The Wrecked Steamer: A Submarine and the Road to the Technocontinent

Far to the west of Eschenholl, at −775, 92, the waves rock a wrecked steamer. The machine is clearly not from this continent: huge cages in the hold, broken open from within, and alongside it bobs a strange half-submerged mechanism resembling a huge dead fish. The hatch in its copper tower stands open.

The location appears on the world map from level 3 and its coordinates need no purchase: walk there, or use the teleport if you have VIP.

■ TWO ROADS FROM THE HATCH

The quest is repeatable: one attempt every 24 hours, counted from the minute you accept it. Both branches use that attempt.

Climb inside — a voyage to the Technocontinent. Ten successful voyages earn the Columbus achievement.

Wait for the orcs — four orcs drag a heavy sack across the sand, and the fourth turns to face you with his shield. Victory in the duel pays 500 crowns and 50 quest XP, plus the XP for the fight itself.

■ THE VOYAGE

The bathyscaphe moves forward on its own; it has no helm. The only mechanism that answers to you is the ballast tank: once per move you change depth with a maneuver from −5 (descend) to +5 (ascend). Each move burns 2% fuel, and there are fifty of them.

The currents get in the way. A weak one drifts you 2 or 3, a strong one 4 or 5, up or down, and you learn the exact strength only after the move. Watch the next section of the cave: if the clearance to the ceiling or the floor goes negative, you hit rock. Zero clearance is not yet a wreck.

The cave changes from attempt to attempt but is always passable if you plan for the worse of the two current values. Six sections make up the route: a wide entrance, a narrowing, a steep descent, a narrow tunnel, an ascent and the exit.

■ IF LUCK RUNS OUT

Hitting a rock means water in the compartments and the vessel on the bottom. All that remains is prayer: Random takes 10 XP, Namesta takes 25. XP never falls below zero and your level does not drop, but the attempt is spent.

■ PRACTICE

The same caves without waiting, without rewards and without risk — with a hint for a safe maneuver. Try as often as you like: your daily attempt stays untouched.

Full rules are in the Library, article "The Submarine".

See you in the mist.
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