Witchcraft Flowers Stop the Magic
Oh there you are! Do you know how long I’ve been waiting for you?! We’ve got a long trip to the Hermit you know… Sigh.
Oh! Since we’re going to be travelling so far, we should try to collect some… Purple… Witchcraft flowers!
Haha! You don’t know what witchcraft flowers are, Rita? Me either to be honest, but we can pretend that they’re the flowers that are growing around here. Since we’re going to the wizard in the secret valley, we’ll need witchcraft flowers to be able to get in to the valley, otherwise there’s a magical wall that stops us getting in. We need the flowers because they stop the magic!
Haha, come on! Let’s ride on Summerblaze and we’ll gather some witchcraft flowers! To the Hermit, flowers, and beyond!
Objectives: Ride to the Hermit.
Rewards: 85 Jorvik Shillings, 75 XP, 174 Horse XP
Reputation: 50 with South Hoof
Collect ten flowers by clicking on them, in any order, as you race towards the Hermit’s cottage. Once you have collected enough flowers, head straight to the Hermit.
Ehh…
Hello.
Quest completed
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Horses Away from the Team
Umm… You’re here to check the horses, I suppose…
…
Ehh…
Something’s not right in any case…
Umm… Some of the horses aren’t with the rest of the team. They’re standing on their own, a little bit away from the rest… Ehh… You should really ride out and check what’s going on.
…
What is it, Madison? Oh okay, you want to see the transmitter information?
Umm… Then perhaps you can focus on riding, Rita? That way Madison can sit behind you.
…
Ehh… Go on then, off you go.
We need to… Umm… Find out what’s happening with the horses.
Objectives: Ride out and see if everything’s okay with the wild horses.
Rewards: 40 Jorvik Shillings, 35 XP
Reputation: 30 with South Hoof
Locate three wild horses that are out running around on the moor. You find them to be perfectly okay.
Haha, look how awesome we are, agent! The horses we’ve found seem to be feeling just fine!
Quest completed
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Horses at a Standstill
Haha, we’re the best Rita. We can do anything as long as we’re working together! Now we’ve seen that the horses seem fine, we can go back to the Hermit. After that we can do and see Nightdust! I’ve brought him some more carrots today, my lovely darling horsey!
Rita… One of the dots on the map looks completely still… That can’t be right, can it?
Exactly, wild horses move around a lot. Come on, let’s check that it’s okay!
Objectives: Look for the still horse.
Rewards: 35 Jorvik Shillings, 40 XP
Reputation: 40 with South Hoof
Ride out to the location of the horse and you find a suspicious horsenapper that we’ve met before.
There’s the horse! He seems fine, hello horsey!
Who’s that man?
Quest completed
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Who, Why, Doesn’t Matter…
Hey, hey! My name’s Madison! Who are you? What’s that transmitter doing in your hand? It should be on the horse… Haha, whatever, I just want to say hello to the horse, he seems to be fine. Hi little horsey, why are you standing so still?
Objectives: Talk to Mr Anwir.
Rewards: 10 Jorvik Shillings, 10 XP
Reputation: 10 with South Hoof
This doesn’t look good at all…
Hello again, Rita…
Quest completed
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It’s a Free Country
Well, I never thought I’d see you here.
Hey, no need for that face! I think you and I got off on the wrong foot, what do you say we start over?
Hmm, there’s no point in introducing ourselves again. You know I’m Mr Anwir, and I know you’re Miss Rita. Ha.
You’re wondering why I’m here? Well I can go where I like, it’s a free country…
Umm, why I have the transmitter in my hand?
Hey, this transmitter was just lying there on the ground. I was out for a walk and suddenly saw this transmitter. Umm… yeah, I was just thinking that maybe it belonged to this horse and so, yeah. I was, umm… Just about to put it back on the horse, like just right now.
Objectives: Talk to Anwir.
Rewards: 10 Jorvik Shillings, 10 XP
Reputation: 10 with South Hoof
And I can not believe you if I like, it’s a free country…
That’s exactly how it was, it’s not my problem if you don’t believe me. It’s a free country, I was just taking a walk.
Quest completed
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A Nervous Wreck of a Horse
But when I was just about to put the transmitter back on this stupid horse… Umm… I mean this lovely horsey, it started giving me a hard time and being awkward.
Just look what a nervous wreck of a horse it is. Can hardly point at it without it going crazy. HA!
Objectives: Listen to Madison.
Rewards: 10 Jorvik Shillings, 10 XP
Reputation: 10 with South Hoof
The horse rears, upset, as Mr Anwir slaps the horse on the hind before he runs away, leaving you to deal with the spooked horse.
