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Do NOT proceed if you want to
learn about Voln on your own!!
Voln Guide
Originally written by Lord Klex
Pornal. This also includes rewrites from VOLN FOR DUMMIES, version 1.1
(May 17, 2002) found on Arkati.org, and additional
information courtesy of Jianne.
Further formatting by Veilorb Broliev.
"In order to become a part of our society, you
must first dedicate your life to our cause. As you will learn if you choose, or
have already chosen to become a member of our society, you must pay careful
attention to what is taught to you."
- Lord Muteki
Ikijo, Master of the Order of Voln
Click Here for the Words of the Monk
Click Here for Meditation Room Visions
Click
Here for Voln Fu Mechanics
In the Begining:
The Invitation by the
old warrior..
(or be invited by a Voln Master, but IMHO, the old warrior method provides better RP
background)
The old warrior pulls you close
and whispers, "I had a dream once that I was dead. As I
approached the Gates to Oblivion Lorminstra appeared and clothed my naked soul
in a simple white robe. She then cleansed me in a pool at the head of the
Enchanted River, to purify me for eternity."
The old warrior sighs longingly. "Just as I was passing
through the gate, I felt something pulling on me and my soul was wrenched
backwards. When I awoke I was lying upon the ground. A cleric of Lorminstra was
kneeling over me and he looked very drained. It was many years ago now, but I
still remember it vividly."
The old warrior stares at you directly in the eye and traces a strange symbol in
the air. "To the east, not far from here is a pool similar
to the one in my dream. Seek your fortune with the Order of Voln, you can
dedicate yourself to no higher purpose. You will need to be strong of heart and
character, but I think you will do well."
A tear forms in the old warrior's eye. "Remember,"
he says, "always, always strive to be pure."
After the Invitation from the Old Warrior or from a Voln Master,
you need to go into the spring in the Voln Courtyard and be cleansed of all "worldly
possessions".
Then you're able to go through the gate and meet with the
Grandmaster.
The Grandmaster
The Grandmaster takes you aside and
says, "Welcome to the Order of Voln. I can see that one of
our Masters has decided that you have displayed good potential for becoming a
member of our order. I cannot say how much this pleases me. Before you are
inducted into the Order though, there are some things that you need to know.
Bear with me while I explain some things."
The Grandmaster continues, "The Order of
Voln is made up of members who have dedicated themselves to assisting the Great
Spirit Voln in his mission on Elanthia. Voln is a blessed servant of Lorminstra,
and also enjoys the favor of the other Lords of Liabo. It is his mission to
wander Elanthia, searching out undead beings wherever they may be and releasing
them from the curse that binds them. As members of the Order of Voln, we assist
Voln in his mission by making it our special task to dispatch any undead beings
that we may find."
The Grandmaster
smiles and says, "There are many sources of the curses
that cause a being to become undead. Some are wretched servants of Chaos in
their quest to dominate and destroy Elanthia. Others may have fallen under the
influence of demonic powers from other planes of existence. In some cases, local
gods or evil spirits may be the source of the curse. Regardless of the cause
though, in each case the unfortunate victim can be released from their curse to
find Lorminstra's mercy."
The
Grandmaster says, "The mission sounds daunting, and indeed
it would be so for mere mortals such as ourselves. However, we are fortunate to
have the teachings of Voln to guide us, and with those teachings come the
blessings of the Lords of Liabo. If you become a member of our Order, then you
will learn many special skills as you walk the path to enlightenment. If you
would like to join our order then confirm that desire by repeating this oath:
<Oath omitted on purpose>
The Grandmaster
says, "Welcome to the Order. You are about to take the
first step on the path to enlightenment. Go back out into the Hall of
Brotherhood and proceed through the arch that is there and a Master of the order
will begin your instruction. If at any time you wish to resign from the order
just come back here and tell me that you resign. Be cautioned though, if you
decide to resign you will never be able to join us again."
The Grandmaster says, "To begin your
instruction you must go back to the Hall of Brotherhood and then through the
arch, where you will take your first step along the Path to enlightenment. The
Masters of the Order will instruct you in your duties and will train you to
complete those duties. Again, welcome to the Order of Voln."
Steps:
These are the step by step ANSWERS on how to
finish each task in order move up in Voln.
If you would like to find your
own way
DO NOT
read on.
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1 -
Symbol of Recognition
2
-
Symbol of Blessing
3
-
Symbol of Thought
4
-
Symbol of Recovery
5 -
Symbol of Courage
6 -
Symbol of Protection
7 -
Charl's Throw I
8 -
Kai's Punch I
9 -
Phoen's Kick
10 -
Symbol of Calming
11 -
Symbol of Sleep
12 -
Symbol of Turning
13 -
Symbol of Mana
|
14 -
Symbol of Sight
15 -
Symbol of Holiness
16 -
Symbol of Submission
17
-
Symbol of Restoration
18 -
Symbol of Need
19 -
Symbol of Retribution
20 -
Charl's Throw II
21 -
Kai's Punch II
22 -
Phoen's Blow (Kick) II
23 -
Symbol of Preservation
24 -
Symbol of Dreams
25 -
Symbol of Returning
26 -
Symbol of Initiation
|
According to Jianne, "SLK's. Since SLK's
no longer apply to Voln, you should change it to spin percentages or
average level kills. An ALK is a level 33 creature.. at least until GS4,
then I am sure that will change."
Official
GemStone Information included:
"You must achieve three levels of training before you can join
and you must be willing to dedicate your life to their cause.
"Once you have dedicated your life to releasing the undead you will
begin your quest on the Path to Enlightenment. Throughout your quest you
will be required to gain "favor" through releasing the souls of the
undead.
"After you have built up enough favor you may return to the Monastery
and one of the monks there will give you a task to perform in order to
honor one of the Lords or Ladies of Liabo. When the task is completed you
will be blessed with a Symbol which will help in Voln's quest to rid the
world of Luukos' vile creations.
"There are 26 steps you must complete before becoming a Master of
Voln
society. For each step you must earn the required favor and honor the
Lord or Lady of Liabo who governs that step with a task. Each consecutive step
requires more and more favor in order to advance, however as you age you
will find it easier to release the undead.
"When you have obtained the required favor you are then ready for your
task. These tasks can be difficult and time consuming. However if you are
ever troubled or frustrated, the monks of the order know much of the
history, as do many Masters. Talk with them and the answers you seek will
be found.
| Join Voln
by getting an Invitation or by asking the Grizzled old Warrior about Undead, and Voln. Go to the
Voln Monastery (S, S, S, SE, E, E, GO BRIDGE, E, NE, N, N, GO TRAIL, E, E,
E from west gate) and get in the Pool and wait till you are relieved of
all evil (this takes roughly 3 to 5 min.), then get out and GO GATE, E,
S. Listen to the Grandmaster, as he will explain Voln to you.
Repeat the oath exactly as he speaks it. Take the pledge, and go N,
GO ARCH.
1.Symbol of
Recognition:
The first step is governed by
Lord
Tonis, the messenger of the gods. He teaches the Symbol of
Recognition. By using this Symbol, Tonis alerts other Voln members
present in the area, as well as identifying which creatures nearby are
undead.
(Allows you to recognize other
members of Voln, as well as identify any undead creatures in the
room. Requires no favor.)
The monk there will give you Sym of Rec.
|
| 2. Symbol of
Blessing:
The second step is governed by
Lord Eonak,
Master of the Forge. As smith of the gods, Lord Eonak creates many
powerful weapons, yet they lack the ability to damage the undead.
