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Pentagram
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I’ve rubbed shoulders with quite a few Aislings and you’d be hard pressed to find one who speaks of the pentagram in anything but a hush tone. It's earned a reputation and from what I've heard, it ain’t for the faint of heart. All sorts of rituals, toiling with dark magics and whatnot. In short, not somethin’ to be taken upon lightly.

If you hit the dusty book bank fer’ some answers, ya don't find much on the subject; ‘cept for a couple’o worn pages from overusin’ I reckon. See, last time I looked at these pages I remember there being a bit more detailin’ so I’ll try and share what I ‘member.


I ain’t no artist but I did include some sketches along the way to keep us on the same page.

Now, before you dive right on in, you can do yourself a favour and make sure y’all have 2 zombie flesh, they can be harvested from any of the zombies in House Macabre and look something like this: . The wizard oughta’ be the one to hold onto it as they’ll be needin’ it for their part, and I reckon they’re used to handling odd components by now.

The Intro

Firstly, ya’ don’t want to be walking into this whole ordeal blindly so I recommend ya’ speak with Baltasar of Rucesion (Rucesion Village, 9,34), he’s got some loose lips about an old tome resting in the Loures Library that might be of interest (choose option “The Pentagram: Introduction” then “Where is the Library?”)

Once yer’ all well acquainted, you and yer’ party can proceed to the Loures Library.

Directions to the Loures Library:
Go to
Loures Castle, 29,37.
Once inside go up the stairs at 14,6.
Once upstairs, walk the length of the hallway to the next room at the very end at 2,0.
Once in the next room go upstairs once more at 14,6.
Once upstairs proceed to 0,8.
In the next room go to 5,0.

The Pact

Once in the Library, the wizard can initiate the pact by finding the old tome that ol’ Baltasar spoke of (proceed to 6,9 and walk along the bookshelf). The wizard will begin to write names of each party member who is involved in the pact (choose option “Open the Tome” then “Gather five Aislings and sign the pact”). If yer’ getting cold feet now’s the time to back out; if not, then write yer’ signature next to your printed name (choose “Sign the Pact”). If everyone is agreeable then the pact is set and you now have 1 Temuairan day (3 hours) to complete the task at hand.

Now, the pact is a balancing act of dark energies so to speak so there’s some special requirements you’ll need to know about, first of which being that you need one of each class in your party: a warrior, wizard, rogue, monk and priest. The insight of each party member needs to be that of at least 3 score (60 or above) and keep in mind that the insight of your wizard will set a standard that the other members of the party must meet. (The party members need to be within the same level bracket as the wizard. For example if your wizard is level 63, then the party needs to be level 60-69, if your wizard is level 75 then the party needs to be level 70-79, etc).

Now I feel I’d be amiss if’n I didn’t warn you that the tale of the pentagram is one of pyrrhic lessons and despair. There's a collection of spirits that stir in unrest: Conrad (Lich), Ellery (Dark Cleric), Aloysia (Scarlet Beetle), Nadine (Kopflosser Reiter) and King Einhard (Nagatier Deiter). Each spirit is intertwined with the life of the last, these tormented souls live in contorted forms, begging for release from agony. In order to release them, you must learn their memories and become worthy of bearing their suffering for them, so that they may rest. The tome warns that in time you too will become unrecognisable, cursed to suffer the same fate as the spirits that you seek to help. Just hope that when the time comes, there is a party of Aislings brave enough to bear your affliction.

Fer’ now you’ll need to shift your focus towards findin’ ol’ Conrad’s Sacred Temple to begin the ritual fer’ the 5 communions of the pentagram.

There’s not too much left written about Conrad, I spose’ Jean’s disposition toward the whole matter would explain the lack of written material on ol’ Conrad; but you can see his signature written clearly as the author of the Pentagram Grimoire. His signature is a bit “too” well preserved if you ask me, looks to me like it was written yesterday. My friend Dorina of Tagor (Tagor Village 40,50) will often speak of Conrad- not by name mind you, but she does seem to know the vague location of his dwelling.

Surprisingly, you can still find directions to the old quarters of Conrad written in the Pentagram Grimoire, you’d think Jean woulda’ scrapped this page fer’ sure. Alas, it states that you can find it by searching fer’ it underneath the first room of the first Macabre Study.

Directions to Conrad’s Lost Temple (Pentagram Room):

Go to House Macabre, 10,0. This leads you to House Macabre Yard 1.

While in House Macabre Yard 1 proceed to 8,9.

Once inside go down the hole in the floor at 1,13. This leads to the Pentagram room, which is accessible for only 1 Temuairan day (3 hours) after signing the pact.

