Lantisite

Mark of Idiocy

To get this mark you must roll two diamonds on the dice of doom, a quest item purchasable from Lord Vendredi in Sigil. Conversely, if you roll two skulls the dice will explode. I've heard that the explosion will kill you, but I experienced it and it was only zot level damage, but not fatal. The dice of doom cost 2000 quest points, and you must be at least level 120 to be able to use them at all.

I lost one pair by exploding them during my first attempt at this mark. I got the mark on the second pair. I would recommend paying gold for this item if you can and saving your quest points for something you can't pay for... unless you have an overage of quest points burning a whole in your pocket.

You carefully roll the dice of doom, a diamond and a diamond landing on top.
For risking certain death by rolling the Dice of Doom, the Powers have granted thee a Mark.
You have been granted the Mark of Idiocy!
You gain 100000 experience points!
You gain 41 practices!
the dice of doom disappear with a flash of spectral light.

Mark of Idolatry

Your quest begins in the city of Templeton, inside the concealed Templeton Catacombs that lie beneath the Holy Order building. To gain access to the Catacombs, you must say to the Holy Order priest 'Restore the Order of Tame', and he will grant you admission.

Once inside, you will need to locate the solid-looking fey who is guarding a southward direction. He is a mob who teleports around the catacombs randomly. He does not stay in one place for very long, but long enough for you to pass him successfully.

*A solid-looking fey is here, guarding the south door.

Fit with baggy trousers and a sleeveless shirt, this guard sacrifices armor for great speed. Quick on his feet and full of energy, he hops up and down, slightly bored with the duty he has pulled. He looks almost anxious for something to do, even if it's fight. The magical door he guards is narrow, and his slim, muscular body almost covers it, making it difficult to see behind him. It would be difficult to dart past him, and even were it possible to do so quickly, his look suggests he would like nothing more than an opportunity to deconstruct your face with his flying feet of murder.
He is a fey approximately 4'8 tall.
A large fey is in good health.

Getting passed this fey is the first challenge of the puzzle. Hopefully you will have located the fey just as he has teleported to the room. This will give you time to organize getting passed him. Only as a shade will you be able to pass him. Thus, I recommend praying death as opposed to killing yourself in some other fashion. It is both quicker and will last for a longer period of time. You may need this time to complete the rest of the puzzle later. If necessary, you could also ask someone to cast delay reincarnation on you

Once dead, you must quaff a vial of unholy water and quickly make your way back to the Templeton Catacombs to relocate the fey. Possibly someone could summon your shade to outside of Templeton. Hopefully you will be transported to the same continent, but there is a chance you will end up in the Faerie Plane or too far away to get back to Templeton in time. You will only be able to sneak by him once as a shade in a frame of time (once every reboot/crash) so be careful not to double back once you get passed him as he will be wise to your tricks and not let you by again.

I'm onto your tricks, Lantis.' a large fey says to you. 'Fool me once, shame on you, but you can't try that haunting stuff twice.'

Inside the room south of the fey, you will meet a knight who will give you moderately clear instructions on the challenge ahead.

A Concealed Spiral Stair
A large stone floor spreads out here, designed with a plain pattern of interlocking granite bricks the size of a grown halfling. In the center of the room is a circular depression, a spiral stairwell leading downwards at a steep angle, with a banister ending at the underside of the bricks. There are no benches here, and the stones absorb no heat and retain no warm, so it seems staying here for a protracted period of time might be less than advisable.

(Gold Aura) An old man, wearing unfashionable knight's leisurewear sits here.

'If you're here to see the Vizier...' a wizened old man says. 'Good luck.'
A wizened old man says, 'I've been here for thirty three yers, and I still haven't gotten to see him. He's a fiendish one, and I don't mean the kittens he kills for fun.'
A wizened old man says, 'You need to get past his devotees, the torturous secretaries, in order to even try to see him. At least, I think devotees, I only know of one, because I still can't get past him.'
'If he were challenging me to a fight, I'd at least have a chance of taking him on.' a wizened old man says. 'But I don't. He's civil, so I must remain so as well.'

'Instead, he wants me to do a duty for him...' a wizened old man says. 'To organize the statues scattered about the antechamber.'
'It should be easy, but it's not..' a wizened old man says. 'They're too heavy and big to move around myself, and when I order them to move of their own volition, they won't let more than one of them occupy the same place.' A wizened old man says, 'You look nice and strong, but on the other hand, you're dead, so I expect you'll be having the same problems as I.'

'Anyways, the devotee wants them set up so he can view them from largest to smallest when he walks out of his office, west to east, south, then back all the way west, and then south and east again.' a wizened old man says.
A wizened old man says, 'If he's telling the truth, anyone who can arrange them like that will be allowed to pass, so long as you tell him that you're ready, once when you have all of the dolls arranged properly, and after he's checked them and you're ready to go on.'

