WizardryVII_Nyctalinth Wizardry VII - Nyctalinth

1. Entering Nyctalinth
2. As you step into the entrance of the town, you are met by one of the fetid T'Rang, mouth adrip with foamy bile, excreting a trial of brown mucus behind him, in a strange mixture of clicks and hisses he utters sounds that are almost word-like.

Ssssst the watchers told us you were coming, enter but be wary, we do not like your kind! You must proceed to the high chamber, where H'Jenn-Ra T'Rang awaits, do not attempt to deceive us!
3. The town of Nyctalinth lies in a decaying state of ruin, it's former majesty here in the northlands reduced to ragged weeds and crumbling stones, you glance an occasional group of T'Rang in the distance, always quick of pace as they scurry from one building to another, hobbling sideways in their crab-like fashion upon a quartet of crusty limbs, their heads jerk oddly, to and fro in an agitated manner as if they were extremely uncomfortable about something or else disturbed by having to venture outdoors exposed in the open, and always behind them follows a trail of slimey brown goo, it appears that they have indeed adopted Nyctalinth as their temporary home on this unusual world, and once again glancing about the dilapidated ruins, it seems a quite fitting and appropriate choice.
4. Livestock, Breeding Ground

A large reinforced steel door has been installed to prevent any accidental intrusion by unauthorized personnel, mounted to the latch of the door is a thick metal block, in which a finger hole has been bored.

->use [FINGER ROD] from '28'

You push the transparent rod into the latch hole. (door unlocked)
5. T'Rang Empire, Tactical Depot
6. T'Rang Empire, High Chamber
7. T'Rang Empire, Security
8. T'Rang-Guardia Landing Port
9. Observation Control Center

A vivid red emblem has been attached to the door, the significance of which is not clear.
10. Hsst! You are the ones the Watchers have spoken of, H'Jenn-Ra T'Rang is ready to receive you!
11. A large assemblage of T'Rangs stand guard in the corner of the room, carefully observing your every move, one of them motions to the door, pointing three hands and a claw, clearly he wants you to step through the door.
12. Not this way!
13. Imperial Chamber

You are surrounded on both sides by dozens of the twitching T'Rangs, ready to strike should you make the slightest wrong move, to the north lies a small window, and thirteen dozen paws, claws and appendages point the way.

->after talk with H'Jenn-Ra T'Rang

The surrounding hordes of T'Rang move to one side as you step forward, a symphony of crusty limbs pointing towards the door to the west.

->back from Shritis

The T'Rang guardians looks a bit perplexed to see you, but move aside to allow you access to the window behind which resides H'Jenn-Ra T'Rang.

->after H'Jenn-Ra gave you mission

The garrison of T'Rangs seem unduly agitated, as if poised to strike. Still, they part to allow you passage to west door.
14. Stepping up to the window, you peer into it, seeing nothing, you wait, very slowly, a large bulbous brown mass draws up to the other side of the bars, and amidst a spewed of drool and foam begins to spear in a deep roar of cackles and spit.

Hssshhhtt! I am H'Jenn-Ra T'Rang, I do not trust you, but you might be useful to the T'Rang empire. First, a test! I shall send you to Shritis, with a message. Tell him H'Jenn-Ra says, "To Strike!". We shall see what you are made of! Go now. the anthracax shall deliver you to him, if you survive.

The obese brown slug slowly slithers back from the windows, leaving you to ponder his message.

->returned from Shritis

I see you have returned sssst! Shristis T'Rang is strong, perhaps too strong. I will test you further. Find the place of the rat men, the Watchers tell us that underneath lies another place, they have seen the map of the boat behind a rack of six spears, and say the first is not before the third, nor the second but first after the sixth, it is the fifth that is first, and the fourth after third which is second, and only then shall the way be revealed. Go there and find for me this map of the boat! Do not trespass elsewhere or you shall be destroyed! And remember, The Watchers see everywhere!
15. T'Rang Empire Anthracax
16. ->pull level

Pulling the lever, a low-pitched hum fills your ears, and a faint blue glow bathes the room, and then the cobalt light disappears.
17. The room invokes a rather queasy sense of dread, as deposits of an icky brown substance covering the walls and floor suggests the thought of some kind of weird alien habitat.
18. In the corner of the room you spy a huge foaming brown mass as it begins to move in your direction. From out of the shadows a menacing spider-like creature approaches you and hisses.