Therefore Lord Eonak teaches how to bless normal weapons using the
Symbol of Blessing.
(Allows you to bless non-magical
weapons. Must be holding the weapon to bless it. Duration of bless is
three times the blesser’s level. Requires approximately one SLK’s favor to
use.)
Go to John the Blacksmith, in Wehnimer (E, E, E, N, E, N, GO GATE, N of
TSC) ask him for a map. Then go to the Small Park, you can use this
script/directions to get to Kobold mines:
From the
small park in the landing:
move n
move w
move w
move n
move go gate
move s
move s
move s
move se
move e
move e
move go bridge
move climb bank
move ne
move nw
move n
move n
move ne
move n
move ne
move ne
move n
move n
move nw
move go hole
move go shrub
put look
A) Making iron. . There is a wood burner there. You'll need
one charcoal, one iron ore, and one flask of oil to make a slab of iron.
Make charcoal: Look at Burner. Notice the
Woodpile? Get WOODPILE to get a log and tinder from pile. Put log and
tinder in burner. Get WOODPILE to get two sticks from the
woodpile....then rub your sticks together, that will start the fire. Wait.
Takes about 5 minutes.
Get oil: From the burner, go bush, go shadow, down,
down, north. Search until you find a flask of oil.
Get iron ore: From oil room, south, down, south,
search workface. Search up to three more times to get four pieces of
ore. If you put up to 4 pieces of ore into the crucible later,
you'll make more slabs of iron in one shot!
Make the slab: From the workface, north, up, go door.
You're at the crucible...then:
-
turn valve until it is closed.
-
put all your ore (up to 4 pieces) in cruc
-
put charc in cruc
-
go east
-
put oil in drum
-
pull chain and pull bellow
-
go west
-
turn valve until it opens
-
go east
-
pull chain
-
pull bellow
-
pull chain
-
pull bellow
-
go west and wait until it cools
Now you're ready to go drop the iron into Eonake's lake. You can use
the following script/directions to leave the crucible, drop the iron into
the lake, and return to Voln.
put go door
move up
move up
move out
move out
move se
move s
move s
move sw
move sw
move s
move sw
move s
move s
move se
move sw
move climb bank
move go bridge
move w
move w
move nw
move sw
move s
move se
move s
move se
move s
move s
move s
move sw
move e
move ne
put put iron in lake
pause
move sw
move w
move ne
move n
move n
move n
move nw
move n
move nw
move n
move ne
move se
move e
move e
put go bridge
move e
move ne
move n
move n
put go trail
move e
move e
move e
put go gate
move e
move go arch
move nw
Go see the Monk.
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| 3. Symbol of
Thought:
The Goddess of Love,
Lady Oleani
governs the third step and gives a very useful Symbol. Voln members
draw strength from being a whole instead of individuals. Lady Oleani gives
the Symbol of Thought, which grants the power to spread thoughts to
all other Voln members in the area.
(Allows you to communicate telepathically with other Voln members,
much as you can with a crystal amulet. You cannot turn off the Voln net
except with a seashell or tkaro root. Requires favor to use based on
number of words in thought.)
Getting a Rose: 1) "Roses cannot be
found at the base of Hearthstone now (or at Voln). However, you can
forage for them in the Small Park, Niche, and Sovyn Courtyard." - Jianne; or
2) Get a rose from the
florist.
Go to the Wedding Glade (North Gate, NW, S, Go Path, Go Arch), and
place rose on the altar.
Go see the monk.
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| 4. Symbol of
Recovery:
Lord
Cholen, God of festivals and performing arts governs this step. Known
as the Jester, Lord Cholen has healed many sullen hearts and broken
spirits with his unparalleled song and dance. Perhaps with the same power
his music holds, Lord Cholen teaches how to heal oneself with the
Symbol of Recovery. This Symbol will restore a small bit of health
for a small bit of favor.
(Allows you to regenerate 10 HP.
Requires favor.)
Go to Shanty Town, in Wehnimer. (From inside west Gates, go S, SE, E,
E, E, E, E... Keep going east until you cannot anymore. Then go North once
and West once. Drop an amount of silver in accordance to your Level (100 x
Level. i.e.. A level 7 character would drop 700)
Then immediately Type this:
sing 'Praise be to Lord Cholen; Doer of many good deeds; Freer of the
souls of many dead men
Cut and paste it EXACTLY as I have it. After you do this, the people
will come and take your money.
Another version of the song of praise is:
sing I dance to honor
Lord Cholen; Who brings us joy and fun; I sing such greatly praises; Today
and forever more; Be joyous for all time, my friends!
Go see the Monk.
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| |
| 5. Symbol of
Courage:
Lord
Jastev - Gemstone IV Info is a sullen god, cursed with the gift of foresight which has
shown him more than any mortal or even god would ever wish to see. Yet
Lord Jastev continues forth with a courage unbeknownst to anyone, save
perhaps Gosaena.
Lord Jastev - Veilorb's Study teaches the Symbol of Courage, which
for a short while will increase attacking ability, making it easier to
release the undead.
(Increase in protection against "fear" spells. Raises your Physical
and Bolt AS by 1 point per step. Duration is limited at 10 seconds per
step with a maximum of 4.3 minutes.. requires favor. According to Jianne, Courage is now stackable.)
Listen closely to the words the Monk uses to describe Jastev. Go
to the outside gate of the Graveyard (W, W, W, GO TRAIL, S, GO TRAIL, E,
E, NE, N, NE, N, NE...., GO TRAIL, GO PATH) And copy this EXACTLY:
recite I wish honor upon Lord Voln; Jastev is sullen and
self-possessed; Jastev has a keen interest in morbid poetry; Although
Jastev is sullen, he is an artistic genius; As well as the God of visual
arts; The twin of Lord Cholen who frees the undead
Another version:
recite Lord Jastev is a sullen soul.; Lord
Jastev is artistic indeed.; Lord Jastev the self-possessed.; Lord Jastev
is morbid true; Lord Jastev serious, too.
Go see the Monk.
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| 6. Symbol of
Protection:
Lady
Imaera, like her consort Lord Eonak, has been granted the gift of
creation. However, unlike
Lord Eonak, her creations are not made from iron
or steel, instead they are made from flesh and bone and leaf. Lady Imaera
has created most of the different species that roam our lands to this day
and was the one who rebuilt the races after the Ur-Daemon War. Not only
does she care about creating new life, she also cares about protecting her
creations, and therefore teaches the Symbol of Protection which
increases defenses for a short while.
(Raises your Physical and Bolt DS by 1 point per step, with a
maximum of 26. Duration is limited and fixed at 20 seconds per step
with a maximum of 8.6 minutes.
According to Jianne, Courage is now stackable.
Requires favor.)
First get an acorn from TSC. The squirrels usually drop them
or they can fall from a big gust of wind, anyhow it may take several
minutes. Look in the nest in the tree, a favorite hiding place
or wait to find one that falls from the tree.
Then go to the Krolvin Village..From Voln: W, W, W, GO
TRAIL, S, S, SW, W, CLIMB BANK, NE, NE, N, W, NE, N, NE, NE, N, N, NE, N,
CLIMB ROCKSLIDE, E, SW, S, E, N, N, N, N, SE, S, SE, SE, E, E, GO PATH,
NW, NE, E, E, SW, D, SE, GO SHORE, SWIM WATER, SWIM ISLAND, GO ISLAND..
You only need a 5 (one training) in swimming to make it. If you
don't, either have someone set a ring outside the shrine and ring
back to you with it or have someone cast 'Waterwalking' on you.
