Difference between revisions of "Anagoge Island"

From Project: Gorgon Wiki
Jump to: navigation, search
m (Starting a rewrite.)
(Added more content.)
Line 21: Line 21:
 
There's a backpack nearby with some useful stuff. Pick it up!
 
There's a backpack nearby with some useful stuff. Pick it up!
 
}}
 
}}
[[Anagoge]] is a remote storm-blown island off the coast of the Council Lands of [[Alharth]]. Few sailors are willing to tempt the treacherous waters, preferring to stick to the coast of the nearby [[Serbule]] region.
+
[[Anagoge Island]] is a remote storm-blown island off the coast of the Council Lands of [[Alharth]]. Few sailors are willing to tempt the treacherous waters, preferring to stick to the coast of the nearby [[Serbule]] region. In recent years, an increased number of mind-wiped adventurers have been showing up in [[Serbule]] and the surrounding duchies. Many of these individuals claim to have washed ashore on [[Anagoge]] with nothing but the clothes on their back. While mostly barren, [[Anagoge Island]] is rumored to have been the site of a Council Academy for those deemed [[Prodigy|Prodigies]]. Unlucky sailors report that ruins dot the coastline, and a lighthouse marks the center of the island.
Upon arriving to '''Anagoge Island''' players will start on the beach with nothing but the clothes on their back. This is the starting area where you will learn basic skills, and eventually teleport to [[Serbule]]. The dungeon on this island contains [[Gajus the Big-Headed]].
+
 
{{Spoiler|Island Escape|
+
[[Anagoge Island]] is the starting area in Project:Gorgon for [[Human|Humans]], [[Elven|Elves]], and [[Rakshasa]]. You will have the opportunity to learn a few basic skills before reaching the neighboring lands of [[Serbule]] and [[Serbule Hills]]. There are two methods to leave the island, although it is advised to find the island's inhabitants first.
In order to escape the island, players must learn [[Teleportation]] from [[Elmetaph]]. Players must then cast the spell '''"Bind Circle"''' on the teleport circle on the southern side of the island, then return to Elmetaph for further guidance. [[Elmetaph]] will then ask the player to find the coordinates for a new teleportation bind, by looking up the four obelisks on the island. <spoiler> The code works out to: 6918 - although 9618 will put you in [[Serbule Keep]].
+
== Neighboring Regions ==
 +
* [[Serbule]]
 +
* [[Serbule Hills]]
 +
{{Spoiler|Returning to [[Anagoge Island]]|
 +
Travelers insistent on returning to [[Anagoge Island]] should speak with [[Juri the Boatman]] at the [[Serbule]] dock. Ask him ''"Where else can you take me?"''
 
}}
 
}}
==Points of Interest==
+
== Points of Interest ==
 
===The Lighthouse===
 
===The Lighthouse===
An old [[Elven|Elf]] named [[Elmetaph]] makes his home in the Lighthouse in the North-West hills of the storm-swept island. Once a teacher, Elmetaph may be your best hope at escaping the island. He sure has a lot of books.
+
An old [[Elven|Elf]] named [[Elmetaph]] makes his home in the Lighthouse in the North-West hills of the island. Once a teacher, [[Elmetaph]] may be your best hope at escaping the island. He sure has a lot of books.
 
+
{{Spoiler|Elmetaph's Teachings|
===Riger's Shack near the pier===
+
In order to escape the island, [[Teleportation]] may be learned from [[Elmetaph]]. The spell '''"Bind Circle"''' must be cast on the Teleportation Circle on the southern side of the island, then Elmetaph must be consulted for further guidance. [[Elmetaph]] will explain a problem, then ask you to discover the coordinates for a new Teleportation bind, by finding up the four obelisks on the island. }}
This is where [[Riger]] lives. He seems a little depressed. Can you cheer him up ?  
+
====Riger's Shack====
{{Spoiler|Knowledge of the Lighthouse|
+
[[Riger]], a depressed elf, lives out of a small dilapidated shack near the [[Anagoge Island]] dock.   
In the lighthouse the player can learn Alchemy, and surely that has a useful recipe!
+
{{Spoiler|A solution to Riger's woe.|
 +
The useful art of [[Alchemy]] can be learned inside the island's Lighthouse. You may discover a useful recipe using ingredients found across the island.
 
}}
 
}}
===Lawara's camp===
+
====Lawara's camp====
Why don't you try the porridge. There's also a chest nearby which you can store items in. Though you will have to travel back to the island to collect them.
+
[[Lawara]] is another amnesiac resident of [[Anagoge Island]]. She lives out of a small tent, staying alive through her retained knowledge of cooking porridge. Near her campfire, there is a locked chest she has been unable to open.
 
+
====Strange platform====
===Strange platform===
+
A raised, broken platform etched with strange symbols.
Hmm...
+
====Pedestal Puzzle====
 
+
The Pedestal Puzzle was designed to test the critical thinking skills of students under [[Elmetaph]]'s tutelage. It still seems operational. Perhaps a student left a clue somewhere...
===Pedestal Puzzle===
+
==== Teleportation Platform ====
The Pedestal Puzzle is designed to test the critical thinking skills of students at [[Elmetaph]]'s school. Perhaps a student left a clue somewhere...
+
A raised, glowing platform etched with meaningless symbols. If only you knew anything about [[Teleportation]], you might be able to use it to escape.
 
