Additionally, each Void Knight has a different "weight" based on the number of memories Korasi has of them, and the heaviest of the Knights is counted towards the "toll" paid to cross the bridge. The bridge can only support two of the Knights (or yourself and one other) at once, and those crossing must protect themselves from the Pest monsters by wielding a special Sword. Your objective is to help the ethereal Void Knights (fragments of Korasi's memories) cross over the bridge. Speak to the figure in the bridge's tollbooth for information on what you must do here. A bridge spanning across an abyss will be present, and 3 ethereal Void Knights (Ami, Bernard, and Diana) will be standing nearby. Inside Korasi's mind, her memories will take the form of a strange land filled with Pest monsters.
Fortunately, she'll still have some of the potion you used earlier to access Jessika's memories, so you'll need to drink some to enter Korasi's mind and recover her lost memories.ġ2. Talk to Korasi in the HQ, and ask her about the events which led to the Void Knights' disappearance (although she'll be unable to recall, having lost her memories somehow).
Deposit all of your items and equipment and speak to Sir Tiffy to be teleported there yourself.ġ1. Sir Tiffy will have her teleported to the Temple Knights' Headquarters for her safety and to discover what happened. Worried, he'll take you to Port Sarim himself, only to find a dazed Commander Korasi with the rest of the Void Knights missing-in-action. Travel to Falador park and give Sir Tiffy the warning. Before you go, the Void Knights will tell you to meet them at the Port Sarim dock after you alert the Temple Knights.ġ0. Tell the Void Knight officers that Jessika is guilty, and take your leave to report back to Sir Tiffy with news of the threat. Upon learning the truth, you will reappear in the Void Knights' Outpost. Note: All of the puzzle panels (called "memory blocks") have a border on them, so their location on the puzzle should be fairly obvious simply line up the borders on each piece along the sides of the puzzle to solve it.ĩ. Solving the puzzle will unlock the truth hidden in her memories, and the fact that she raised and released a Pest monster into the outside world will come to light. Within Jessika's memories, you are presented with a 3x3 sliding-panel puzzle (somewhat similar to the Treasure Trails Puzzles, although simplified in this case). Accept their proposal as a neutral third-party, and Commander Korasi, a Void Knight officer, will give you the potion (which triggers another cutscene).Ĩ. Jessika will still refuse to admit to anything, so the Void Knights will request that you enter Jessika's mind and sort through her memories by means of a potion they've prepared. Talk to Commodore Matthias, and doing so will trigger a cutscene. She will weakly deny your allegation, so discuss your suspicions with Captain Tyr, and he'll tell you to forward them to the Commodore.ħ. Speak with Jessika, since she is the most suspicious of the lot, and confront her about releasing a Pest. You're then asked to think about what you heard and figure out who would have had access to the pests and a reason to release one on the mainland.Ħ. After you've discussed the Pest issue with the 9 specified NPCs, go back to Captain Tyr, and you'll summarise everything you've learned. The order in which you seek out the NPCs is of no consequence, though remember to click through every chat option on each of them.ĥ. Most of them are near Captain Tyr and none wander farther west than the bank. You must find and speak to the following 9 people:Īs stated, they can be found on the eastern portion of the island. He'll then ask for you to question some of the Void Knights and other island inhabitants on the eastern half of the island regarding the matter, and to report back to him with your findings.Ĥ. The Captain will agree that it's unlikely that any Pest escaped, but he'll admit the slight possibility of it happening. Captain Tyr stands just outside the Commodore's building, so talk to him after finishing your business with Matthias. He'll tell you that there's no chance of a Pest escaping, but that you should speak to his second-in-command, Captain Tyr, if you insist on investigating.ģ. Travel to the Void Knights' Outpost (via a boat from Port Sarim) and find Commodore Matthias in the north-eastern-most building on the island. The Temple Knights have received reports of a strange creature sighted in the area south of Falador, and Sir Tiffy asks you to visit the Void Knights' Outpost to learn if any Pest monsters may have escaped.Ģ. Speak to Sir Tiffy Cashien in Falador park.