Once you reach the island, KNEEL and BURY ACORN outside
the shrine.
To get back to Voln, GO WATER, SWIM WATER, SWIM BANK, GO
SHORE, NW, UP, NE, W, W, SW, SE, GO PATH, W, W, NW, NW, N, NW, S, S, S, S,
W, N, NE, W, CLIMB ROCKSLIDE, S, SW, S, S, SW, SW, S, SW, S, S, SE, SW, CLIMB
BANK, E, NE, N, N, GO TRAIL, E, E, E.
Go see the monk
Script:
#Voln - Step 6
echo **************************
echo
echo Get
your Shield ready, and put the ACORN in your hand
echo
echo You
have 5 seconds to get ready..
echo
echo **************************
pause 6
move W
move W
move W
move GO TRAIL
move S
move S
move SW
move W
put climb BANK
move NE
move NE
move N
move w
move NE
move N
move NE
move NE
move N
move N
move NE
move N
put CLIMB ROCKSLIDE
pause
move E
move SW
move S
move E
move N
move N
move N
move N
move SE
move S
move SE
move SE
move E
move E
move GO PATH
move NW
move NE
move E
move E
move SW
move D
move SE
put GO SHORE
put SWIM WATER
put SWIM ISLAND
put GO ISLAND
pause
put kneel
put bury acorn
pause
again:
match ok You stand back up
match again struggle
match already standing
put stand
matchwait
already:
ok:
pause 3
put go water
put swim water
put swim bank
put go shore
move nw
move up
move ne
move w
move w
move sw
move se
put go path
move w
move w
move nw
move nw
move n
move nw
move s
move s
move s
move s
move w
move n
move ne
move w
put climb rock
move s
move sw
move s
move s
move sw
move sw
move s
move sw
move s
move s
move se
move sw
put climb bank
move e
move ne
move n
move n
put go trail
move e
move e
move e
put go gate
move e
move go arch
move nw
move nw
move nw
move nw
move nw
put look
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| 7. Charl's (Voln Fu)
Throw 1:
Lord
Charl, god of the sea, is known for his violent temper. With this
step, he shares his ability to create storms. Using the Symbol, Charl's
Throw, members can throw an opponent just as Lord Charl throws even
the largest of ships that cross his seas.
(It is only effective
if you train in Brawling. It works best if both your hands are
free. This allows you to combat creatures and other players with
your bare hands. You need to be in STANCE FORWARD or
greater. According to Jianne, "Wielding a
shield does, in fact, affect your MB with kick and punch by about 3-5
points. I don't recall the exact number. So does the class of armor you
are wearing. For instance, brig will lower your MB by 13 points".
Requires no favor if used against undead critters.)
This is a rather easy one, no REAL challenges. All you must do is find
a piece of coral, any color will do. Then take it to Charl's Shrine which
is deep in the coastal cliffs. To get there follow these steps:
NW, NW, NW, GO ROAD, W, W, NW, W, W, W, NW, NW, W, W, SW, W, W, W,
SW, W, GO PATH, E, D, D, D, GO BOULDER, S , SWIM OPEN, PUT CORAL ON DAIS
Go see the Monk.
Note:
- It knocks foe down, possibly stunning it.
- You'll get a round time of three seconds if your MB is higher than
the targets. Keep in mind that your MB will be lower than for PUNCH OR
KICK, by about 25 points.
Quote
From Arkati.Org: GemStone IV Order of Voln for Dummies
Throw MB:
Brawling Skill * 20/17 (rounded) + Perception Skill/20 + Agility Bonus/2
+ Dexterity Bonus/2 + Strength Bonus/5. Thanks to Apryll (I've verified
this is correct.).
Kick and Punch MB:
Same, but + Voln Step (against undead). Also thanks to Apryll.
Spell/Skill affects to MB:
Some spells with an AS bonus adds 1 to MB for every +5 AS (Paladin, MjE,
MnE are exempt, 205, 211, 215 add to it.).
Most any spell with an AS negative subtracts 1 to MB for every 5 points
(102, 106, Darkness)
Symbol of Courage adds +5 to MB.
Mobility (618): +20 to MB (Special Affect)
Combat Manuever Training allegedly adds +1 MB per 10 ranks (Untested).
Worn Armor: -(Action Pentalty + 1) to MB [Example: Brig is -13 AP. +1 =
-12 to MB]
Other Factors:
Encumbrance will reduce one's MB as well..
|
| 8. Kai's (Voln Fu)
Punch:
Lord Kai,
the Master of Combat, governs this step. Lord Kai's fighting ability is
unparalleled by any mortal and most of the gods. Legend says that Lord Kai
defeated more enemies in the Ur-Daemon War than any Drake had. He is also
the only Arkati to have fought in the Ur-Daemon War and survived.
Except for being defeated once in a match against Lord Koar, and
fighting to a stalemate against V'Tull, Lord Kai remains undefeated in all
forms of combat, armed and unarmed. Lord Kai teaches a secret of unarmed
combat, the Symbol Kai's Punch, which has been known to drop
opponents rather quickly.
(Allows you to punch creatures and other players for significant
damage. According to Jianne, "Wielding a shield does, in fact, affect
your MB with kick and punch by about 3-5 points. I don't recall the exact
number. So does the class of armor you are wearing. For instance, brig
will lower your MB by 13 points". Requires no favor to
use when combating undead.)
This is a rather simple step, and its a pretty useless step for
anything less than a Human or a Giantman. To get it follow these
directions from the North Gate of Wehnimer:
SW, S, W, SW, SW, S,
W, W, U, N, GO TREE, U, U, GO ARCH
Once you are there, say this
out loud: 'Kai, I challenge thee to wrestle!
All you have to do to win is to Throw, Punch and Kick
him. You'll never hit him, and he will always lay you out so be sure
to stand up. He will eventually whisper to you that you win.
Go see the Monk.
NOTE in doing task: Make sure to have your hands EMPTY
when you challenge him or he will not wrestle you. You will lose no HP
during the fight either, so keep going till he whispers to you.
NOTE regarding Voln Punch:
- Punch should be executed in Forward stance or higher.
- Allows you to punch creatures and other players for significant
damage.
- The punch does more HP damage than the throw, less than the kick,
but carries the chance of a critical kill strike.
- Round time of three seconds if your MB is higher than that of the
target. You use your full MB when punching.
|
| 9. Phoen's (Voln Fu)
Kick:
Lord Phoen
governs this step and teaches the secret power hidden within the sun with
the Symbol Phoen's Kick. Many a brawl has been brought to an abrupt
end using this Symbol.
(Allows you to kick other creatures and other players for very
significant damage. The kick does the most HP damage of the Voln Fu
skills, and carries the chance of a critical blow kill. According to Jianne,
"Wielding a shield does, in fact, affect your MB with kick and punch
by about 3-5 points. I don't recall the exact number. So does the class of
armor you are wearing. For instance, brig will lower your MB by 13
points". Requires no favor when you use it
against undead.)
Note: It is recommended that you should get a Gold
Ring and set it someplace safe, before beginning. If you are young,
you should probably get an escort to go with you, or have someone set a
ring. Arch Wights are rather nasty creatures, with clouds, boil earth, and
assorted other ways to kill you, especially since you’ll be carrying a
candle votive through their quarters.
What you have to do is, go to the Cleric Shop (E, E, E, S, S, GO SHOP
From TSC) buy the Candle Votive, it costs 65 silver without haggling.
