Pyramid Quest

The **Pyramid Quest** is a mandatory Quest in the Desert Zone. Most of it takes place in a Pyramid, where the party chases Dominic to collect the Zone's Orb. The party is then captured, and The Player (along with a mysterious voice) must gather his teammates to battle Pharaoh Farinet.

## Quest

### Before Pyramid: A Pillar in a Dry Land

The Player and Kim meet Dominic, username DMO, a cocky misogynist streamer who has rounded up a sizeable party, including the brutish wolf-LARPer Fera. Fera joins the party to find the Staff of Afeeaa, which is said to reveal the Pyramid where the Zone's Orb is located. Through reading the pillars scattered around the desert, it is said that the Staff is 'watched over' by three women. There are also three pillars with woman carvings on them, which are all facing a wall in the middle of the desert that has the entrance to the cave on its front. The entrance is hidden and not visible to the player until you interact with the exact place of the door. It's exactly alligned to the towers. Just follow south to the pillar facing south (the only pillar you can't reach right away, that's besides the Miner's Tower), and interact with a wall that's also facing south.

Entering the cave, the party will face the Sphinx, and can either fight her or solve her riddle. The riddle is, *"You measure my life in hours and I serve you by expiring. I'm quick when I'm thin and slow when I'm fat. The wind is my enemy. It's six letters!"* The answer is *CANDLE*; failing this will lead to the Bad End Twice as Bright, Half as Long. Upon leaving the cave, Dominic and Morgan knock out the party and steal the Staff, and the party chases them into the Pyramid.

### Pyramid pt. 1: This Reminds Me of a Puzzle

The party is split from DMO's, and must solve their own puzzles to advance. The first is a moving tile puzzle, where the party must flip switches to advance. The third section features a secret passage only visible after going through it.

Next is a Sphinx riddle: *“O.T.T.F.F.S.S. What are the next two letters?”* The answer is *E.N*, as each letter stands for a number. Failing this riddle will lead to The First of Nine. The party then has to answer another riddle: *“This belongs to you, but everyone else uses it. Four letters.”* The answer is *NAME*. Failing this riddle will lead to What's in a Name?.

The Sphinx will open the gate, but there is still a rock in the way. To advance further, the party must move a sarcophagus to the circle on the floor. If the Sphinx's first riddle was solved, the party can skip the third riddle and just move the sarcophagus; otherwise, A Riddle Wrapped in, Like, an Enigma will happen.

The party will encounter a member of DMO's group captured by Mummies, and will have two and a half minutes to save her. Defeating the Mummies in time will save the woman, and she will give the party five Douse Chunk Pouches. Otherwise, the party will be too late. The Bad End for losing to the Mummies differs depending on if the time has run out.

The next room has three sliding sarcophagus puzzles, though only one is required to advance. A possible solution for the first puzzle is as follows:

1. Left Sarcophagus: E E N W N N W
2. Right Sarcophagus: W W W W N N

As soon as this puzzle is completed, the path will open, a ball will roll through it (touching it results in Singleminded), and an unseen timer will start for the second woman left behind. The woman will be trapped, pursued by an Anubis, then turned into one. The party must bring a flammable barrel to the crack in the bridge in order to intervene. There are four possible outcomes: if the party drops down before the Anubis approaches, they will fight her, receiving two Regeneration Potions as a reward. Placing the barrel when the anubis is under the bridge (Sprite not on the screen) will get rid of the Anubis and doesn't require the player to jump down, the player will receive one Regeneration Potion as a reward once you jump down. Dropping down when the Anubis is near the woman will cause the party to squash the Anubis, receiving a single Regeneration Potion as a reward. Finally, dropping down after the Anubis reaches the woman will start a battle between two Anubi, with the woman lost. Losing these battles will lead to A Seller's Market and Anubintervention, respectively.

What may entice the player away from dropping down quickly are the two puzzles on the west side of the bridge. If you want to take your time, use the 3rd method, if you choose another method the party can still return to this room after the Quest is finished. The solution for the top puzzle is:

1. Bottom Sarcophagus: E
2. Middle Sarcophagus: W
3. Top Sarcophagus: E (these are the only movements necessary to get the flammable barrel)
4. Middle: E N
5. Bottom: W W
6. Top: E S

Completing this puzzle will unlock a chest containing four Gold Ingots.

The bottom puzzle is as follows (sarcophagi are numbered from top to bottom):

1. Sarcophagus 3: W W E S S W
2. Sarcophagus 4: W E N
3. Sarcophagus 2: E
4. Sarcophagus 1: W S

Completing this puzzle will unlock a panel containing the Fariene Crafters Notes.

The party catches up to DMO, who sends another person, Dayton, to 'keep them busy'. The four fall through the floor before any fight begins, bringing them to the Trial of Night. Dayton can be convinced to join the party through the following responses:

1. *We're not your enemy.*
2. *We saved them* (only if you've saved at least one other person)
3. *That's not true.*
4. *You think Robin needs spies?*

Otherwise, he will refuse to join.

