
+
  
*Give Sillas a third of the money
+
[[Enderal:Sillas|Sillas]] will be prepared to take half of the pennies, as per the deal struck at the beginning of the treasure hunt. You can either:
-He thanks the player profusely (same line as first option).
+
* '''Give Sillas half of the money:''' Sillas will thank you profusely. He will regard you as a friend from now on. You'll lose 50 pennies, and gain 425 EP.
-The player loses 33 pennies, and gains 425 EXP.
+
* '''Give Sillas a third of the money:''' Sillas will thank you profusely. You'll lose 33 pennies, and gain 475 EP.
 +
* '''Give Sillas nothing:''' Disgusted, Silas will tell you to leave him be. He will be angry at you from now on. You'll gain 400 EXP.
  
*Give Sillas nothing
+
=== Aftermath ===
-Disgusted, he tells the player to leave him be. He will be angry at the player from now on.
+
* No "Pointy-Beard Man" has been noted as of yet; Even if he did show up, it is unclear from whom he would collect.
-The player gains 500 EXP.
+
* Strangely, no matter which option you choose to end the quest with, Sillas immediately runs to Strietzel, the dog that frequents Marek's Farm. It is unclear whether or not this is intentionally meant to happen after the quest is completed, or if it is merely part of his schedule.
  
== Aftermath ==
+
== Notes ==
*No "Pointy-Beard Man" has been noted as of yet; Even if he did show up, it is unclear from whom he would collect.
+
* The quest's objectives mention exploring old vaults and defeating demons, but those objectives never appear in-game. It is likely that they are leftovers from when this quest was more complex (and involved combat and exploration).
*Strangely, no matter which option the player chooses to end the quest with, Sillas immediately runs to Strietzel, the dog that frequents Marek's Farm. It is unclear whether or not this is intentionally meant to happen after the quest is completed, or if it is merely part of his schedule.
+
  
 
== Bugs ==
 
== Bugs ==
*There are a few discrepancies between texts that are referenced in game, as compared to how they were written earlier. For example, Sillas says, "A blessing in disguise?" when referencing the poem, and yet it does not state anything about disguise in the note itself. Also, in the quest journal, the bleak tree is called the "elevated, bare tree."
+
* There are a few discrepancies between texts that are referenced in game, as compared to how they were written earlier. For example, Sillas says, "A blessing in disguise?" when referencing the poem, and yet it does not state anything about disguise in the note itself. Also, in the quest journal, the bleak tree is called the "elevated, bare tree".
  
 
== Trivia ==
 
== Trivia ==
*It is unclear who Sillas' father is, due to the fact that the boy has no surname. However, it can be assumed that it is Marek Sicklestroke, given it is his farm where the quest begins and ends, and Sillas stays near that place.
+
* It is unclear who Sillas' father is, due to the fact that the boy has no surname. However, it can be assumed that it is Marek Sicklestroke, given it is his farm where the quest begins and ends, and Sillas stays near that place.
*The in-game author of [[Enderal:Note to the Finder|Note to the Finder]] is B. Leklurk, and it is mentioned that he had - and perhaps hated - his "scheming" daughter. While it is unclear who exactly the daughter in question is, it can be inferred that it is Tarhutie Leklurk, the aging alchemist in Riverville.
+
* The in-game author of [[Enderal:Note to the Finder|Note to the Finder]] is B. Leklurk, and it is mentioned that he had - and perhaps hated - a "scheming" daughter. While it is unclear who exactly the daughter in question is, it can be inferred that it is Tarhutie Leklurk, the aging alchemist in Riverville.
  
[[Category:Enderal:Quests]]
+
[[Category:Enderal-Quests]]
 +
[[Category:Enderal-Quests-Side Quests]]

Latest revision as of 18:36, 3 August 2017

< Enderal < Quests < Side Quests
The final location of the quest near the Bleak Tree the Gravestone and the Strongbox.
EN-Quest-Ornament-Sidequest-Left.png
Secrets from the Can
(NQ09)
Quest Giver: Sillas
Location(s): Marek's Farm, The Bleak Tree, Shrine
Rewards: Pennies, EP, Cold Night (Frost-enchanted greatsword), Apprentice Handicraft Book

Objectives

  • Pursue Sillas' secret
  • Open the rusty casket
  • Read the old notice
  • Find the place described by the poem
  • Find the next mysterious place
  • Return to Sillas
  • Solve the puzzle
  • Explore the lost vaults
  • Defeat the demon
  • Open the rusty casket
  • Report to Sillas

Journal Entries

Initial
I met a small boy called Sillas on a farm near the village Riverville - he offered to tell me a secret.
After accepting to hear Sillas' secret
I met a small boy called Sillas on a farm near the village Riverville - he offered to tell me a secret and I accepted.
After finding the Casket
Sillas showed me a casket which most likely washed up at the beach near Riverville
After opening the Casket
Sillas showed me a casket which most likely washed up at the beach near Riverville - instead of the anticipated "treasure" there only was a note in it, which gravely disappointed him. There is some sort of poem on it - perhaps some sort of hint?
After reading the Shrine's clue
Sillas showed me a casket which most likely washed up at the beach near Riverville - instead of the anticipated "treasure" there only was a note in it, which gravely disappointed him. That note showed me the way to a stone tablet at an old shrine on which another riddle was engraved: "At the beginning of the current, a big stone with a raised bleak tree in the West. "
After finding the treasure
Sillas showed me a casket - instead of the anticipated "treasure" there only was a note in it, which gravely disappointed him.. At the end of a chain of hints I found a small strongbox filled with a tidy sum of pennies near a grave.