+
==== Obelisks ====
===Teleport Platform===
 
Elmetaph's quest will lead you here.
 
=== Obelisks ===
 
 
There are four obelisks constructed on the island by the Council. They were once used to help account for fluctuation in the region's [[Ley Lines]], to assist in long-range [[Teleportation]].
 
There are four obelisks constructed on the island by the Council. They were once used to help account for fluctuation in the region's [[Ley Lines]], to assist in long-range [[Teleportation]].
 
+
{{Spoiler|A solution for Elmetaph.|
=== A test of Magical affinity ===
+
The correct code is 6918. A mostly correct code of 9618 will put you in [[Serbule Keep]], a location you would eventually discover. Many other binding combinations exist, most leading to places hostile to memory-wiped adventurers.
Resting on a small plateau in the southeast hills of '''Anagoge,''' an [[Enchanted Dummy]] Immune to Physical Attacks stands, despite the passage of time.
+
}}
 
+
==== The Enchanted Dummy ====
=== Anagoge Training, Records, and Storage Facility ===
+
Another trial for Academy students, the [[Enchanted Dummy]] tests the magical affinity of test takers. The wooden dummy is immune to Physical Attacks, and appears to have withstood the passage of time.
[[Anagoge Records Facility]] is.... (will be filled in soon)
+
{{Spoiler|Magical Trickery|
 
+
As the [[Enchanted Dummy]] can be defeated by any attack not Physical, multiple methods exist to complete this trial. While the intention of the test was to have students use purely Magical attacks, Mental combat attacks such as [[Psychology]] and explosives created through [[Mycology]] can do the trick.
In the basement there is a riddle that you have to answer to unlock the force field.  
+
}}
It will ask you "How many Godlings are there?"
+
== Dungeons ==
 
 
{{Spoiler|The number of Godlings, exactly!|
 
There are 37 Godlings}}
 
 
 
==Dungeons==
 
 
<dpl>
 
<dpl>
 
category = Anagoge Dungeons
 
category = Anagoge Dungeons
Line 68: Line 65:
 
</dpl>
 
</dpl>
 
<!-- This is for formatting, otherwise a line break gets inserted here -->
 
<!-- This is for formatting, otherwise a line break gets inserted here -->
 
+
==== Anagoge Training, Records, and Storage Facility ====
 
+
The [[Anagoge Records Facility]] once served as a backup of Council records of Academy students. Faculty areas, storage rooms, and a golem maintained record complex are buried under the island.
== NPCs ==
+
== Teleportation Circles ==
 +
There are two Council constructed Teleportation Circles on [[Anagoge Island]]. Unfortunately, one appears to be damaged beyond repair.
 +
* Found among the southern hills of the island.
 +
== Anagoge Island Inhabitants ==
 
====Friends====
 
====Friends====
 
<dpl>
 
<dpl>
Line 84: Line 84:
 
includetrim = true
 
includetrim = true
 
</dpl>
 
</dpl>
====Special Foes====
+
==== Special Foes ====
 +
There are no monsters on Anagoge Island that grant [[Notoriety]] when defeated.
 +
<!--
 
<dpl>
 
<dpl>
 
category = Anagoge Bosses
 
category = Anagoge Bosses
Line 90: Line 92:
 
columns = 1
 
columns = 1
 
</dpl>
 
</dpl>
 +
-->
  
==Harvestables==
+
== Harvestables ==
* [[Strange Dirt]]
+
==== Fish ====
* [[Parasol Mushroom]]
+
{|
* [[Tasty Crab]]
+
|{{Item|Crab}}
 +
|}
 +
==== Fruit ====
 +
None
 +
==== Plants ====
 +
None
 +
==== Wood ====
 +
None
 +
==== Mushrooms ====
 +
{|
 +
|{{Item|Strange Dirt}}
 +
|{{Item|Parasol Mushroom}}
 +
|}
 +
==== Minerals & Metal ====
 +
None
  
== Things to do ==
+
== New Character Checklist ==
* Learn [[Charm Rat]]
+
{{Spoiler|[[Anagoge Island]] offers many opportunities to learn new skills, recipes, and abilities.|
* [[Teleportation]] from [[Elmetaph]]
+
Skills that can be learned on the island: [[Teleportation]], [[Psychology]], [[Archery]], [[Mycology]], [[Skinning]], [[Anatomy]], [[Sword]], [[Unarmed]], [[Alchemy]], [[Fishing]], [[Dying]], [[Endurance]], [[Gourmand]].
* Learn [[Archery]]
 
* Kill, or get cursed by, [[Gajus the Big-Headed]]
 
* Learn [[Psychology]]
 
* Learn [[Mycology]]
 
  
== Travel ==
+
Abilities: Learn [[Charm Rat]].
  