Easy! Easy now horsey! Why’d you do that, Mr Anwir?!
Quest completed
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Easy! Nice Horsey!
Eeeeasy! Nice horsey!
Rita! The horse doesn’t want to calm down.
Sniffle.
Aaaaah!!
Help Rita! Help!
Objectives: Help Madison.
Rewards: 25 Jorvik Shillings, 15 XP
Reputation: 25 with South Hoof
Calm the horse, then speak to Madison.
Thanks Rita.
I really thought I’d be able to calm the horse down…
How awful that Mr Anwir was to do such a thing. Where did he go?
Quest completed
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Horses on the Water
I can’t see that Mr Anwir anywhere. How strange.
You know him from before, Rita?
Yeah, yeah, whatever. Now he’s gone and this horse seems to feel better.
Shall we go back to the Hermit now and tell him everything is fine with the horses?
HEY WAIT! Something really weird is happening on the screen here showing the transmitter locations… There’s a bunch of signals coming from the beach. Some of them are even out on the water! Horses don’t ever swim in the sea…!
We need to get there fast! Come on Rita!
Objectives: Ride with Madison to the beach.
Rewards: 20 Jorvik Shillings, 25 XP
Reputation: 20 with South Hoof
You ride towards the beach and see Mr Anwir pulling away on a barge with Nightdust on board.
NIGHTDUST!!
Quest completed
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Nightdust! I’m Coming!
NOOO!! What are they doing?! Why are they taking the horses onto that boat?! We have to stop them!! NIGHTDUST!! I’m coming!!
Objectives: Stop Madison before she gets into trouble.
Rewards: 10 Jorvik Shillings, 15 XP
Reputation: 15 with South Hoof
Madison races off towards the barge. Before you can stop her, she climbs on board and threatens Mr Anwir. Nonplussed, he pushes her overboard and she now struggles to stay afloat in the water as the barge disappears.
Rita!!
Help!! Blurp, blurp!!
Quest completed
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Blurp Blurp
Rita!! I can’t hold on much longer! There’s such a strong… Blurp, blurp… Current!
(If only there was something you could use to pull Madison out of the water. Maybe there could be something on the beach?)
Objectives: Find something with which you can pull Madison out of the water.
Rewards: 15 Jorvik Shillings, 20 XP
Reputation: 10 with South Hoof
A search of the beach turns up nothing useful. Luckily, the Hermit appears to help.
MADISON!! Rita!! I saw what happened. No time to talk now!
Quest completed
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Madison’s Lifeline
Rita! We need to get Madison out of the water, fast!
Here, I’ve got this rope with me. Throw it out to her.
…
Ehh…
Hurry!!
Objectives: Save Madison from the water.
Rewards: 20 Jorvik Shillings, 15 XP
Reputation: 20 with South Hoof
Use the rope to rescue Madison.
Cough, cough… Splutter…
Thank you Rita.
But Nightdust… My Nightdust is gone…
Quest completed
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Madison What Were You Thinking?!
Madison, what were you thinking?!
…
There, there now, we’ll find Nightdust. Ehh… I promise…
That Anwir… Just as sneaky now as he’s ever been…
…
Ehh…
Rita, could you fetch a sweater for Madison? There’s one in my bag over there. She needs to be kept warm.
Objectives: Get a sweater for Madison.
Rewards: 10 Jorvik Shillings, 15 XP
Reputation: 10 with South Hoof
The Hermit’s bag is sitting against the large rock behind you. Fetch a sweater and return to him.
There now Madison. Try to rest a little now while I talk to Rita.
Quest completed
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I Know Who He Is
Rita… I never thought I’d see that day… Ehh… When I saw him again.
…
Umm…
If I know who Mr Anwir is? Ha… Yeah… I’ve got a lot of unfinished business with him…
…
Ehh… I need to get Madison home now. She needs to rest.
But I think I know how we can find Mr Anwir. Of course he’s turned off all the transmitters now…
…
Ehh… I’ll call you… Ehh… Or something.
I need to get home and think a little, take a look at some old papers…
I’ll be in touch… Don’t try to find Anwir on your own before you’ve heard from me. Promise?
…
Ehh… Good.
Objectives: Talk to the Hermit.
Rewards: 10 Jorvik Shillings, 10 XP, Dappled Sweatpants
Reputation: 10 with South Hoof
Of course, sir, you’re the boss.
By the way, here. You should have this for being so helpful, so you might as well take it now.
I’ll be in touch. Make sure you get some rest and gather your energy now.
Quest completed