Walkthrough

The path and locations visited throughout the quest.

Part One: The Secret Casket

Sillas needs Help

Sillas in Riverville will approach you and ask for your help, offering to split any prospective loot you may find in your journey, though also implores you to keep the fact a secret. Upon agreeing, he will lead you to the nearby beach, where his secret lies - A seemingly washed-up casket (actually the size of a strongbox). Sillas proceeds to explain that there is a "rattling" inside the box, and he believes that whatever is making the noise is enough coin to help his father get out of debt, but try as he might, the thing just won't open. Indeed, the lock is rusted firmly shut - Not even a key would be of any help. Hit the box with any weapon a couple of times and it will open. Excited, Sillas opens it, only to find some "weird nails" and a note, which he gives to you. In the note inside the casket, you'll find a poem:

Day and night it stands there
sublime, proud, full of power
giving blessings in times of need
on our Path until we die.

Part Two: The First Lead — The Back of the Shrine

The Shrine at the Sea

Explain to Sillas the contents of the note and he will theorize that the poem is, in fact, a riddle. After some thinking, he comes to the conclusion that the shrine behind his house may be the subject of the riddle, and suggests you go look there - He himself, however, must go tend to chores, though he asks you to notify him of the treasure. The Shrine at the Sea is clearly visible from the beach - if you faces towards the farm, the shrine will be to the right and up a hill, between two trees. The next clue is located around the front of this shrine - There will be a protruding stone.

Part Three: The Final Stretch — The Bleak Tree

The bleak tree.
The Stairs to the Gravestone

Activating the stone will open a dialogue box with the following words on it:

At the beginning of the current, a big stone with a raised
bleak tree in the West.

Following these vague directions may prove to be difficult, as along the western path there are many obstacles in the way. Perhaps the best way to get to this next clue is to approach his house by going along the elevated rocks - From there you will be able to see the "bleak tree" the inscription on the stone mentioned - Keep in mind that the tree is almost more North than it is West. Head towards the "bleak tree" - It's a surprisingly easy climb to go straight up the hill to the base of the tree.

When you arrive, continue facing North-West until you can see an ancient flight of steps, akin to Pyrean ruins. Go up the steps, along a rise and down once again into more ruins, where there is what looks to be a gravestone, and a strongbox nearby. Nearing the strongbox, you'll find the Cold Night greatsword and an Apprentice Handicraft Book. Open the strongbox and you will find one-hundred pennies, and a note:

Dear finder, If you read this, it means, that you have found my legacy. Whoever you are, take it and use it for a meaningful purpose. I emphasize it again, meaningful - for no value in the world will I leave my hard-earned money to my daughter and her idiotic scheming.

B. Leklerk

Part Four: Last Business — Reward

Go back to Sillas to report what you have found.

Sillas will be prepared to take half of the pennies, as per the deal struck at the beginning of the treasure hunt. You can either:

  • Give Sillas half of the money: Sillas will thank you profusely. He will regard you as a friend from now on. You'll lose 50 pennies, and gain 425 EP.
  • Give Sillas a third of the money: Sillas will thank you profusely. You'll lose 33 pennies, and gain 475 EP.
  • Give Sillas nothing: Disgusted, Silas will tell you to leave him be. He will be angry at you from now on. You'll gain 400 EXP.

Aftermath

  • No "Pointy-Beard Man" has been noted as of yet; Even if he did show up, it is unclear from whom he would collect.
  • Strangely, no matter which option you choose to end the quest with, Sillas immediately runs to Strietzel, the dog that frequents Marek's Farm. It is unclear whether or not this is intentionally meant to happen after the quest is completed, or if it is merely part of his schedule.

Notes

  • The quest's objectives mention exploring old vaults and defeating demons, but those objectives never appear in-game. It is likely that they are leftovers from when this quest was more complex (and involved combat and exploration).

Bugs

  • There are a few discrepancies between texts that are referenced in game, as compared to how they were written earlier. For example, Sillas says, "A blessing in disguise?" when referencing the poem, and yet it does not state anything about disguise in the note itself. Also, in the quest journal, the bleak tree is called the "elevated, bare tree".

Trivia

  • It is unclear who Sillas' father is, due to the fact that the boy has no surname. However, it can be assumed that it is Marek Sicklestroke, given it is his farm where the quest begins and ends, and Sillas stays near that place.
  • The in-game author of Note to the Finder is B. Leklurk, and it is mentioned that he had - and perhaps hated - a "scheming" daughter. While it is unclear who exactly the daughter in question is, it can be inferred that it is Tarhutie Leklurk, the aging alchemist in Riverville.