I am Shritis T'Rang!.

Standing nine feet tall, limbs twice the girth of any other T'Rang, brown cobweb coating so thick and dark, you know that this is no ordinary T'Rang, and the hot fetid spew which drools from his mouth makes his threatening disposition even more ominous. He hisses again.

Be quick about you humans, I do not play games, H'Jenn-Ra has sent you to me?

->answer yes

Then take heed little pups, The T'Rang Empire has claimed this world as its purlieu, and any outsiders nettling in our affairs will be dealt with in a most expedient manner, if H'Jenn-Ra T'Rang wishes to test your merits, I will oblige, but cross us, and the full force of the T'Rang Empire will ring down upon your clammy little heads! What word has H'Jenn-Ra T'Rang for Shritis?

->answer to strike

To strike?! Does he wish your heads devoured by the great Shritis T'Rang?! Ha-ha-ha, fear not, disgusting humans, it is the fat bellies of the nosey Umpani toads we would purge from our territories, They bring their fierce guns and machines to bear against all who oppose them, but they fear the mighty T'Rang Empire, yes! Even with all their firepower they cannot prevail against us! The Watchers must sense a momentary weakness in their defenses, and the wise H'Jenn-Ra has determined now is the time to let them feel the vengeful claw of the T'Rang! Perhaps H'Jenn-Ra has seen within you a power to assist us, would you partake of my vengeance upon the cow-bellied Umpani?

->if answer no

Hsssttt-bah! H'Jenn-Ra sends me worthless plasm... Return to him and tell him Shritis T'Rang has no use for your cowardly spines!

->if answer yes

So H'Jenn-Ra may have chosen shrewdly after all, He is wise, perhaps too wise, You are to seek out the savage Umpani tracker, Rodan Lewarx, and destroy him! Around his neck hangs the gold medallion of his dead father, bring the medallion to me! And you shall reap the rewards befitting proven allies of the T'Rang Empire! Do not return to me until Lewarx lies a festering carcass! I go to sever the head of the Umpani, the simpering pig, General Yamo!

When dealing with an unpredictable and dangerous power, each moment becomes an exacting test, as if the boundary between reward and crucifixion lay upon the keen edge of a sword's blade, In the battlefield such experiences are commonplace, but how much more deadly when the contest lies within innocuous surroundings, and the wars are fought with words, it is with a sense of relief then that you watch as the great monsterous spider-thing known as Shritis T'Rang gathers his forces and exits the chamber, off on his crusade of assassination, hissing orders to those who follow in his putrescent wake, oblivious any longer to your lingering presence in the house. Now it is for you to decide your next course of action.
19. ->to New City
20. A large reinforced steel door has been installed to prevent any accidental intrusion by unauthorized personnel. Mounted to the latch of the door is a thick metal block, in which a finger hole has been bored.

->use [FINGER ROD] from '21'

You push the transparent rod into the latch hole. (door unlocked)
21. From a plaque mounted to the wall hangs several transparent cylinders, each about the size of a good finger. Cautiously you take a sniff, but no odor. Finally, you pluck one into your mouth, but being tasteless and not very pleasant, you can only suspect that they must have some other intended purpose and don't wish to think further upon where such a thing might be inserted.
->get [FINGER ROD] x2
22. Upon the surface of the flat stone pavement are spots of a thick black sooty residue, as if a barrage of blazing fireballs had fallen from the sky and pelted the area.
23. The room is moderately bare, though an unusual looking honeycomb sculpture inhabits the southwest corner.
24. Looking closer at the sculpture, it would more likely appear to be a desk of some sort, designed to conform to the various anomalies of the T'Rang anatomies.