The First Communion

(Ritual Begins)

Once everyone is in the pentagram room you will notice a collection of skulls laid out in a particular manner. These ain’t ordinary skulls, no from what I remember they looked like someone or something had made their best approximation of a skull but it wasn’t quite right. Not only that, but it seems these skulls were quite partial to the position they’d been laid in- as we couldn’t move ‘em no matter what we tried. Now we tried all sorts of things, but it seemed that the skulls only responded to the following:

The wizard will take their position at 7,18.

The monk will take their position at 3,16.

The warrior will take their position at 4,12.

The rogue will take their position at 8,11.

The priest will take their position at 10,15.


Now that everyone has taken their positions the wizard will need to drop a single piece of zombie flesh 2 paces toward the centre on 7,16
 (while dropping the flesh you may get the “you are distracted” prompt, if this is the case pick up the flesh and try again). If the proper care was taken a candle will appear to you, don’t panic; it’s just the spirits’ first attempt at communicating with you living folk. Know that this candle ain’t necessary for the ritual but you can take it as an indicator that you are on the right track.

The Second Communion

(First Clue Received)

Something you oughta know is that the spirits don't speak to you, they speak through you. Meaning any message you get from ‘em, ain’t for you. To begin balancing the energies you’ll need to move along the pentagram. Once you take your second position, you are actin’ as a conduit of sorts and you’ll need to offer 2 messages from these spirits to your party members.

Original Positions:

Second Positions:

When you take a step onto your second position you will receive a message from a spirit. This is when you will receive your first clue. (Choose “Call up the (x)” then “Where is the (x)?” and write down the clue that is given).

First Clue Orientation

The wizard will be given this clue, which is meant for the warrior:

“Vials upon vials of essences, oils, salves and worse line the desk of the _____ Macabre Study in the _____ room.”

 

The warrior will be given this clue, which is meant for the priest:
“In the _____ depth of the Cthonic Remains on the _____ side is an altar to Unspeakable Gods.”

The priest will be given this clue, which is meant for the monk:
“This especially cursed fungus grows in the _____ side of the _____ depth of the Cthonic Remains.”

The monk will be given this clue, which is meant for the rogue:

“The book rests on top of a dresser in the _____ room of the _____ Macabre Study.”

The rogue will be given this clue, which is meant for the wizard:

“The pipes of copper sprawl on the _____ side of the _____ room of the third Macabre Cellar.”

Now that everyone has their appropriate location, seek them out to begin the third communion.

The Third Communion

(First Clue Location Found / Second Clue Received)

You will know that you have reached the correct spot when you receive another message from the spirit near the area that your clue was hinting at. This is when you will receive the second clue. (Choose “Call up the (x)” read through to the final pane and write down the clue that is given.)

If at any point you get the "you are distracted" prompt, then you must F5 or re-try the action that triggered the prompt to continue. When you find your location and move through the pop-up properly you will see an orb of light animation as shown:

Second Clue Orientation

The wizard will be given this clue, which is meant for the rogue:

“Deep, into the _____ depth of the Cthonic Remains a little on the _____ side, by the shovels and unmarked graves, I visit.”

The rogue will be given this clue, which is meant for the monk:
“The old stove rests in the _____ corner of the _____ room of the _____ Macabre Study.

The monk will be given this clue, which is meant for the priest:
“The candle is on the west wall of the _____  room of the _____ Macabre Study.

The priest will be given this clue, which is meant for the warrior:

“About the _____ side of the _____ depth of the Cthonic Remains are the remains of a broken wooden tub where Aloysia drew her last breaths, and the Scarlet Beetle drew its first blood.”

The warrior will be given this clue, which is meant for the wizard:

“The lich buried me in the _____ side of the _____  House Macabre Yard, near other graves.”

Unfortunately, due to the state of the game, receiving a certain variation of the wizard’s second clue means you will not be able to complete your current attempt. You may wait until the 3 hour timer has expired and try again. The variation of this clue is as follows:

The Fourth Communion

(Second Clue Location Found)

Seeking out the location of your second clue will be much like the first: decipher the location it hints at and search for the spirit. (Choose “Call up the (x)” read through to the final pane, there will not be a third clue given.)

You will be given a message that reads like so:

“When all is thoroughly investigated, return to the pentagram and release me, please, from this pitious form.”

You may now return to the pentagram room.

If at any point you get the "you are distracted" prompt, then you must F5 or re-try the action that triggered the prompt to continue. When you find your location and move through the pop-up properly you will see an orb of light animation as shown:

The Fifth Communion

(Return to the Pentagram)

When you arrive at the Pentagram room, you must return to your original spot. The wizard will once again place a single piece of zombie flesh 2 paces toward the centre on 7,16.