Players can return to '''Anagoge Island''' by talking to the [[Boatman]] north of Serbule and asking, ''"Where else can you take me?""''
+
Notoriety: Defeat [[Gajus the Big-Headed]] under the island.
 +
}}
  
 
[[Category:Zones]]
 
[[Category:Zones]]

Revision as of 16:24, 18 January 2018

Button Green.png
Anagoge Island
Thanks to Kender
Map of Anagoge Island (click for larger size)
Connects to
Area Level
1-10
File:Anagoge Island.png
Quest Given

Welcome! This is a game about exploration, and your first task is to find a way off this island. We'll give you 60 seconds of combat training and then set you off to explore on your own.

There's a backpack nearby with some useful stuff. Pick it up!

— Welcome Message

Anagoge Island is a remote storm-blown island off the coast of the Council Lands of Alharth. Few sailors are willing to tempt the treacherous waters, preferring to stick to the coast of the nearby Serbule region. In recent years, an increased number of mind-wiped adventurers have been showing up in Serbule and the surrounding duchies. Many of these individuals claim to have washed ashore on Anagoge with nothing but the clothes on their back. While mostly barren, Anagoge Island is rumored to have been the site of a Council Academy for those deemed Prodigies. Unlucky sailors report that ruins dot the coastline, and a lighthouse marks the center of the island.

Anagoge Island is the starting area in Project:Gorgon for Humans, Elves, and Rakshasa. You will have the opportunity to learn a few basic skills before reaching the neighboring lands of Serbule and Serbule Hills. There are two methods to leave the island, although it is advised to find the island's inhabitants first.

Neighboring Regions

Returning to Anagoge Island

Travelers insistent on returning to Anagoge Island should speak with Juri the Boatman at the Serbule dock. Ask him "Where else can you take me?"

Points of Interest

The Lighthouse

An old Elf named Elmetaph makes his home in the Lighthouse in the North-West hills of the island. Once a teacher, Elmetaph may be your best hope at escaping the island. He sure has a lot of books.

Elmetaph's Teachings

In order to escape the island, Teleportation may be learned from Elmetaph. The spell "Bind Circle" must be cast on the Teleportation Circle on the southern side of the island, then Elmetaph must be consulted for further guidance. Elmetaph will explain a problem, then ask you to discover the coordinates for a new Teleportation bind, by finding up the four obelisks on the island.

Riger's Shack

Riger, a depressed elf, lives out of a small dilapidated shack near the Anagoge Island dock.

A solution to Riger's woe.

The useful art of Alchemy can be learned inside the island's Lighthouse. You may discover a useful recipe using ingredients found across the island.

Lawara's camp

Lawara is another amnesiac resident of Anagoge Island. She lives out of a small tent, staying alive through her retained knowledge of cooking porridge. Near her campfire, there is a locked chest she has been unable to open.

Strange platform

A raised, broken platform etched with strange symbols.

Pedestal Puzzle

The Pedestal Puzzle was designed to test the critical thinking skills of students under Elmetaph's tutelage. It still seems operational. Perhaps a student left a clue somewhere...

Teleportation Platform

A raised, glowing platform etched with meaningless symbols. If only you knew anything about Teleportation, you might be able to use it to escape.

Obelisks

There are four obelisks constructed on the island by the Council. They were once used to help account for fluctuation in the region's Ley Lines, to assist in long-range Teleportation.

A solution for Elmetaph.

The correct code is 6918. A mostly correct code of 9618 will put you in Serbule Keep, a location you would eventually discover. Many other binding combinations exist, most leading to places hostile to memory-wiped adventurers.

The Enchanted Dummy

Another trial for Academy students, the Enchanted Dummy tests the magical affinity of test takers. The wooden dummy is immune to Physical Attacks, and appears to have withstood the passage of time.

Magical Trickery

As the Enchanted Dummy can be defeated by any attack not Physical, multiple methods exist to complete this trial. While the intention of the test was to have students use purely Magical attacks, Mental combat attacks such as Psychology and explosives created through Mycology can do the trick.

Dungeons

      Anagoge Training, Records, and Storage Facility

      The Anagoge Records Facility once served as a backup of Council records of Academy students. Faculty areas, storage rooms, and a golem maintained record complex are buried under the island.

      Teleportation Circles

      There are two Council constructed Teleportation Circles on Anagoge Island. Unfortunately, one appears to be damaged beyond repair.

      • Found among the southern hills of the island.

      Anagoge Island Inhabitants

      Friends

      Foes

      Special Foes

      There are no monsters on Anagoge Island that grant Notoriety when defeated.

      Harvestables

      Fish

      Fruit

      None

      Plants

      None

      Wood

      None

      Mushrooms

      Minerals & Metal

      None

      New Character Checklist

      Anagoge Island offers many opportunities to learn new skills, recipes, and abilities.

      Skills that can be learned on the island: Teleportation, Psychology, Archery, Mycology, Skinning, Anatomy, Sword, Unarmed, Alchemy, Fishing, Dying, Endurance, Gourmand.

      Abilities: Learn Charm Rat.

      Notoriety: Defeat Gajus the Big-Headed under the island.