The Ancient Diving Gear

## Part of the Main quest, act 2.

You get the mission after visiting the Gull Grotto with Ophelia.

##### Boat Builder

You have found out that the ancient diving gear is left on a tiny island. You search the dock to find a boat. There, you'll find the Old Sailor.

```
Old sailor:
dialog[0] = "You're looking for a boat, that's right?"
dialog[1] = "Aren't we all... Nothing encapsulates the bravery of man like a boat can..."
dialog[2] = "I'm too old to sail. I sold my boat a long time ago."
dialog[3] = "Well, except for this gig. It doesn't do me any good. It's yours if you want it."
dialog[4] = "Although, it's not water worthy in its current condition. Haven't been at sea for decades."
dialog[5] = "But if you get some gear, I bet you can get it in decent condition. It just needs some love."
dialog[6] = "And a sail, some tar and an anchor!"

```

You get the three quests, all at once.

###### Getting the sail

The sail is sold by the tailor for 250 gold. Get out there and catch some fish!

###### Find some tar

The Witch uses tar in her terrible potions. Go ask her if she has any to spare.

```
The Witch:
dialog[0] = "A bit of fish eye, tar and a little drop of poison..."
dialog[1] = "Hey! It's the fish killer!"
dialog[2] = "Didn't think you'd dare to show up here again! Gyahaha!"
dialog[3] = "What's that? You want some of my precious tar?"
dialog[4] = "Fine! Absolutely! AbsoTARly!! Just rob an old woman of her tar! That's how you like it, huh?"
dialog[5] = "I'm not just gonna GIVE you some tar, I hope you know that. You're gonna have to do something."
dialog[6] = "You'll have to be my little guinea pig..."
dialog[7] = "Here! Taste some medicine, little tourist boy! Go on, have some![YesNo]"

```

If you answer no:

```
The Witch:
dialog[0] = "You'll never make progress in life with that attitude."
dialog[1] = "Seize the day, and whatnot."

```

If you answer yes:

```
The Witch:
dialog[0] = "Hahaha! GREAT! No one has tasted my potions for AGES!"
dialog[1] = "Open up, tourist boy!"

```

You swallow her potion and turns into a guinea pig.

```
The Witch:
dialog[0] = "Wonderful!! Look at you, little piggy boy!"
dialog[1] = "I guess you can't carry any tar with those little feet."
dialog[2] = "Don't worry! The effect isn't permanent. You'll get your tar once you're human again."
dialog[3] = "See ya'!"

```

You can enter small openings once you're a guinea pig. Return to the witch at any time to be transformed again. But for now, wait until the effect is over and then talk to the Witch again.

```
The Witch
dialog[0] = "Well, look at you. Back again. Guess you want some tar now, right?"
dialog[1] = "Sure, have some. And talk to me if you'd ever want to tranform again!"
```

###### Getting an anchor

Go into the forest and meet a Forest creature.

```
Forest creature:
dialog[0] = "Deep in the forest, there’s an unexpected clearing that can only be found by those who are lost."
dialog[1] = "The place is surrounded by a woodland that’s strangling itself."
dialog[2] = "But in this open space, the grass is strangely green and alive."
dialog[3] = "There, locked to the largest tree, you will find the forgotten anchor."

```

When you travel in the forest maze, and make ten turns to get really lost, you will eventually reach The Clearing and see the anchor. It's locked to a tree with a chain. The forest creature appears.

```
Forest creature:
dialog[0] = "You found it... Look at the stones."
dialog[1] = "They must be the foundation stones of a house, though I could be wrong.
dialog[2] = "Who lived here? Nobody can say."
dialog[3] = "The names are somewhere in an archive that no one ever opens. The oral tradition is dead, and with it the memories.
dialog[4] = "Record it and forget."
dialog[5] = "The cottage hums with voices, it’s the center of the world. But the inhabitants die or move away, the record comes to an end."
dialog[6] = "Abandoned for many years. And the cottage becomes a sphinx. At last, everything’s gone except the anchor and stones."
dialog[7] = "The anchor is not only chained to a tree, but to the present day. The key might still be somewhere around here."
dialog[8] = "Just make sure that you know what you're taking."

```

You find a key inside the foundation of the house, where you also find an old wooden horse, that's part of the side quest Valnad's past. Use the key to unlock the chain and take the anchor. Return to the boat builder.

##### Return with the sail, tar and anchor

Returning the Sail:

```
Old Sailor:
dialog[0] = "Wonderful!! That's a great sail!"
dialog[1] = "This will do just fine. Now you'll just have to find some tar and an anchor to set sail."

```

Returning the Tar:

```
Old Sailor:
dialog[0] = "Ahoy there! You've brought some tar!"
dialog[1] = "Good work! We'll need this to patch up the ship. Now, we're missing the sail and an anchor."

```

Returning the Anchor:

```
Old Sailor:
dialog[0] = "Oh, that's an anchor! An old one at that!"
dialog[1] = "Excellent! Now we've got the anchor, but we still need the sail and some tar."

```

Returning the Sail and Tar at the same time:

```
Old Sailor:
dialog[0] = "Wonderful!! That's a great sail and some fresh tar!"
dialog[1] = "Impressive! With the sail and tar, we're one step closer. Now, we just need to find an anchor."

```

Returning the Sail and Anchor at the same time:

```
Old Sailor:
dialog[0] = "Wonderful!! That's a great sail! And you've also brought an anchor!"
dialog[1] = "Fantastic! We're making progress. Now, all that's left is to find some tar."

```

Returning the Tar and Anchor at the same time:

```
Old Sailor:
dialog[0] = "Ahoy there! You've brought some tar and an anchor!"
dialog[1] = "Good job! We're nearly ready to set sail, but we still need to find that sail."

```

Returning with an item after you've already returned with another item:

```
Old Sailor:
dialog[0] = "Impressive! With the ITEM1 and ITEM2, we're one step closer. Now, we just need to find ITEM3."

```

Returning All Three Items:

```
Old Sailor:
dialog[0] = "Fantastic! You've brought the sail, tar, and an anchor!"
dialog[1] = "Outstanding! With these, we're ready to set sail on our grand adventure! Thank you, sailor!"

```

Play a little mini game to put the boat together. When it's done, you can finally set sail.

#### Setting Sails to Dreadlock

You can now set sail and travel over the sea to the island Dreadlock. Leave the boat at the beach, move past the huge ship wreck and find the giant skeleton on the island. In front of it you find the ancient Diving Gear. You may now return to Ophelia, or find the rest of the artifacts.