
Quest
Official episode, levels 1-200
The Moving Island (Moscovia) is an official episode chain for levels 1-200 in 17 steps. It starts at Berbayeff.
@guide shows your next step in game.Walkthrough
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The fisherman and the island: In Moscovia, talk to the fisherman Berbayeff at (171,71) and hear him out. He has twice seen an island that moves on the sea. Talk to him again afterwards: he tells you that only a ship can find the island and sends you to Mr. Ibanoff, who owns one. Pick 'Tell me.' and then the question about the island. His second talk gives the hint about Ibanoff.
Berbayeff: -
Mr. Ibanoff and his stories: Talk to Mr. Ibanoff at (135,49) and ask him for an adventure story. Listen to the whole thing and say 'Interesting. Keep talking.' He takes a liking to you. Pick 'Tell me an adventure story.' and then keep him talking. Asking for the ship right away is refused.
Mr. Ibanoff: -
Borrow the ship: Ask Mr. Ibanoff to lend you his ship. He says it needs repairs, which will take days, and asks you to bring Strange Steel Piece x10, Rusty Screw x10, Flexible Tube x5 and Jubilee x10. Pick 'Lend me your ship.'
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Parts for the ship: Bring the repair parts to Mr. Ibanoff: 10 Strange Steel Pieces, 10 Rusty Screws, 5 Flexible Tubes and 10 Jubilees.
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Set sail: Talk to Mr. Ibanoff again when the tide is low and say 'Let's go.' The ship only leaves in the low-tide windows of server time (00:00-03:00, 06:00-09:00, 12:00-15:00 and 18:00-21:00); outside them he refuses. On the ship, talk to Mr. Ibanoff at (98,110) and he starts to give orders. Outside the low-tide windows he says the waves are too high.
Mr. Ibanoff: -
Follow the orders: Steer the ship by clicking the rudder at (101,111) and choosing the direction Mr. Ibanoff orders: first East, then North, then more directions he calls out. A wrong choice can bring sea monsters aboard; kill all of them before you sail on. The monsters are generated when the voyage goes wrong:Obeaune,Marc,Merman orKapha in the old version, andMarse,Hydra orRaggler in the renewal version. Their name shows as Sea Monster.
rudder: -
Something in the sea: Mr. Ibanoff spots something big moving in the water. Talk to him again, then walk the deck near (81,110) to look. A huge wave sweeps you away. Talk to Mr. Ibanoff first: the deck only triggers after he tells you to look around.
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Whale Island: You wake on a strange island. The old man at (86,104) on map mosk_fild01 tells you it is the back of a giant whale. He plays an instrument and the island carries you back to Moscovia. Talk to him twice. Keep your bag light; he refuses a nearly full bag.
Aged Stranger: -
Tell Mr. Ibanoff: Back in Moscovia, tell Mr. Ibanoff the whole story. He thinks the Csar will want to hear it. Pick 'Explain the whole story.'
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Audience with the Csar: Go to the Csar's hall and talk to Prime Minister Dmitree at (127,89). Say you came to see the Csar and that you have an adventure story for him. Pick 'To see the dear Csar.' and then 'I have an adventure story for him.'
- The Csar wants proof: Tell your story to Csar Alexsay III at (131,92). He wants evidence of the whale island. Pick 'Tell the story all the while.'
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Back to the sea: Tell Mr. Ibanoff you will try to find the whale island again. Pick 'Try again to find Whale Island.'
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The second voyage: Sail again in a low-tide window and follow Mr. Ibanoff's orders at the rudder. This time the ship finds the island by itself, and he lets you off. The route and the monster fights work as before.
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A new instrument: Tell the old man of the island what happened and ask him for an instrument you can show the Csar. He agrees if you bring Log x30, Tough Vines x20, Antelope Horn x20 and Sea-Otter Fur x10. Pick 'Explain the whole story.' and then 'Don't you have a way?'
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Gather the materials: Collect 30 Logs, 20 Tough Vines, 20 Antelope Horns and 10 Sea-Otter Furs. Then tell the old man you are ready to go back to the mainland, talk to Mr. Ibanoff in Moscovia and ask him to sail you back, and give the materials to the old man. No rudder on this trip: Mr. Ibanoff takes you straight to the island.
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The Gusli: Talk to the old man again. Each visit has a one in three chance that the instrument is finished. It is a Gusli, a traditional instrument of the old Moscovia. You can also summon the island from the docks later by playing the Gusli at (136,46). Reward: 1 Gusli.
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Play for the Csar: Show the Gusli to the Csar at (131,92). If you bluff that you can play, he is insulted but still pays 50,000 base EXP. If you say you cannot play, you get 70,000. Better: first ask the old man to teach you. Equip the Gusli and he teaches you; for a Bard or Clown it works one time in three, for other jobs one time in six, and you can try again. Then the Csar is delighted and pays 100,000 base EXP and an Old Violet Box. Pick 'I can play.' or 'I can't play it.'; if you learned from the old man, the Csar asks you to play and you succeed. Reward: base EXP 100,000 and 1 Old Violet Box (taught), 70,000 or 50,000 and an Old Blue Box otherwise.
Rewards
| Step | Reward |
|---|---|
| 16. The Gusli | 1 Gusli |
| 17. Play for the Csar | base EXP 100,000 and 1 Old Violet Box (taught), 70,000 or 50,000 and an Old Blue Box otherwise |