Then, go back to Voln and go all the way back to the monk that teaches
you about this step. Once you get there, hold the Candle in you right hand
and type "LIGHT VOTIVE WITH LAMP" then go out to the Courtyard and follow
these steps:
W, W, W, GO TRAIL, S, GO TRAIL, E, E, NE, N..., GO
TRAIL, GO PATH, GO GATE, GO CRYPT, GO ARCH, E, Say 'Shadow bind my soul",
S, GO RAMP, N, W, W, N, GO STONE CORRIDOR, NE, NE, GO DIRT PILE (maybe
CLIMB), D, D, E, N, N, OUT, N, GO OLD GRATING, D, D, N, N, NE, GO ICY
STAIRS, Then WAVE CANDLE (in RIGHT hand)
You feel an energy gather along the ceiling, coalescing quickly into
a ball of orange flame that bathes you in a warm iridescent light. For a
moment everything about you becomes translucent and you can see through
the walls around you. The frozen image in the block of ice appears to be a
hollow shell, like a dried out piece of fruit. Then the light fades and
everything returns to normal.
Go
see the Monk. You can ring out using your Gold Ring, or
travel back cautiously (using a map). Anyway, be careful down there,
Arch Wights with their 155 AS and Gas Clouds can be annoying.
NOTE regarding Voln Kick:
-
Use in stance Forward or higher.
-
Round time of four seconds if your MB is higher than that
of the target.
-
You use your full MB when kicking.
|
| 10. Symbol of
Calming:
The great goddess, Lady Lorminstra,
governs this step. Lady Lorminstra abhors Luukos and his undead
abominations and is thought to be indirectly responsible for Voln's
creation. Although she is the goddess of Death and Rebirth, Lady
Lorminstra would much rather see the lesser races journey through life
safely until the time has come for their soul to pass through the Ebon
Gate. Therefore Lady Lorminstra teaches a way to calm our opponents in
time of danger. The Symbol of Calming will steal a creature's will
to fight for a time, leaving it completely subdued and unable to fight.
(Allows you to calm undead creatures in the room, and possibly other
players. This symbol draws on your CS to be effective; warriors and rogues
may have difficulty successfully employing this symbol against older
creatures. Requires favor to use. )
This is an extremely easy step, although its not a very useful symbol,
its nice to have an easy step once and awhile. All you have to do is drop
an herb on the temple altar (where the dead appear). Here are the
directions since you must get to it through the well from TSC:
Climb Rope, S, Climb Rubble, E, E, E, Go Roots, SW, D, Go Arch, Up,
Go Crack, Pray, Put
on Altar, Pray
Note: I think you can use any herb, such as
acantha leaf, ephlox moss, basal moss, wolfrew lichen, cactae stem, and so
forth.
Go see the Monk.
|
| 11. Symbol of
Sleep:
Lord
Ronan, God of Night and Dreams, is one of the most active foes of the
Dark Gods. Twin brother to Lord Phoen, God of Light, it is said they can
never be together at once, like day and night. Lord Ronan shares his
sister Lorminstra's hatred toward Luukos and the undead. In order to
remain under the cover of darkness, Lord Ronan teaches the secrets of the
dream realm with the Symbol of Sleep. This will cause creatures to
fall prone into a deep sleep, lowering their defenses
greatly.
(Allows you to put undead creatures and other players to sleep, but
does NOT work on undead critters, contrary to what the monk tells
you. It is most effective when used by a wizard, but also quite
effective for bards and sorcerers, since it’s an elemental based
symbol. Requires favor.)
A fairly easy step, no danger involved in this one. All you have to do
is get to Ronan's Shrine and take a nap, then answer a question. From the
North Gate, this is the way to Ronan's Shrine:
SW, W, S, SW, SW,
S, S, S, S, S, SW, GO FOOT, S, S, SE, SW, S, S, E, GO PASS, GO TRAIL, U,
U, GO PATH, GO WATER, GO ARCH
Once your there, simply lay down and
don't talk or move. In about 30 seconds you'll fall asleep, then in
another 30 seconds or so Ronan will arrive. He'll ask you what is
something that: then he'll list a bunch of opposites. I answered "Life"
and he accepted it. Not sure if there are more acceptable answers to
this.
#Voln - Step 11
match going [Courtyard]
match leaving [The Shrine of Dreams]
put look
matchwait
going:
move w
move w
move w
move go trail
move s
move s
move sw
move w
move go bridge
move w
move w
move nw
move n
move n
move n
move n
move n
move W
move S
move SW
move SW
move S
move S
move S
move S
move S
move SW
move GO FOOT
move S
move S
move SE
move SW
move S
move S
move E
move GO PASS
move GO TRAIL
move Up
move Up
move GO PATH
move GO WATER
move GO ARCH
put lay
waitfor aloud before you wake or my favor shall pass you by
pause 2
put 'Life
pause 3
standing:
match voln stand back up
match standing You fail
match standing struggle
put stand
matchwait
voln:
pause 3
leaving:
move out
move out
move go path
move down
move down
move go trail
move nw
move w
move n
move n
move ne
move nw
move n
move n
move go foot
move ne
move n
move n
move n
move n
move n
move ne
move ne
move e
move s
move s
move s
move s
move se
move e
move e
move go bridge
move e
move ne
move n
move n
move go trail
move e
move e
move e
move go gate
move e
move go ar
move nw
move nw
move nw
move nw
move nw
move n
move n
move n
move ne
move ne
exit
Go see the Monk.
|
| 12. Symbol of
Turning:
Lady
Lumnis, greater Goddess of wisdom and learning, and wife to Lord Koar,
governs this step. Lady Lumnis is able to do things that leave even her
husband, Lord Koar, amazed. The Symbol of Turning acts like as a
powerful repellant against the undead, dealing damage as it drives them
away. It has been known to vanquish entire hordes of undead in the blink
of an eye.
(Allows you to repel undead creatures - much like the cleric spell
Repel does - in the room with you. It is most effective when used by
a cleric, but is also fairly effective when used by an empath.
Successful employment of this symbol causes the creature to flee. Very
successful employment can kill the creature. According to Jianne, "Specifically, if the outcome is 100-149, the
creature will act as if it's held/bound. 150-174 it will run like old
cleric repel. 175+ it will be dispatched". Requires favor to use.)
This step involves the graveyard, finally! All you have to do is go to
Rone Wehnimer's grave and answer a question. Nothing more, here are the
directions to his grave, from Voln Monastery:
W, W, W, GO TRAIL,
S, GO TRAIL, E, E, NE, N......, GO TRAIL, GO PATH, GO GATE, NE, N, N, NW,
GO TRAIL, NE, N, W, NW, NW, SW, W, GO PATH, E, SEARCH, SEARCH (You MUST
search twice to find the grave site). Answer the question on the
gravestone with "Koar".
Then go back and get the Symbol of Turning.
Note: It will usually offer an extra reduction to the target’s
TD as well, but requires a 175 outcome to dispatch the undead critter, 101
to 174 will cause it to either run into the next room or act as if it’s
had cleric hold cast on it, dropping it into an offensive stance with a 50
reduction to DS.
Go see the Monk.
|
| 13. Symbol of
Mana:
Lord Koar,
King of the Gods, governs this step. Legend holds that Lord Koar is
actually the last of the Great Drakes rather than an Arkati, however no
living person can provide substance to this rumor. Lord Koar holds direct
leadership over the Lords and Ladies of Liabo and many believe he still
holds this power over the Lords and Ladies of Lornon, as he once did
before they were sent to their respective moons before the Ur-Daemon War.