'Best of luck...' a wizened old man says. 'You'll need it.'

This shows how the statues should be arranged. The extra room at the end is a space you will need to use to get the statues to change rooms. You can make the statues move by saying a direction aloud in the room the statue is in. The statue will then move in the direction you say.

You could try to use a puzzle solver, but I think it's easier just to use your own puzzle solving ability.

Top row from left to right: 8 - 7 - 6
Middle row from left to right: 3 - 4 - 5
Bottom row from left to right: 2 - 1 - empty

'Ready' you say to a bear of a devotee.
A bear of a devotee whispers, 'Lettt's seee whatt you'vvve gott noww..'
A bear of a devotee lumbers outside.

Then you wait for a minute until the devotee comes back into the office. I had to say 'Ready' again to him for him to give me the mark.

For doing the task required of you, a bear of a devotee has granted thee a Mark.
You have been granted the Mark of Idolatry!

As near as I can tell, this devotee is not devoted to anyone. There is no Vizier, that I could see at the time, but perhaps there is more to this than I realize, such as if you complete it in end game.

Mark of Illusion

Elislyn's new clan member from Innuendo (32), Riel, has solved this mark and has shared her information with the clan.  According to Riel, the mark begins at an old hag (one of many) in Sigil. The old hag prompts you to give her 5,000 gold and you do so.  In exchange, she will give you a ruby-topped staff. As far as I am aware, buying a staff from another player works just as well as getting your own.

Then, you will need to go to the castle and kill silver unicorn knights in order to obtain approximately 15 vials from them. Not all of the knights have a potion though, so this may take a while. Or you can buy the vials of runestone powder on auction. I believe the vials are also sold in Tellerium?

You can then use the potions to make the staff guide you to the illusionist.  Store the potions in a bag until you need them one at a time, otherwise they will disappear from your inventory. You will then need to use the staff at strategic places to guide yourself to the hidden path where the illusionist is. If the staff fails it probably means that the illusionist is dead or changing location. However, I have heard a rumor that the staff may also fail if you are within 2 rooms or so of the illusionist.

According to Riel, a level 60 valkyrie should be able to kill him. I was only able to kill him with the assistance of at least 1 or 2 other high first class clannies who could heal. The illusionist causes a -50 realignment, and was worth 40 some practices.

Additionally, this mark can be obtained by simply returning the ruby staff to the illusionist. That method will give you a +50 alignment instead.

For seeing through a powerful wizard's devious illusions, the Powers have granted thee a Mark.

Mark of Ingenuity

I received this mark for winning a game of hangman. The games of hangman are available as one of the new items that come out of bags of tricks now. You have about 5 chances to get letters wrong. The words, interestingly, are not Materia Magica themed, but just dull English words like corridor and every.

There are 1 occurrences of 'r' in the word.
Progress thus far: enter
Yay, you win!
You have won hangman 1 times and lost hangman 2 times.
For always knowing what word the hangman chooses, the Powers have granted thee a Mark.
You have been granted the Mark of Ingenuity!
You gain 68 practices!
You gain 136 quest points!

Mark of Ingress

I completed this mini quest/mark on one of my alts this morning. I really wish I could have done it on Lantis, but unfortunately the mini was broken when Lantis was at level 120. After more than a month of working on it, I got impatient to multiclass and couldn't see that it would be fixed any time soon.

Now, however, I have finally gotten the mark to gratify my efforts in Eanoss Azelmar. So that no other adventurer need struggle as I have struggled, I give you a guide to the mark of Ingress.

Located on the Faerie Plane, Eanoss Azelmar is a hotel situated near Rahdyir and Seelie Castle at (130, 65) The Mark of Ingress is available to players level 61 to 135.

To begin, you can get to the Faerie Plane by burying a jasper gemstone and going through the portal it creates, going through a portal opened by the world gates when the moons allow, cross Hellbent which is risky for anyone, but especially for a player of low level who will have a hard time of getting through this way, abjure if you're a faerie race, or use a method of plane travel such as a potion which is risky because you may as easily end up in the Void while alive, or in the underground.

Once you get to Eanoss Azelmar, go to the northwest corner of the first floor of the hotel. If there is a north exit open leading to a CPK room then someone else has done this mini recently and you will have to wait for the door to close before you can get this mark. The door closes, I believe, 6 real hours after it is opened, or 1 Alyrian day.

If the door is not opened, then you may begin to collect the necessary pieces of the puzzle to obtain the mark. The steps do not need to be done in any particular order.