->search

Searching through the honeycomb facility, you discover a black book.

->get [T'RANG PORTBOOK]
25. The Control Center is filled with a vast complex of machines and blinking boxes. Also present is a garrison of the Savant Guardians, some of which seem to be busy working at the equipment. As you enter the room, one of them flees into an adjoining chamber, while the rest advance to engage.

->encounter SV. Controller & Savant Troopers
26. Stepping up to one of the shimmering boxes you see glowing words which appear to be floating inside it.

Deactivation Sequence Initiated.
Terminal Linkage Disconnect.
SERVER: 023@41A2.
HOST: Black Ship Command.
Remote Access Terminated.
Memory Purge Complete.


This is all you can read before the face of the box turns black. Sensing the information might be of some importance, you hastily scribble it down on a piece of parchment

->get [PARCHMENT]

All of the machines have suddenly become quiet and blank.
27. You confront several more of the dread Savants, and behind them a Controller works quickly and efficiently at more of the mysterious machines. As the guardians attack, the machines begin to grow dark, one by one.

->encounter SV. Controller & Savant Troopers

The magic seems to have vanished from the puzzling boxes, and the various stations now lie vacant and dead. As you slowly cast your gaze about the chamber, the wonderment of these creatures and their machines begins to gnaw at the back of your brain, and you remember your strange voyage here in the ship that flys through the air and amongst the stars. It is a thing altogether different from your world and what you have known, for these entities seem to wield a power unknown to you, A power that seems to defy the laws of nature itself. A power to weave abstract mathematical thought into a reality composed of new unfathomable dimensions, tempering the energy of the spheres as if it were but a weight of common steel. And yet, for all their magiks, still do they walk and bleed and die as mere mortal men, and seem driven by the same hungers of conquest and domination that has ruled life since times primordial. How very strange.
28. Inside the chamber, several T'Rangs are chopping chunks of a gutted giant bug into a sickening gruel, dumping the contents into a huge bowl. The stench is almost overwhelming, As you enter, they turn to meet the challenge.

->after fight, get one [FINGER ROD]
29. On top of one of the tablestations, you find a small enigmatic object, whose purpose you cannot imagine. It is labeled: TX-Coder

->get [TX-CODER]
30. Stepping into the area, you know immediately that this building was not intended as a habitat for holding animals, as traces of faded and cracking paint covering the walls suggest some kind of artistic decoration that is not customary for slaughterhouses. Apparently the T'Rang have little appreciation for such things, if indeed they have any capacity at all to even recognize the concept of such things as beauty or art. For them, a building is a place to put things, nothing more. As for this former church, once created to offer amelioration, now it is a battlefield to bloody stains, prison, and inevitable abattoir.
31. Stepping into the small cathedral, you are attacked by swarms of jittery bugs.

->encounter Hog Beetles

It now occurs to you that some T'Rang is probably going to have to explain to his superiors how the food supply suddenly died. They are probably not going to be too pleased about it either.
32. The small alcove is empty tough a faint image is still visible upon the wall in front of you. It depicts a group of rather short squatty men kneeling before a bright radiance in the sky, in which a giant figure seems to be handing them some kind of sacred scroll. From out of the wall a strangely familiar apparition appears. (Apparition showed)

Follow me!

->step forward to pass through the secret wall
33. Stepping through the wall, you are not sure whether it was the stone that momentarily turned evanescent or whether it was yourselves. However, the sight tingling sensation that you felt as you passed through has now receded and the walls are once again quite solid to the touch.
34. The yard is damp and gloomy, having a distinct aroma about it. It is then that you realize just what this weed-hidden garden really is, and what all the engraved slabs sticking up from the soddy ground represent.
35. In Rutis Pyr LYDEW OHMGE

->Digging up the grave, you unearth an old rotted coffin containing naught but rotted flesh and bone.
36. In Rutis Pyr OSEG P'JINGZ

->Digging up the grave, you unearth an old rotted coffin containing naught but rotted flesh and bone.
37. In Rutis Pyr UTEG DILDAME

->Digging up the grave, you unearth an old rotted coffin containing naught but rotted flesh and bone.
38. I.R.P. YMMU M'KURSA

->search

The ground is jetty dark and the grass has not grown over this plot, as if scorched or something were wrong with the soil.