For after the Ur-Daemon War it was Lord Koar within his mountain home
that brought together those who once stood as brothers and sisters. No one
knows what was spoken at that meeting, but the Arkati of Liabo and Lornon
have never come into open war to this day, and it is said that they never
will so long as Lord Koar reigns from his mountain throne. Lord Koar bears
the title Master of Mana and teaches the Symbol of Mana. This
Symbol will replenish mana, yet at the cost of some favor and at least one
deed.
(Allows you to replenish your lost mana - 50 mana. The usage is
costly though, in addition to favor it requires a max lose of a 2 deeds.
However you may not lose any, or you may lose 1, its pretty random, and
also depends on you race, level, profession, and presence of any undead
critters.)
The 13th step in the Path of Enlightenment is a rather easy one. All
you have to do is honor Lord Koar in the town well, to do this from TSC
go:
GO WELL, CLIMB ROPE, KNEEL, say
'I have come to honor
Koar, master of mana.' You must type this correctly, even
the period, or it won't work!
Go see the
Monk.
|
| 14. Symbol of
Sight:
This step is governed by
Lord Tonis. He
teaches the Symbol of Recognition as the first step. He shares an
even more powerful Symbol, the Symbol of Sight, which lets one look
in on a fellow Voln member for a short period of time. Tonis teaches how
to fly the winds with him, opening minds to see those who are not visible
within the weak reaches of normal sight.
(Allows you to locate and observe another member of Voln for a brief
period of time. You cannot locate a person who is not in Voln with this
spell. Sight has the same range restrictions as the Locate spell, and it
differs from the Locate spell as you can watch for a bit. Requires
favor.)
You'll have to venture along the Coastal Cliffs and come upon a rock
and say a few words, "You have not been forgotten". From outside the North Gates, go:
NW, NW, NW,
GO ROAD, W, W, NW, W, W, W, NW, NW, W, W, SW, W, W, W, SW, W, W, NW, W, W,
say 'You have not been forgotten.
Go see the Monk.
|
| 15. Symbol of
Holiness:
The second step, governed by
Lord Eonak,
gives the ability to bless normal weapons. However, there is a much wider
range of weapons, including weapons forged from magical metals such as
mithril, ora, imflass, mein, vultite and more. The Symbol of Blessing is
not strong enough to bless weapons made of these metals, therefore Lord
Eonak teaches the Symbol of Holiness, which is able to bless
weapons made from these magical metals.
(Allows you to bless magical and enchanted weapons - but weapons
with elemental flares, weighting, sanctified, or have been wizard
enchanted will not take a bless. It will also work on regular
non-magical weapons as well. You must be holding the weapon to bless
it. It will afford 5 swings per step along the path, for a maximum of
130 swings. Symbol of Holiness will also, when targeted at an undead
creature cause it to burst into flames and fall to the ground, doing
damage. )
All you have to do is find a huge sword and touch it. Here are the
directions from TSC:
GO WELL, CLIMB ROPE, S, CLIMB RUBBLE, E, E,
E, N, N, NW, W, PULL CRESSET, TOUCH BROADSWORD
or Go to the stables in town. Go STRAW, SE, W, PULL CRESSET, TOUCH
BROADSWORD
Go see the Monk.
|
| 16. Symbol of
Submission:
The beautiful
Lady Oleani
blesses members with the Symbol of Submission. Perhaps by using her
great beauty, the Symbol of Submission can make even the most
vicious of creatures bow, and even sometimes kneel in submission, lowering
their defenses.
(Allows you to freeze the undead in their tracks, they will drop
their guard and let you pummel them.. not widely used that I know
of. More specifically, Symbol of Submission when failed will cause
an undead target to drop to an offensive stance and lower it’s physical
defense by 1 point per step along the path. According to Jianne, "You need to bind/hold first before using
submission. Otherwise, submission will be ineffective". Its usage
does costs a substantial amount of favor, but it maybe worth it.)
This time get a dozen roses at the florist.
His shop is this
way from TSC: E, E, E, S, S, E, E, N, GO FLORIST.
Once you get the roses follow these steps, from inside the
florist shop: OUT, S, W, Go temple, go white arch, go pink arch, drop
roses.
Go see the monk.
|
| 17. Symbol of
Restoration:
Lord
Cholen gave us the Symbol of Recovery, and now gives us the Symbol
of Restoration. The Symbol of Restoration can restore much more
health than the Symbol of Recovery.
(Allows you to recoup a greater number of HP than with Symbol of
Recovery. According to Jianne, "..Restoration restores anywhere from 25 to
60 health. It's a little random". Requires favor to
use.)
This step is rather easy, but can be embarrassing. According to Jianne, "You can do this step with just one
other person, actually". Have your friend meet you on the rooftop of
the Museum in Wehnimer, which is this way from TSC:
E, E, E,
S, S, E, E, GO MUSEUM, N , NW, GO DOOR, CLIMB ROPE, CLIMB LADDER
Then start doing funny stuff using the ACT command, have the
others laugh at you. Your fellow Voln friends need to roll, laugh,
chuckle, howl until you see the message that the boy comes out and laughs
at you. Note: Giggling or Cackling will not work, ONLY laughing. You
will need to perform at least five act commands and get laughs, and
usually on the fifth you should hear Cholen laugh with you.. if not, keep
going. Your task is complete.
Go see the Monk.
|
| 18. Symbol of
Need:
Lord Jastev is the twin brother of
Lord Cholen.
Their personalities are as different as night and day, or even as
Ronan
and
Phoen, for Lord Jastev's gift of foresight has stolen all joy from his
heart. It is told that Lord Jastev has foreseen the end of the world, and
all that he loves destroyed.
However, perhaps because of this Lord Jastev has learned to live life
in the present, and savor the beauty of every moment. So instead of
looking towards the future, Lord Jastev would rather help those in the
present, make every moment as beautiful as he can, and have every mortal
live their life to the fullest and not pass through the Ebon Gates
prematurely. Lord Jastev teaches the Symbol of Need, which will
alert all Voln members of your position when you are in trouble.
(Allows you to broadcast a picture of the room you are in to all
Voln members in that area. There are, however, some locations where this
symbol will not function properly. Ones that come to mind is outside
Bonespear, and some places in Darkstone. You can use this symbol
after you die. Requires favor.)
Here are the directions to reach the Brass Shrine from the Courtyard:
W, W, W, GO TRAIL, S, S, SW, W, GO BRIDGE, W, W, NW, N, N, N, N, N, NE,
NW, NW, NW, GO ROAD, W, W, NW, SW, S, SW, GO GAP, SW, SE, S, S, SW, TOUCH
SHRINE You will receive a vision from Jastev.
Go see the
Monk.
|
| 19. Symbol of
Retribution:
Although
Lady
Imaera thrives on creation, she finds
Luukos'
creations to be utter abominations. To her they are not even creations,
merely twisted, deformed, and evil versions of her own beautiful
creatures. For this she cannot forgive Luukos and the Dark Gods. The
Symbol of Retribution attacks each undead creature in the room by
releasing a glass shattering force which hits multiple times, dealing
devastating damage with each hit.
(Allows you to attack creatures - a lot of damage to undead critters
- in a room after you are dead, with a shout of terror, doing considerable
damage. It is an e-wave kind of attack, hits multiple targets but
you must specify the target (critter). Requires favor.)
To get this step, it'll take you back to Imeara's island.
