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GEMSTONE IV - COUNCIL OF LIGHT

Sign of Darkness

 

Using the Sign of Darkness can be a little tricky.

In some places there's a puzzle to get out, other places you'll land in the middle of nowhere.

Here's a few directions to get out and go to the closest gathering point.

(Although I'd recommend to wait until you recover your spirit points before you get out or you might get punnished by 20 minutes without being able to use the signs again.)

 

Icemule

Darkness enfolds and surrounds you...
[Commerce Burrow, Giantman Path]
An ancient oak tree marks the southeastern corner of Icemule Trace. Towering high overhead, the tree is surrounded by a small grassy field. A lone owl calls from somewhere within the branches, its haunting voice fading into the night.
Obvious paths: west.
You feel drained!


To get out: w, nw, e, e, n, n, w, n, w, w, w, w. You are in TC!

Landing

Darkness enfolds and surrounds you...
[Council, Misty Void]
You are totally surrounded by dense mist. All directions are the same, yet all directions hold different possibilities.
Obvious exits: north, south, east, west, northeast, northwest, southeast, southwest, up, down, out.
You feel drained!


To get out go any direction and you will end up in the North or West road in the city.

River's Rest

Darkness enfolds and surrounds you...
[River's Rest, Dark Alley]
Off the beaten path and slightly seedy, the alley is dark and cool. An occasional voice drifts down the alley from the southwest and a few folks wander by. Set off to one side of the path is a small shabby shop sporting a sign, which hangs by one hinge and squeaks whenever a stray breeze happens by. Facing you is what appears to be the back door of a well kept building. At the end of the alley is a large building with a sign hanging over its large double doors.
Obvious paths: southwest.
You feel drained!


To get out: sw, w, n, go path. You are at the Town Commons!

Solhaven

Darkness enfolds and surrounds you...
[Wine Cellar, Nexus]
Murals on the walls depict various scenes from the life and times of the earlier years of the Turamzzyran Empire. Soft tinkling sounds and the scent of wild roses fill the room giving it a light and carefree atmosphere. Swaying gently back and forth from the heavy chain that holds it securely to the ceiling, the prisms of a multifaceted crystal chandelier create a musical sound. The crystal prisms refract the light and lengthen the shadows over the walls and floor. You also see the High Taskmaster.
Obvious exits: north, south, east, west.
You feel drained!


To get out: s, e, s, e, out, climb wall, n, n, n, n, n, n, nw, nw. You are in North Market!

Teras

Darkness enfolds and surrounds you...
[Old Manor, Dark Altar]
Three torches are set against the north wall in iron sconces crafted as skeletal hands. The reddish glow dances off of the sculptures set in each corner. Four black glaes drakes stand upright, wings spread, their claws thrust into the ceiling. The drakes' ruby eyes are fixed on the black ora altar in the center of the room. It is trimmed with gold flecks, which glow red in the quavering light. You also see a dark shaft.
Obvious exits: south.
You feel drained!

To get out:

::touch teeth::
You reach out to touch the jagged maw of the drake...

::touch teeth::
You reach out to touch the jagged maw of the drake...

You gasp in pain as the teeth of the drake rip your flesh forcing it to bleed freely!
The shock of the wound stuns you!

::touch left wing::
You rub your bleeding right hand along the left wing of the drake.

::touch right wing::
You rub your bleeding right hand along the right wing of the drake.

The eyes of the small drake flash violet once and then dim.

The blood slowly drips down the wings of the small drake. A dull crimson glow comes from the eyes of the drakes in the corners of the room...

The blood on the wings of the drake hangs on the bottom tips as if suspended there...

Finally, one drop breaks free from the tip of each wing landing on the altar with a *hiss*.
A roar of sound and a blinding flash of light fill the room! The world falls out from under you, all of your senses filled with crimson light and the deafening roar of the drakes!

As your vision clears, you see...
[Old Manor, Dining Room]
Squeezing past a collapsed archway, you gaze upon an immense oak table stretching the length of the room. Ornately carved dragons form the table legs, their claws giving the illusion of melding into the floor. Eerily, the table is still highly polished and unscathed by the destruction around it, as if nary a flame had licked upon it. You can't help but wonder why the impoverished residents of the area never carted it off. You also see some battered stairs.
Obvious exits: south, east.

To get out: s, out, s, s, climb fence, ne, e, s, s, you are at the west docks!

Taillistim

Darkness enfolds and surrounds you...
[Cavern]
The sound of dripping water echoes off of the rough walls of the cave. Large torches burn wildly, causing shadows to dance across the uneven stone surfaces. A few steps lead up to an old altar that stands against one wall. In the other direction, the light fades away into a deep, dark cavern. Small mirrors are scattered along the wall of a large shaft that leads upward into blackness, and one large mirror is suspended just above the rock floor directly underneath the shaft. You also see a passage leading into darkness.
Obvious paths: none.
You feel drained!

::go steps::

[Cavern, Altar]
An old, dusty altar is set in the center of this small raised area. The wall behind the altar is bare except for a row of five rickety colored levers connected to a thick rope which leads upward. The torch light flickers ominously across the walls and pillars that brace the heavy stone ceiling. You also see some steps.
Obvious paths: none.

::look altar::

There is a strange grid on the altar. Five rows are labeled with numbers and five columns are labeled with colors. A red glow illuminates Yellow 4, Blue 3, Brown 3, Red 4, and Green 1

Now you have to pull each lever until they match the corresponding number. Better be fast as the positions change place after a couple of minutes!

::pull yellow lever::

You pull a yellow lever. The rope connected to the levers twists somewhat, and you hear a distant groaning of turning gears. The lever is now in the fourth position.

::pull blue lever::

You pull a blue lever. The rope connected to the levers twists somewhat, and you hear a distant groaning of turning gears. The lever is now in the third position.

::pull brown lever::

You pull a brown lever. The rope connected to the levers twists somewhat, and you hear a distant groaning of turning gears. The lever is now in the third position.

::pull red lever::

You pull a red lever. The rope connected to the levers twists somewhat, and you hear a distant groaning of turning gears. The lever is now in the fourth position.

::pull green lever::

You pull a green lever. The rope connected to the levers twists somewhat, and you hear a distant groaning of turning gears. The lever is now in the first position.

To get out: go steps, go passage, go opening, out, e, e, e, e, go grate, n, n, n, e, n, go hall. You are in the Hall of Patrons!

Ta'Vaalor

Darkness enfolds and surrounds you...
[Catacombs, Central Chamber]
Elaborately etched gold sconces inlaid with sparking moonglae opals adorn both sides of the archway, casting a warm glow over the area. Imbedded within the walls are pieces of gems, which sparkle brilliantly under the glow from the torches. A black velvet tapestry raised with silver stitching, depicting a thin, pale-skinned, black-haired woman holding a golden key in her hand, hangs opposite the granite arch. You also see a carved granite arch.
Obvious exits: north, south.
You feel drained!


To get out: s, go hallway, out, search, go crevice, s, s, s, s, s, s, s, climb ladder, w, go door, w, go door, n, n, go hatch, climb grate, s. You are in front of the Ta'Vaalor Theatre!

::top::

 

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