First, buy a key to a room at the lobby. The woman at the lobby will give you a key and a bottled imp. Hold on to the bottled imp, you will need it for the fourth part of this puzzle. Meanwhile, take the key and go upstairs to the third floor. Go east until you see a southwest door. Use the key to unlock the door and go in. In this room there is an invisible safe. Look in the safe, and if there is a sealed letter inside it, take the letter.

You focus your powers of observation on a sealed letter:
This item is beyond your power to identify further.
Apycorla, if you're reading this, I'm dead. The downstairs safe, the one I've told you never to go in, is indeed the terrible secret you've suspected. My numbers were; ?, ?. This is only a fifth of the combination,
it is all that I know. To unlock the safe, you must have the other four members of the guild, if they have outlived me.

Second, return to the stairwell and travel up to the sixth floor, I think it is, and go into the southeast corner room. In one of the rooms in this large corner room is a hidden ushabti that is shown in the room description. Push the ushabati and an up door will swing open revealing a CPK room. Go up into that room. It is level restricted, so there is no chance of being CPK'd by someone higher than second class. In this room, there is an invisible desk. Look in the desk, and if there is a scribbled note inside, take it.

You focus your powers of observation on a scribbled note:
This item is beyond your power to identify further.
Must remind axelaki; ?, ?.

Third, return down to the fifth floor and locate the locked southeast door in the corner of this floor as well. Wearing a bellboy's hat and vest, which you can get from killing any bellboy in the hotel, knock on the southeast door. Shortly, a voice will ask you who is there, to which you say 'Room service'. Your trick works and you gain access to the room of the hotel performer, Pynai. Pynai may have a sheet of pink stationary that you need. Kill her and take it from her.

You focus your powers of observation on a sheet of pink stationery:
This item is beyond your power to identify further.
My dearest Tiweh, I fear for my life. I performed for King Sandoval tonight. He clapped wildly after my performance of 'Granali Leleb'. A little sidhe girl brought me roses, but whispered in my ear of a conspiracy,
and two numbers; ?, ?. I know not the importance of these letters, but I fear them.

Fourth, take the bottled imp you received with your room key and go to the second floor. In the southeast corner of the second floor there is a sidhe shaman. Do not kill him. Drop the bottled imp in the room with him and return to the lobby. Wait in the lobby until 12pm and/or 12am (I believe) Alyrian time and you will be able to eavesdrop on a conversation taking place on the second floor between the sidhe shaman and a sidhe psionic. If there is anyone in the shaman's room at 2pm, the psionic will go away and not return until the next day. The bottled imp upstairs and the one in the lobby though act as a spying device.

You hear a sidhe psionic say through a bottled imp: 'Hesieno has approved everything.'
You hear a sidhe psionic say through a bottled imp: 'Gapeno, Aledagezo and Kaziz are in place.
You hear a sidhe psionic say through a bottled imp: 'We have a fifth of the combination, and Kaziz reportedly overheard two more.'
You hear a sidhe psionic say through a bottled imp: 'Kaziz sent me to deliver this parchment to you; the numbers that subject 'Fedora' disclosed before his untimely demise: ?, ?.'
You hear a sidhe psionic say through a bottled imp: '...I'll stay in touch, let you know when something happens.'

You hear an elderly sidhe shaman say through a bottled imp: 'all right.'

Fifth, go 1 east of the lobby, and get all the blowfish from the service cart there. Take the blowfish to the room that is 1 north of the southeast corner of the first floor. Drop the blowfish there and wait. You will eventually see something take the blowfish. That is an ethereal mob, and there is no way to enter combat with it to kill it, but you have to kill it to get a sheet of paper from it. The blowfish are poisonous, when the mob eventually eats the blowfish, and it may take it a long time to do so, it will die and possibly drop the sheet of paper.

You focus your powers of observation on a sheet of paper:
This item is beyond your power to identify further.
10:29; Elf and Sidhe arrived. ; 10:55;Three dracons arrived. Checked coats. Pockets empty. ; 11:01;'Trousers' and 'Coat' arrived. Spoke to female. Two numbers made out; ?, ?. Presumably their numbers. Left for their respective rooms. Targets still unseen: 'Bandana', 'Socks', 'Jacket' and 'Skirt

It may need to be killed multiple times to load the sheet of paper, so I would recommend dropping blowfish in the room and then walking away to do another section of the mini, and return later.

You may not be able to collect all of these papers because one or two of them at least are on a low spawn. It will probably be easiest to get the papers either after reboot or when the mini resets after someone else completes it. When it resets, all the components allegedly respawn to reflect the new required combination for the safe. Recently, this mini quest has been improved so that the papers spawn more often.