Note: You only need a 5 (one training) in
swimming to make it. If you don't, either have someone set a ring
outside the shrine and ring back to you with it, or have someone
cast 'Waterwalking' on you.
From Voln, W, W, W, GO TRAIL, S, S, SW, W, GO BANK, NE, NE, NW, N, N,
NE, N, NE, NE, N, N, NE, N, CLIMB ROCKSLIDE, E, SW, S, E, N, N, N, N, SE,
S, SE, SE, E, E, GO PATH, NW, NE, E, E, SW, D, SE, GO SHORE, SWIM WATER,
SWIM ISLAND, GO ISLAND, KNEEL, PRAY, PRAY,
wait and hold still for a white tail deer to emerge from the forest,
then BOW DEER..
Go see the Monk.
|
| 20. Charl's (Voln Fu)
Throw 2:
As the seas become wilder and
Lord Charl's
anger grows, so does the strength of his throw. More powerful than the
first Throw, this attack more closely parallels Charl's awesome
strength.
(More powerful version as throw1, significantly increases your
chances of a successful throw, for more damage. According to Jianne,
"Wielding a shield does, in fact, affect your MB with kick and punch
by about 3-5 points. I don't recall the exact number. So does the class of
armor you are wearing. For instance, brig will lower your MB by 13
points". Requires no favor against undead)
All you have to do is go to the dock in Spectral Fishermen (coastal
cliffs) and drop money.
To reach the dock, from Voln: W, W, W, GO TRAIL, S, S, SW, S, GO
BRIDGE, W, W, NW, N, N, N, N, N, NE, NW, NW, NW, GO ROAD, W, W, NW, W, W,
W, NW, NW, W, W, SW, W, W, W, SW, W, GO PATH (this will be the 2nd path
along the coastal cliffs where the Greater Kappas are, known as the Black
Sands area), W, W, W, W, W, W, N, GO DOCK, N, N, N, N, N, D, D
Then drop
the appropriate amount of money (Your rank *100, i.e. Step 20 = 2000
silvers).
btw, on the return to Voln, at the dock.. GO SHORE
Go see the Monk.
|
| 21. Kai's Blow (Voln
Fu) Punch 2:
Lord Kai,
the God of physical combat, again shares his fighting ability and teaches
another punch. It is more powerful than the first Punch, and still
it costs no favors when used against the undead.
(More powerful version as punch1, more damage per
strike.
According to Jianne,
"Wielding a shield does, in fact,
affect your MB with kick and punch by about 3-5 points. I don't recall the
exact number. So does the class of armor you are wearing. For instance,
brig will lower your MB by 13 points". Requires no favor against undead.)
To get the second punch, you must honor Lord Kai again. This
time, you must drop any weapon (preferably a cheap one bought at the
armory, like a broadsword for 250 silvers, for example) in a pool near
Stonehold.
To get to the pool, follow these steps from Voln's Courtyard: W, W,
W, GO TRAIL, S, S, SW, W, GO BRIDGE, W, W, NW, SW, S, SE, S, SE, S, S, S,
SW, S, S, SE, SE, SW, W, S, S, S, S, SE, SE, NE, NE, E, E, GO BRIDGE, SE,
S, SE, S, E, E, E, S, SEARCH (may need to search several times to find the
crevice), GO CREVICE, SE, CLIMB RUBBLE, S, CLIMB RUBBLE, SE (15 sec rt),
SE (15 sec rt), E (15 sec rt), E (15 sec rt), GO TRAIL, D, D, E, S, SE,
(the grey colored room), then DROP <weapon> IN POOL
Go see the Monk.
|
| 22. Phoen's Blow (Voln
Fu) Kick 2:
Lord Phoen
teaches a stronger version of the first Kick. Phoen's Kick is one
of the most powerful attacks Voln has to offer.
(More powerful version as kick2, more damage per
strike.
According to Jianne,
"Wielding a shield does, in fact,
affect your MB with kick and punch by about 3-5 points. I don't recall the
exact number. So does the class of armor you are wearing. For instance,
brig will lower your MB by 13 points".
Requires no favor against undead.)
This step requires a blue crystal and a bit of navigation. You'll have
to drop a blue crystal in a lava pool in fire guardians.
Here are the directions to it from Voln: W, W, W, GO TRAIL, S, S,
SW, GO BRIDGE, W, W, NW, SW, S, SE, S, SE, S, S, S, SW, S, S, SE, SE, SE,
SE, SE, E, E, NE, E, E, E, GO TRAIL, N, NE, E, SE, E, NE, N, NE, N, N, N,
GO TRUNK, NW, NE, U, N, U, U, W, W, NW, NW, GO GASH, D, D, D, D, N, NE, E,
DROP BLUE CRYSTAL IN LAVA
On the way back instead of GASH, GO
MOUTH, all the rest is the reverse order of the directions.
Go see
the Monk.
|
| 23. Symbol of
Preservation:
The Goddess of Death and Rebirth,
Lady Lorminstra
again teaches us another useful Symbol. When in danger, if the first
Symbol she taught us, Symbol of Calming, could not save your life,
she now teaches us a way to preserve ourselves and others using the
Symbol of Preservation. This is perhaps one of the most useful
Symbols because it enables members to preserve themselves even when dead,
thus binding the soul to the body until help arrives. The usefulness of
this Symbol is almost unparalleled by any other Symbol in Voln society.
(Allows you to LK -Lifekeep- yourself and others - even if your
dead. Symbol of Preservation will allow you to lifekeep yourself or
another comrade for approximately 30 seconds per step along the Path of
Enlightenment, with a maximum of 13 minutes, allowing to preserve yourself
until a cleric can render assistance. Requires favor.)
All you have to do is go to the altar in the temple and offer a deed
for a newly fallen comrade (using one of your deeds).
From Voln: W, W, W, GO TRAIL, S, S, SW, W, GO BRIDGE, W, W, NW, N,
N, N, N, N, NE, GO GATE, S, W, S, S, S, E, E, E, E, S, S, E, GO TEMPLE, GO
ALTAR
Once you are there, wait for someone to appear on the altar;
then say "Lorminstra, give
my deed", "Lorminstra,
give <person> my deed."
Go see the Monk.
|
| 24. Symbol of
Dreams:
Lord Ronan
teaches how to put others to sleep in Symbol of Sleep. With this
step he teaches us the secret of dreams, and how to take full advantage of
their power. The Symbol of Dreams acts like meditation in that it
allows the mind to absorb field experience faster. Symbol of Dreams
also restores health, mana, and spirit at an increased rate.
(Allows you to put yourself to sleep and regenerate HP, spirit and
mana, as well as absorb experience faster. You can communicate while
dreaming by using the Say command. Requires favor.)
This is possibly the most difficult task you'll face in Voln. You must
get to the top of
Melgorehn's Reach and find the onyx altar, and lie down
on it.
NOTE:
- 1) BEFORE going to the reach, have only your weapon, shield and armor
on you at best! Otherwise any weights will not let you climb the slope!
- 2) For advanced users, see script
below, which leads you from Voln Courtyard all the way back to Voln.
Go to the Stairs at Melgorehn's Reach
To get to the reach follow these steps, from Voln:
W, W, W, GO TRAIL, S, S, SW, W, GO BRIDGE, W, W, NW, SW,
S, SE, S, SE, S, S, S, SW, E, NE, GO PATH, GO OPEN, CLIMB PLATFORM, TURN
WHEEL (hands must be empty), D, OUT, GO BRIDGE, E, E, E, GO SLOPE*, W,
W,
Once you're there. You'll see some strange runes.