The next puzzle features a path that's only visible when the Lantern is turned off; stepping on the wrong tile will lead to Fatal Fate. If Dayton hasn't been fully convinced of the party's innocence, he'll protest again once the party gets through the path. The correct choices are:

1. *No we're not.*
2. *The light will keep you safe.*

The next puzzle is similar to the last as it involves turning off the Lantern to see the path ahead. This is complicated by the 'crawler in the dark', who will chase the party when the Lantern is off.

After this, the party will fight Dazahn and Kamber, and then Pharaoh Farinet. Losing either fight will get the party imprisoned, and there is no intended way to defeat the Pharaoh (even with Omega, the Pharaoh's "wounds disappear", extending the battle until the Pharaoh's auto victory).

### Pyramid pt. 2: ...That Could've Gone Better

One by one, the prisoners are brainwashed by the Pharaoh, until only the Player is left. A mysterious force intervenes, and the Player fights his captor, the Pyramid Warden. Losing to her will lead to Boy Toyed With. The Player will attempt to leave after, but is forced to jump off a bridge to escape his captors.

Climbing out of a corrupting black river, he goes through a few rooms inhabited by a Pot Devil, an entity that will attack him if he's in the same room as a shaking pot. Losing to her will lead to Stuck in the Sexpot. After making his way through the rooms, the Player can then use a **Coiled Rope** to climb up to the vents.

The vents are a maze of corrupting ooze, arrow tiles, and dead ends. If the Player moves past any spouts of black ooze, he will have around 13 seconds to get to a water spout; otherwise, The Walls Have Eyes and Ears will occur. Enter the Communion, where the mysterious force reveals herself to be Isis, Goddess of Magic and Wisdom. She needs the Player's help to overthrow the Pharaoh and set her family free, but he first needs to rescue his party.

The next two steps can be done in either order.

### Fera's Recruitment: The Trial (1000AD)

Fera can be found in the Courts (which need a Coiled Rope to access), now an Anubis juror. Isis can restore her body and mind, but only in the Communion. Much like in the Mansion, a series of dialogue choices must be made to convince Fera to leave, but unlike other dialogue trees, there is only one correct path, the clues of which can be overheard by other jury members.

1. *A judge wants to see you.*
2. *Nabirye*
3. *She found the escapee.*

Diverting from any of these responses will lead Fera to correctly guess that the Player is the escapee, and will lead to four different endings, depending on how many people the Player had saved in the first section of the quest.

### Kim's Recruitment: A Pharaoh's Feast

Kim can be found in the Kitchen, where she has been brainwashed into a baker for the Pharaoh. She will not follow the Player until her cake is finished, which he has to help her with. The ingredients are scattered around the area, and must be given to Kim as she asks for them. Failing this will lead to I Wanna Melt in Your Mouth. Once the cake is finished (which can be checked after Fera and Kim are rescued to reach Cooked to Perfection), Kim will retreat to the Communion, where the Player and Isis can restore her mind. Remember to take the Coiled Rope on the counter before leaving.

### Pyramid pt. 3: Morgan the... Mummy Master??

With both Kim and Fera saved, go back to the Cells (which require another Coiled Rope that can be found a little to the west of the entrance to the Cells section in the vents) to regain the party's equipment, then go back to the Communion, where the party will advance towards the Pharaoh. Before this, they'll battle Morgan (who didn't need to be brainwashed in order to serve Pharaoh Farinet) and his harem, the former Dazahn and Kamber. Losing this battle will give the Player another chance to win as a harem girl, once she's stopped the incense burners around the area; losing this battle as well will lead to Dancing for Tips. Once Morgan is defeated, only Pharaoh Farinet remains.

## Enemies

* Anubis
* Dazahn
* Harem Girl Dazahn
* Harem Girl Kamber
* Kamber
* Morgan
* Mummy
* Pharaoh Farinet
	+ Mummy Warrior
	+ Pyramid Warrior
* Pot Devil
* Pyramid Warden
* Sphinx

## Bad Ends

* Ending E2 - Twice as Bright, Half as Long
* Ending E3 - The First of Nine
* Ending E4 - What's in a Name?
* Ending E5 - A Riddle Wrapped in, Like, an Enigma
* Ending E6 - The Mummy's Boy
* Ending E7 - Are You My Mummy?
* Ending E8 - Singleminded
* Ending E9 - A Sellers Market
* Ending E10 - Anubintervention
* Ending E32 - Fatal Fate
* Ending E33 - Boy Toyed With
* Ending E34 - Stuck in the Sexpot
* Ending E35 - The Walls Have Eyes and Ears
* Ending E36 - Judge Not, Lest Ye Be Judged
* Ending E37 - Living Vicariously is Still Living
* Ending E38 - In the Lap of the Gods
* Ending E39 - In the Grace of the Gods
* Ending E40 - I Wanna Melt in Your Mouth
* Ending E41 - Cooked to Perfection
* Ending E42 - Dancing for Tips
* Ending E43 - Lover's Martyrdom
* Ending E44 - Strap on the Feedbag
* Ending E45 - Hunger is the Best Sauce
* Ending E46 - Succubus of the Sands