->use [LONGSTEM SPADE]

Digging up the grave, you unearth an old rotted coffin containing a rather well preserved corpse of some bizarre creature. Oh-oh! The bones begin to rattle!

->encounter Ymmu and Ghosts

->after fight, get [YMMU's PAW]
39. In Rutis Pyr LORD T'BALERUE

->Digging up the grave, you unearth an old rotted coffin containing naught but rotted flesh and bone.
40. In Rutis Pyr ANODEHAFKA

->Digging up the grave, you unearth an old rotted coffin containing naught but rotted flesh and bone.
41.
I.R.P. INGT QE PYZ

->Digging up the grave, you unearth an old rotted coffin containing naught but rotted flesh and bone.
42. I.R.P. D'BAUBIN FEY

->Digging up the grave, you unearth an old rotted coffin containing naught but rotted flesh and bone.
43. The ground is somewhat soggy here, and the entire area seems to be sagging into the earth.
44. In Rutis Pyr KODOR D'LALBO

->Digging up the grave, you unearth an old rotted coffin containing naught but rotted flesh and bone.
45. In Rutis Pyr NOTERA FURMI

->Digging up the grave, the mushy ground beneath you collapses! (drop to dungeon below)
46. I.R.P. MEHAN SASTH

->Digging up the grave, you unearth an old rotted coffin containing naught but rotted flesh and bone.
47. Inside the small crypt, upon an altar of stone, rests an ornate staff sequined with a glimmering jewel. Suddenly you hear a screaming cry!

->a ghostly figure showed

Charging through the wall at a rampage, a mad laughing ghost bellows a ghastly cackle as he grabs the jeweled rod on the altar, disappearing out the other side.

->use [TYDNAB EMYT]

You rub the small figurine as if you knew what to expect. After a brief moment, you are startled by footsteps and the sound of faint voices coming from the other twin crypt. Suddenly you hear a screaming cry bellow from the other crypt!

->a ghostly figure showed

Through the wall charges the gloating ghost at full gallop, brandishing the enchanted staff with mad delight! He stops and gasps, obviously in great shock and amazement at your presence here! His eyes twist around in his head as he looks at you and then back through the wall in the direction of the other crypt, and then back at you and he tries to scream but no sound emerges. Finally, out comes the frustrated howl, as dropping the staff he grabs the small idol from your hands and blazes out the wall in a discombobulated and confused state of mind.

->get [CRUX OF CROSSING]
48. (trigger '47' first)
Inside the small crypt, upon an altar of stone, rests an ornate staff sequined with a glimmering jewel. Suddenly you hear a screaming cry!

->a ghostly figure showed

Charging through the wall at a rampage, a mad laughing ghost bellows a ghastly cackle as he grabs the jeweled rod on the altar, disappearing out the other side.
49. Spanning between the two pillars, an energy field pulsates with a low crackling hum. Feeling a bit like warm steel, it serves as a barrier blocking any passage beyond it.

->one member must equip [CRUX OF CROSSING] to pass through
50. Outside, the area has grown tall with weeds and dry grass.
51. ->push button to remove wall
52. You enter a long lost courtyard, whose rampant weeds have create a thicket of brush. Appearing from the center of the thicket, a forgotten statue stubbornly stands defiant, as if refusing to be covered over despite its bygone abandonment.
53. Standing at the statue, it appears less sinister than before. The stone looks fresh, as if it were carved only yesterday, although a thick layer of rust around its base suggests it has been here for a long time. Gazing up into the face of the majestic figure, you detect a faint smile and its eye seem to almost twinkle.

->search

Scraping off the thick rust, you unearth a metal plate at the foot of the statue engraved as follows: THE CREATOR

->use [LONGSTEM SPADE]

Digging up the grounds surrounding the statue, you unearth a tiny crystal figurine, apparently buried here long ago. Engraved upon its base you discern the following: TYDNAB EMYT.

