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Night Elf Ingress and the Parchment Map

Tiger

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Q: How about a review of what I accomplished so far?
A: You gained levels, experience, and gold as well as learned new spells and skills. You proved yourself worthy of being one of the Heroes who will solve the numerous quests and step through to Immortality... Aeowyn has informed you of four ancient map pieces that, when combined - create the ticket to the ultimate challenge - the mighty beasts, the Dralkarians! Corpeus, Astelligius, Malos, Pluthros, and Juvalad all await you... But you're nowhere near to getting to the Guardians... for now...

Q: What should I do after I've gotten the Queen's Key and returned to the DE?
A: Use the Queen's Key on the SE door in the Dungeon Entrance. The key will set and the door will remain unlocked forever. There are two paths in all through here, but only one to the Night Elf Kingdom is now accessible.

Q: Once I'm in the Night Elf ingress, where do I go?
A: There are many different paths through the Ingress, which is the "base" stage for the Map Quest. The first thing you'll want to do is talk to Snicker, the thief at F,14. You'll find out he has three brothers, Sneer, Smug, and Smirk, who run different shops. After that, exit the room and enter again. You'll get an Iron Crown, which can be useful if you lack a piece of headgear. Finally, exit and re-enter once more, and he will lift some more of your gold - but give you a Thieves Ring. This is an extremely useful object - it casts a detect spell equal to Detect at level 12. When worn on your right or left hand, it also increases Agility. If you lack the Detect skill, this item is of great use to you. It does have limited charges, but it can be "refreshed" by exiting and re-entering the dungeon, via the Teleport spell. Another important thing is that Wizards can get their Skeleton Key here. If you're a wizard, go to F,10 and face west. The door will open automatically for you. There are also several other exits here - one to the Statuary, one to the Vault (a pit in which you must jump. It is located at G,8) and an exit to the Lake Despair - which is deadly if you have the Life Jacket and even deadlier if you don't! This exit to Lake Despair is just for the "view" however - and has nothing to do with regards to progressing through the game. It can be accessed via two secret doors, the first one at D,4 and the second one at J,6.

Q: What is the Skeleton Key for?
A: Every guild can obtain their Skeleton Key quite easily. The key is to reach inaccessible areas in the dungeon, which have a "skull and crossbones" painted on them.

Q: I've located some really weird scrambled words in the place called "clueless" in the Ingress. What are they supposed to mean?
A: Together, they reveal a special hint. This doesn't mean anything now, but it will make great sense later.

Q: Where is the first place I should go now? The Vault or the Statuary?
A: The logical place to go would be the Vault. From here 3 more exits are available : one to the Carriage house (go 1 north of where you arrive and drop into the pit west of you), the Stables (from the place you enter the Vault, turn west and drop into the pit. However the one you should take now is to the north, the one to the entrance of Twinion Keep.

Q: There's a weird chest in the Vault that has a diamond shaped lock on it. What do you do here?
A: Once you have the Diamond Lockpick you can come back here to get some treasure and a 100,000 gold piece reward.

Q: What do I do in the Twinion Keep?
A: There is a hidden door 1 south and 1 east of where you will arrive. Face east and use the detect skill, or the Ring of Thieves Snicker gave you. Pick the lock, the head through to the "teleport" square 1 north and 1 east of where you are. You'll be teleported to a long hallway. Here there is another teleport which leads to the Thieves town, Tipekans. Leave it for now - you won't be able to get in anyway, and continue west throughout the hall. You'll run into a wall at the end of the hall with a left turn. Simply walk through the wall here - it's only an illusion - and continue south. Walk through the teleport and you'll land in another part of the Twinion Keep. Keeping along the walls (don't go into the center just yet) go along the walls to your east, south, and west. Once you are in the SW corner of the room, go 1 step north and you'll be teleported to the Wine Cellar. Make your way to A,1 and fight the battle to receive the Life Jacket. After that, take the easternmost door to Cliffhanger.

Q: I can't pick the lock at the secret door near the beginning of Twinion Keep. What should I do?
A: A Blue Lockpick (the best in the game) can be found in the Stables, accessible from the Vault.

Q: What do I do here in Cliffhanger?
A: You are given an opportunity to get the Front Door key. There is also a teleporter to the Infirmary. The "falling rocks" at O,13 will take you to the Infirmary. The Key is located at L,16.

Q: Should I go to the Infirmary?
A: Yes. Drop down to it from the "falling rocks". You need now to get to the Cloister. When in the Infirmary, instead of going through the doors, take this path to avoid being thrown off track : go 2 steps west, 1 step north, 1 step east through wall, 2 steps north, 1 step west, turn north, teleport.

Q: What do I do in the Cloister?
A: Simply follow the path to the teleporter that takes you to the Gallery.

Q: I'm in the Gallery. What now?
A: The main part of the Gallery will be to read the plaques here. The information your race's plaque gives you is extremely important. Read all the plaques until one gives you a hint on your quest. There are three clues in all in the Map Quest, and you must know all 3 to survive (later) in the Cartography Shop. Each race's clues are different. What they mean is : once you've collected all four of the map pieces, you can access the Cartography shop, where you will be given different "tokens", or gems that will each open a door at the end of the Shop. If you use the wrong token on a wrong door you are instantly killed and brought back to the DE, so jot down the clues as they will be vital to your survival.

Q: I got my clue. What now?
A: If you're a barbarian, you can get your Skeleton Key here. Go to L,4 and face north. The door will automatically open up for you. If you're of any other guild, go through the teleport in the NE to the Vineyard.

Q: What do I do here in the Vineyard?
A: You can get the Maze Key, which is for use in retrieving one of the map pieces from aMAZEing, accessible from the Statuary. Knight can also get their Skeleton Key here. Go to K,14, and face south. The door will automatically open for you. You'll need to detect a secret door here - go to I,11, face west and Detect (or use a Ring of Thieves). Go to the easternmost door and go through it, where you will find the Maze Key. After you get the key, DON'T go back to the southern part of the Night Elf Ingress. Instead, jump into the pit at H,12 to get to the Fringe of Madness.

Q: Is there a way out of here? I'm trapped!
A: Yes, there's a way out - just follow these directions very carefully from the exact place you drop into the Fringe : Go 1 step forward, turn right, go 2 steps forward, turn left, 1 step forward, turn left, 2 steps forward, turn right two times, two steps forward, turn left two times, two steps forward, turn left, 1 step forward, turn right, and then walk through the illusionary wall right in front of you.

Q: Phew. I'm out of THAT mess. Now where do I go?
A: This is the first Map you'll get - the Parchment map, plus 200,000 experience points. from the exit of the Fringe, take the path to the east and follow along the path, fighting several battles. At the end of the path, you'll receive the Parchment Map.

Q: Alright, now what?
A: Now that you have one of the legendary map pieces, teleport out and level up. After that, you can either take the top entrance to the DE, or the bottom entrance back to the Fringe. It is wiser to take the top entrance back to the DE as it's quicker, and you'll be automatically healed and your mana will be restored.
 
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