When you LOOK at the Runes, you'll see something like this:
R S Z O <---E--->
(the E will be under one of them.)
Use this key to know which rune to push:
|
If E is under.... |
Then Push.. |
|
R |
S |
|
S |
O |
|
Z |
Z |
|
O |
R |
If you get "nothing happens", when you
push a rune, you need to push E to reset and look at them again and
start over. When three steps go up, Select the rune
the E is under, then start all over with the sequence (as shown in the
key above) until all four steps go up. Then go stair.
Note: This key may have changed, so be prepared
to figure it out.
From the top of steps, go west until you see a trolley car
station and a dam.
Open (or close and
open) dam to lower the trolley car.
When the trolley car arrives (could take 10 minutes),
Close Dam, Go Cab, to start the car moving up.
When you reach the top, get out of the car and
GO FOG.
SEARCH (until you feel
the wall), CLIMB VINE, then GO OPEN. You'll be at the altar.
Moonlight comes in every 10 minutes
Immediately LIE ON ALTAR when you see this:
"Suddenly
a beam of moon light peeks through several tiny holes in the intricate
ceiling and converges in a star pattern upon the altar. The light
carries with it a strange shearing sound. The onyx of the altar begins
to glow faintly blue."
When you feel the immense
satisfaction, then you're ready to leave.
| You can either GO SHAFT, GO OPENING, LIE
DOWN, and then lean left on the first room, third room
("Suddenly the tunnel turns into a nearly vertical drop"), fifth
room ("just ahead the tunnel splits left and right"), and seventh
turns; or run this script after you stand up
from the altar:. |
|
TUNNEL.WIZ script, (copy and paste to create your
own script)
#Way out of water tunnels put go
Shaft put go Opening pause 3 put Lie Down pause
3 put lean left waitfor Another tunnel branches off to the
left just ahead. put lean left waitfor Another tunnel
branches off to the left just ahead. waitfor Another tunnel
branches off to the right just ahead. waitfor Just ahead
another tunnel branches off to the left. put lean
left waitfor Another tunnel branches off to the right just
ahead. waitfor Just ahead the tunnel splits left and
right. put lean left waitfor Obvious paths:
southwest.
Note:
If you mess up, exit the game and you'll be back at the top of the
waterslide.
Entire Voln Script. Copy
& Paste to notepad-type application-etc. Be sure to save in
your script library, as " voln24.cmd " (and file type is
" all files " if you need to rename it).
1) Be sure hands are empty,
while standing in the Voln Courtyard
#Voln -
Step 24 ( usage is voln24.cmd )
start:
match Voln [Courtyard]
match staircase [Melgorehn's Reach, Staircase]
match staircase [Melgorehn's Reach, Slope]
match cabbottom [Melgorehn's Reach, Stream]
match cabtop [Melgorehn's Reach, Lift]
match tunneltop [Melgorehn's Reach, Moon Chamber]
match tunnelbottom [Melgorehn's Reach, Lake Eonak]
match caboutside [Melgorehn's Reach, Lift Apex]
put look
matchwait
Voln:
echo
echo ********************
echo Make sure your hands are empty
echo ********************
pause 2
move w
move w
move w
move go trail
move s
move s
move sw
move w
put go bridge
move w
move w
move nw
move sw
move s
move se
move s
move se
move s
move s
move s
move sw
move e
move ne
put go path
put go open
echo *******************
echo Make sure your hands are empty, will pause to help ensure
echo *******************
pause 3
again:
pause
match climbed (Whew!)
match again You decide to climb back down and try again
put climb platform
matchwait
climbed:
pause
put turn wheel
move d
put out
put go bridge
move e
move e
move e
put go slope
move w
move w
Staircase:
MainLoop:
put look rune
match Rrune The last one, labeled E, is directly under the R
rune.
Match Srune The last one, labeled E, is directly under the S
rune.
Match Orune The last one, labeled E, is directly under the O
rune.
Match Zrune The last one, labeled E, is directly under the Z
rune.
Match Error1 I could not find what you are refering to
Matchwait
Rrune:
put push s rune
match Success All the steps are in position, forming a
complete staircase.
Match Puzzle It is now lined up under the
match StartAgain Nothing happens.
Matchwait
pause 3
Srune:
put push o rune
match Success All the steps are in position, forming a
complete staircase.
Match Puzzle It is now lined up under the
match StartAgain Nothing happens.
Matchwait
pause 3
Orune:
put push r rune
match Success All the steps are in position, forming a
complete staircase.
Match Puzzle It is now lined up under the
match StartAgain Nothing happens.
Matchwait
pause 3
Zrune:
put push z rune
match Success All the steps are in position, forming a
complete staircase.
Match Puzzle It is now lined up under the
match StartAgain Nothing happens.
Matchwait
pause 3
Success:
move go stair
move w
echo *****************
echo Restart Script
echo ****************
exit
Puzzle:
goto MainLoop
StartAgain:
put press e rune
wait
goto MainLoop
Error1:
Echo ***Seems your not at the Melghorans reach stairs
cabbottom:
cabthere:
match yescab a wooden cab which is riding the wooden trellis
match opens You also see that the stream is presently being
diverted by a closed wooden dam
match closes You also see that the stream is currently running
under an open wooden dam
put look
matchwait
yescab:
put open dam
put go cab
echo ***************
echo Now we wait til the Cab stops. Hang in there.
echo ***************
waitfor A ledge comes into view and the cab grinds to a clunky
halt
goto cabtop
opens:
put open dam
put close dam
echo *******************
echo We wait for the Cab to arrive.
echo RESTART Script when Cab arrives: "A wooden cab, riding on
the trellis, crawls down the side of the mountain and comes to
a clunky stop.."
echo ******************
exit
closes:
put close dam
echo *******************
echo We wait for the Cab to arrive.
echo RESTART Script when Cab arrives: "A wooden cab, riding on
the trellis, crawls down the side of the mountain and comes to
a clunky stop.."
echo ******************
goto exit
cabtop:
match cabinside Obvious exits: out
match caboutside [Melgorehn's Reach, Lift Apex]
put look
matchwait
cabinside:
put out
caboutside:
put go fog
pause 10
fog:
pause
match wall Found that!
match fog search
put search
matchwait
wall:
pause
put climb vine
pause
put go open
echo ******************
echo When you see "Suddenly a beam of moon light peeks through
several..
echo Then " Lay Down on Altar" (Task done). Then Restart the
script
echo ********************
exit
tunneltop:
put go shaft
put go Opening
pause 3
put Lie Down
pause 3
waitfor steer yourself into one of them by leaning in that
direction
put lean left
waitfor Another tunnel branches off to the left just ahead.
put lean left
waitfor Another tunnel branches off to the left just ahead.
waitfor Another tunnel branches off to the right just ahead.
waitfor Just ahead another tunnel branches off to the left.
put lean left
waitfor Another tunnel branches off to the right just ahead.
waitfor Just ahead the tunnel splits left and right.
put lean left
waitfor Obvious paths: southwest
echo ****************
echo RESTART the script
echo *****************
exit
tunnelbottom:
put stand
pause 8
move sw
move w
move ne
move n
move n
move n
move nw
move n
move nw
move n
move ne
move se
move e
move e
put go bridge
move e
move ne
move n
move n
put go trail
move e
move e
move e
move go gate
move e
echo ******************
echo GO ARCH to see the Monk
echo *******************
exit
|
Go see the Monk.
|
| 25. Symbol of
Returning:
Lady
Lumnis teaches how to make our opponent flee with the Symbol of
Turning. She also teaches how to return to the Voln Monastery, should
the need to hurry arise. The Symbol of Returning takes members'
parties back to the safety of the Voln Monastery.