The point of all this running around, is to collect the numbers of a ten digit combination for the safe in the lobby of Eanoss Azelmar. You would not be able to guess a ten digit combination, and due to the astronomical amount of possible combinations you would not be able to use a trial and error approach either. It would simply take too long. And if you attempt to use brute force method, the safe locks up for an Alyrian day.

It used to be that if you were only able to collect 4 sets of numbers out of five, then you could reasonably try a succession of combinations until you filled in the missing numbers. Even three sets of numbers would be doable, but difficult. However, that is not the case anymore because with recent changes, there is now a limit to how many times you can spin the lock incorrectly before the anti-lock breaking protection engages and prevents any numbers from being entered at all.

If you were able to secure all five parchments, you can use them to derive the combination to the lock. The papers are marked to indicate the order they need to be used in on the combination lock. Looking at the description of the papers should give you the correct order.

Use the pull command to spin the lock to the appropriate numbers, in order. If you mess up, simply start again at the beginning of the combination. Once you've pulled all ten numbers, pull the lock to open it.

The heavy iron safe's door clicks open.
The safe door swings open...
For gaining entrance to a very secret and well guarded location, the Powers have granted thee a Mark.
You have been granted the Mark of Ingress!
You gain 47 practices!
You gain 325,000 experience points!
You spin an iron lock until the 8 comes to the forefront.

Additionally, inside the safe is a CPK area, but it is level restricted. Inside the area is the boss mob, captive phoenix. This boss has an attack in which it breathes fire at the party. It proceeds this attack with an emote, and when it emotes, that is the signal for the whole party to flee to an adjacent room because anyone who stays in the room with the phoenix after starts breathing fire is going to die.

The equipment it drops is supposed to be only mediocre, but if you are especially interested in runs or rare equipment you may want to try for this.

The phoenix used to have part of the cube pieces you need for the magical cube that leads ultimately to Megafather run, I believe. However, this item has since been moved to a different boss.

Mark of Irresponsibility

The opportunity to do this mark came up very quickly, and required little to no effort on my part. While I was helping Kurr find the seaweed covered chest so he could do the Mark of Plundering, he offered to help me get this mark. It was nice of him to offer. Even nicer when he spent 2 million, I think, of his own money getting the crystal.

This mark may only be able to be completed once per reboot. First, go into the area underneath the Temple of Sumter in Rune, and through the illusionary down entrance into an underwater tunnel that leads to the Crystal City. Make your way into the city and, using a spade and pick axe, dig up six small quartz crystals on the stairs and in the abandoned grotto. You used to be able to dig up the astral-type quartz crystal that you needed for this run as well, but that has since changed.

For this mark, you must locate the scatter mob, a dormant quartz golem, and give it the six gem-type small quartz crystals and large amounts of gold until it activates. I believe it will activate once you have given it enough gold. Once it activates, you will need to kill it and get from it a large quartz crystal.

Return to the Crystal City, and you will need to dig up another six small quartz crystals. Once you have those, and you may have to wait for them to spawn, go all down and north. Use the phrase 'Akron Kalik Skevar' to open the mostly CPK path to the solar altar. Go north and when you come to another statue, use the phrase 'Wisdom cannot be given.' When you reach a crystal column at a dead end, enter the column to proceed further. Once you reach the solar altar, put a gem-type small quartz crystal in each of the 6 altars that are surrounding the altar in the center including the alter up from the center and down from the center. When all the altars you've placed crystals in have turned into black altars, put the astral-type large quartz crystal in the center altar.

You take a large quartz crystal from Vandemaar's Trunk.

You put a large quartz crystal in a small crystal altar.
For endangering the entire town of Lowangen, the Powers have granted thee a Mark.
You have been granted the Mark of Irresponsibility!
You gain 97 practices!
You gain 0 experience points!
You feel more evil.
The crystal melts into the altar, which darkens and begins to hum malevolently.
A small crystal altar explodes, as a murder of Kells bursts forth from beneath it!

Doing this run releases those annoying kells into the cities of Rune and Lowangen, and allows you to kill the Kell Commander if you should choose to.

Thanks again to Kurr who did all the work to help me get this one.

Mark of Judgment

I almost forgot to do this mark. I put it off in first class for some reason, but I did remember to do it at about level 100.

This mark calls for you to go to Dungeon Wroth and locate the human prisoner. He is on the first floor, in the first group of cells. I was afraid he would be on one of the lower floors, which would certainly make this mark more challenging.

Enter and exit the room until he speaks to you. When he does say yes, and then run back to the exit of the dungeon and wait there. The goal is to beat him to the room just outside the dungeon so that you get the most rewards.

For freeing a kidnapped prisoner from the dread orcs of Wroth, the Powers have granted thee a Mark.

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