->get [TYDNAB EMYT]
54. Breaking into the depot area, you confront a group of T'Rangs busy at work with a small hand-held object. Without hesitation they attack!

->(win) get [MYSTERY RAY]
55. ->search

Searching the room, you find a crude drawing depicting the object disassembled into many pieces, with strange words, marks, lines and arrows scribbled all over it. Sketched into a corner of the parchment is a smaller assembled version of the device emitting some kind of ray, and a few crumbled bodies in its path. It makes you wonder about the intelligence of these creatures to have to go to so much trouble just to make something that a broadsword could easily accomplish with a few good swipes.
56. Inside the depot area stands a rack of unusual looking polestaffs. (Shock Rod, Stun Rod)
57. Clutching the jeweled staff obtained from the galloping ghost, you are able to pass through the barrier as if it were not there.
58. Tomb of Vilet Kanebe
59. The sepulcher is old, dusty and filled with the webs of a thousand generations of spiders. As you look into the dark tomb, you see it contains not a coffin, but an old encrusted chest. And something in the shadows!

->encounter Vilet Kanebe & Minoskell (Amulet of Illusions, Ankh of Sanctity)
60. ->to Link(4)
61. ->to Link(9)
62. Emerging from the cavern, you are relieved to find yourself once again in relatively safe surroundings. But what is that awful smell.
63. In a sickening atmosphere of brown gooey mire, the great lumbering slug known as H'Jenn-Ra T'Rang slurps a stinking gruel from a giant bowl. Even more revolting however, are the large round putrid balls which seem to be pouring out of his tremendous worm-like abdomen, eggs to spawn thousands of his kind upon this small world. Espying you as you enter his chamber, H'Jenn-Ra the giant Slug Queen unleashes a grievous wail and rises to devour your invasion party.

->encounter H'Jenn-Ra
s1 ->to Nyctalinth Dungeon
s2 ->from Nyctalinth Dungeon
You arise from the cavern into an old crumbling chamber, fallen with age and appearing to have been vacant for many, many years.
c1 Apparently, so enthralled was Shritis with his mission that he neglected to secure this old chest, of course, mayhaps it too be another test.

(unlock)
->examining the contents of the box, you find the stuffed corpse of a Savant Guardian, skin completely shriveled, hard as a bone, and most sincerely dead. You puzzle as to why it did not vaporize like all the others upon its demise. While sifting through the body, however, a thin black wafer falls to the floor.

->get [CONTROL CARD]
c2 Within the chest you find a long stemmed spade-like polearm, an old set of oily leather gloves, and a small bottle of spirits.

->get [LONGSTEM SPADE], Cuir Gauntlets, Bottle of Old Jake's
c3 Bec de Corbin, Steel Helm, Zizka Star, Bipennis, Chain Hauberk, Mail Coif
c4 Inside the chest, wrapped and well preserved, you extract an old piece of parchment, enscribed with numerous writings, marks, and legends.

->get [*SERPENT*] (+5000 EXP)
  [T'RANG PORTBOOK]: The markings in the book are unrecognizable.

->use [TX-CODER] on [T'RANG PORTBOOK]:
Passing the device over the pages of the book, you read the following entries:

034:41 IN, 100:Younger, 100:Disruptor(A), 038:09 OUT
040:14 IN, 005:Elder, 050:Younger, 040:75 OUT
044:23 IN, 002:Watcher, 500:Cell, 025:Disruptor(B), 046:62 OUT
054:18 IN, 010:Elder, 150:Younger, 075:Disruptor(A), 055:39 OUT
062:44 IN, 002:Watcher, 200:Cell, 005:Disruptor(C), 066:07 OUT

001:Watcher, 150:Cell, 071:81 IN
012:Tech, 001:SPMS, 004:UVMLII, 073:12 OUT

Next Arrival: Nargisst Shuttle Galactic Stardate 088:53 ETA
That is the last entry in the book.

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