(Usage brings you & all joined to you back to Voln. Symbol
of Return will generally fog you and your group to Voln Courtyard
(in the landing), the Temple (on Teras), Liabo Esplanade (in
Solhaven), Voln (in Icemule), or other points depending upon where
it’s used. There are some places where it will only fog just YOU and not
your group (i.e. Varunar, the Solhaven Trail, the Icemule Trail, and
Shadow Valley.) Requires favor.)
You must reach the sandcastle in greater kappas, see the Hermit and
answer three questions,
Directions from Voln: NW, NW, NW, GO ROAD, W, W, NW, W, W, W, NW,
NW, W, W, SW W, W, W, SW, W, GO PATH, W, W, W, W, W, W, W, W, W, W, W, LIE
DOWN, SEARCH SANDCASTLE, PUSH SANDCASTLE
Once inside the sand
castle, you must find the hermit, to do this LIE DOWN and SEARCH until you
find stairs. Simply STAND, GO STAIR.
Now, LIE DOWN again and search until you find a Curtain (Most of the
times you search you'll find the stairs, keep trying until you find the
curtain. Doesn't take too long) then STAND, GO CURTAIN.
Now LIE DOWN once again and SEARCH until you find a Pot, then ASK
HERMIT ABOUT TASK. He'll give a 3 question quiz, the answers can be found
from the "Vital Monk Wisdom", as posted below.
As posted from the famous
Arkaiti.Org efforts and great site. This will help you answer the
Hermit's Questions.
Arkati.Org: GemStone
IV Order of Voln for Dummies
Order of Voln Information: Vital Monk Wisdom
Vital Monk Wisdom
The following is vital information you will need to complete the Hermit
Task. The questions asked will come from this information. Originally, I was
going to include everything the Monks say, but decided to put on this page
the information which is critical. At a later date, I'll make the Complete
Text available by linking it from this page.
The monk smiles and says, "The Order of Voln is an old and honored
organization with a long history. The Order was founded in the year 1300 by
Lord Fasthr k'Tafali. Lord Fasthr was the Manor Lord of an outlying province
of the Kannalan Empire. The land was raw and wild, bordering areas that were
not yet reclaimed from the ravages of past wars. Dread beasts and fell
creatures harassed the pocket of civilization, coming down from their refuge
in the surrounding mountains. Among these were an alarming number of cursed
spirits and undead things, bound to the land through awful magic and
unspeakable powers."
The monk continues, "Lord Fasthr and his men labored valiantly against the
cursed beings that opposed them. Many good and honorable men lost their
lives defending the homes of their family and friends. During these battles
the Great Spirit Voln came to the aid of beleaguered men. Voln provided the
men with special training that enabled the men to gain victory over the
cursed beings. With Voln's teachings those men founded the first monastery
of what has become the Order of Voln."
The monk smiles and says, "Each step along the Path to Enlightenment is
governed by a Lord or Lady of Liabo. Each of the thirteen Lords and Ladies
governs two steps along the Path. The first step that you took was governed
by Lord Tonis, and you did well in taking that step. Now you are ready to go
onto the next step."
The monk smiles and says, "The Great Spirit Voln is an immortal power
serving the Lady Lorminstra. Each of the Lords and Ladies of Liabo support
his efforts to bring Lorminstra's mercy to the poor, cursed undead creatures
that roam Elanthia."
The monk continues, "You must understand the nature of the undead in order
to aid Voln in his mission. There are many false or misleading legends
surrounding the undead. You must set aside all of your preconceptions and be
ready to accept the truth. The first thing that you must know is that there
are many causes of the cursed condition that undead beings endure. One
obvious cause is the dreadful influence exerted by minions of Chaos.
However, that is only one of many causes. As you progress along the Path to
Enlightenment you will learn more about the causes of the curse and how to
release the victims."
The monk smiles and says, "By now I am sure you know of how our order was
started, so I will not repeat stories you have already been told. When our
order was young, and limited to those started personally by Lord Fasthr
k'Tafali we would communicate by courier or by projecting our thoughts
mentally."
The monk continues, "Though we are not a secret order, we soon found there
was still a need to be able to communicate with one another over great
distances privately. We did not fear that those cursed to be undead would
hear our thoughts or read our correspondence, but that the various forces
that used the undead to increase their power in the world would."
The monk smiles and says, "The Great Spirit Voln came to the rescue of our
founder, Lord Fasthr, and his men who were fighting a desperate battle
against the undead. Voln took pity on their situation and taught them some
of his personal secrets in fighting the undead."
The monk smiles and says, "When the Great Spirit Voln agreed to teach the
founders of our order, they first made their home in
Tafali Manor
which
became the site of the first monastery of our order."
The monk puts an arm around you, saying, "Voln taught Lord Fasthr and his
men for three years. At that time and long afterward, the only members were
Giantmen. That, of course, has since changed."
To get out of there, simply SEARCH in the reverse order.
Go see the Monk. |
|
Step 26, Symbol
of Initiation:
The final step on the path to enlightenment, the Symbol of
Invitation, is governed by
Lord Koar. It
gives the power to invite others to Voln society. By simply inviting them,
they now have the ability to pass through the gate and talk to the
Grandmaster.
(Allows you to serve as a recruiter for Voln - Invite
<person>)
Please note you cannot use this at a table or in a room
in which you can enter a table or booth.
Go see the monk
|
The Master’s Hall
The Globe: The globe is an indicator of how much favor you have.
Simply type: touch globe and it will generally spin and indicate a measure of
spins. It will give single spins from 1 to 10, and then goes by 10’s until it
gets to 100, at which point it goes in 50 point steps.
If you touch it and it’s
cold, you may type: kneel and then: rub globe and
then: kiss globe for the cost of a deed it will give you some
favor. (Fixed this little error.)
The Tapestry: The tapestry will allow you to transport
to different locations near Wehnimer’s Landing. These currently include:
Darkstone lower level (banshees), The Graveyard (inside the main gate), Anwyn
Castle (deep in the basement), The Misty Chamber (liches and monks), and the
Coastal Cliffs Graveyard (ghosts). You can simply type: rub
tapestry to change the location, but you must type: look
tapestry before you can enter it.
When you become a master, go pray in the mediation room (wooden door) and
you'll get this message, "As a Master of the Order you feel
favored by the Lords of Liabo and sense a surge of mana which enwraps you like
the comfort of a warm blanket in winter." Others will see,
"<someone> glows for a moment with a radiance that
illuminates the room." It seems the mana regeneration rate is
faster.
The Monk's Words
|
1.Symbol of Recognition:
[Path to Enlightenment]
You are standing under a covered walkway that extends in a wide circle
surrounding a vast garden. Small trees, plants and flowers artfully adorn
the area which is landscaped around several fountained terraces. Nearly
taking your breath away, this part of the walkway is adorned with a brightly
tiled mosaic of Tonis. You also see a monk.
The monk says, "Congratulations <Volner> I see that you have taken the
first step on the Path to Enlightenment. There are some things that I need
to explain to you so that you are prepared to fulfill your duties within the
Order. This will take a few minutes, so please bear with me."
The monk smiles and says, "The Order of Voln is an old and honored
organization with a long history. The Order was founded in the year 1300 by
Lord Fasthr k'Tafali. Lord Fasthr was the Manor Lord of an outlying province
of the Kannal | |