An Unspeakable Horror may be summoned and it will be up to you and your party to contain it, Deoch help us all. (Allow the creature to take at least a single step before killing it). If you and your party are successful in defeating the creature, then you will need to return to your original spots once more. The wizard will pick up the zombie flesh they had previously laid down and place it in the same spot at 7,16.

If all is done correctly, then you must now bear the burden of the spirit that you had invoked. For this daunting commitment, you will receive their accursed mantle:

Warrior

Scarlet Beetle

Wizard

Lich

Priest

Dark Cleric

Monk

Nagatier Dieter

Rogue

Kopflosser Reiter

The strength and durability of this carapace rivals that of our standard made chainmails. Due to the lightweight nature of the carapace, it offers adequate protection coupled with incredible mobility. Sadly, the crimson colour seems to infatuate the wearer, rendering them little more than a servant to their bloodlust.

The robes of the lich are a simple statement, a declaration of darkness. The tattered edges bearing the evidence of the neglect for temporal objects. Who has patience for the trivial things when immortality awaits?

In contrast to the liches, the robes of the dark cleric are finely tailored. There is a certain allure that emanates from these robes that I find hard to ignore, yet uncomfortable to humour. The smell of burnt tallow that emanates from the robes is impossible to ignore.

Perhaps the most interesting of the armours, the pelt of the Nagatier serves as an effigy of sorts. Much like the King Einhard who first bore the form, the monk that bears this mantle must represent the kingdom of filth. I suspect the monk’s temperance for such tribulations renders them uniquely equipped for the trial.

The mail of the Reiter does not stand out in terms of protection when you compare it to our standard chainmails, but for a rogue it’s a fine fit. I’ve heard from those that have worn the hood that it gives you the sensation as if being headless. I wonder what one sees behind the red eyes of the hood, the rogues I know are strangely tight-lipped ‘bout it.


Navigating House Macabre

Location of Yards:

Go to House Macabre at 10,0. This leads you to House Macabre Yard 1.

House Macabre Yard 2 (House Macabre Yard 1, 0,42)

House Macabre Yard 3 (House Macabre Yard 1, 58,0)

House Macabre Yard 4 (House Macabre Yard 1, 99,42)

Locations of Studies:

Macabre Study 1-1 (House Macabre Yard 1, 8,9)

Macabre Study 1-2 (House Macabre Yard 1, 27,58)

Macabre Study 1-3 (House Macabre Yard 1, 83,17)

Macabre Study 1-4 (House Macabre Yard 1, 71,87)

Macabre Study 2-1 (House Macabre Yard 2, 11,11)

Macabre Study 2-2 (House Macabre Yard 2, 18,46)

Macabre Study 2-3 (House Macabre Yard 2, 60,52)

Macabre Study 2-4 (House Macabre Yard 2, 78,39)

Macabre Study 3-1 (House Macabre Yard 3, 19,12)

Macabre Study 3-2 (House Macabre Yard 3, 9,85)

Macabre Study 3-3 (House Macabre Yard 3, 35,53)

Macabre Study 3-4 (House Macabre Yard 3, 90,8)

Macabre Study 4-1 (House Macabre Yard 4, 9,29)

Macabre Study 4-2 (House Macabre Yard 4, 93,12)

Locations of Cellars:

Macabre Cellars can be accessed by going down the stairs you find in any Macabre Study. From there all of the sewers for that map are connected. For instance, if you were in Macabre Study 2-1 and you move down the stairs (2,2) you would find yourself in Macabre Cellar 2-1 from here you can access Macabre Cellar 2-2, 2-3, 2-4, 2-5, 2,6, 2-7, 2-8 by navigating through the doors. (Be aware that Macabre Cellar 4 has doors that will lead to the Cthonic Remains instead of leading to other Macabre Cellars.)

Location of the Cthonic Remains:

First go to House Macabre Yard 4 (House Macabre Yard 1, 99,42)

Once there reach the Macabre Study 4-1 (House Macabre Yard 4, 9,29)

Once inside go down the stairs at 4,4

Go down the next set of stairs at 10,0.

You will arrive at Cthonic Remains 1.

Cthonic Remains 2 (Cthonic Remains 1, 73,45)        

Cthonic Remains 3 (Cthonic Remains 2, 51,37)

Cthonic Remains 4 (Cthonic Remains 3, 38,63)

Cthonic Remains 5 (Cthonic Remains 4, 7,81)

Cthonic Remains 6 (Cthonic Remains 5, 37,63)

Cthonic Remains 7 (Cthonic Remains 6, 45,34)

Cthonic Remains 8 (Cthonic Remains 7, 46,53)

Cthonic Remains 9 (Cthonic Remains 8, 73,43)