Still waiting for someone to post the books so I can take a look lol.
First Bookcase
56114572785726118576436467243534527560192889521973 5364672496847560
19968477090889521972781670512164856114519199118003 6468895219911800
65128
18003646889521991180065128895236467211911800357651 3534783046467972
78396734057928275857651252757058452176521972783046 4876515956461141
451988997
78302031180657191894343464651800911464600364671288 8191180035611472
61164671364646121978036464726114514519485611451904 2159560421585765
2
Have fun.
So, I wrote a pattern recognition script and here's my first conclusion:
This makes me feel like each number represents something on it's own.
- These don't have a distinguishable "grouping" (E.G. 2-number pairs for ASCII, 5-5-2 number pairs for map positions)
- They don't seem to have a common length or important common factor
- There is limited repetition, the same two characters rarely repeat within a book.
Does anyone have links to previous theories?
EDIT: some thoughs
Maybe these numbers represent some sort of full-scope encryption. It's possible that one of the longer ones is a public RSA and then we have some short ones representing the P and Q. Then the rest could possibly be and encrypted string? Not sure.
1 = Tibia. - So each number isn't assigned a letter.
As DarkstaR said, each number has to represent a word.
However 11 gets clumped up so "Tibia Tibia" unless together it means something different "Tibia + word" that only happens when they're together.
In our language the name of our race is not fix but a complex formula, and as such it always changes for the subjective viewer.
Also theory for @DarkstaRMe [81]: library
a wrinkled bonelord: It's a fine library, isn't it?
Me [81]: name
a wrinkled bonelord: I am 486486 and NOT 'Blinky' as some people called me ... before they died.
Me [81]: Tibia
a wrinkled bonelord: It's 1, not 'Tibia', silly.
Me [81]: numbers
a wrinkled bonelord: Numbers are essential. They are the secret behind the scenes. If you are a master of mathematics you are a master over life and death.
Me [81]: books
a wrinkled bonelord: Our books are written in 469, of course you can't understand them.
Me [81]: 469
a wrinkled bonelord: The language of my kind. Superior to any other language and only to be spoken by entities with enough eyes to blink it.
a wrinkled bonelord: Our race is very old. Over the time, we have been given many different names by other races. The term bonelord sticks to us for quite a while now. In our language the name of our race is not fix but a complex formula, and as such it always changes for the subjective viewer.
Me [81]: language
a wrinkled bonelord: Our language is beyond comprehension by your lesser beings. It heavily relies on mathemagic. Your brain is not suited for the mathemagical processing necessary to understand our language.To decipher even our most basic texts, it would need a genius that can calculate numbers within seconds in his brain.
That quest was introduced to the game on 14 july 2002 and it has only been done twice since then, on Antica and Premia. It has never been public tested, so it is still considered a mystery.
It begins in Hellgate and it's directly connected with the beholder language (42). Here i'd like to thank prof. Jerzy Nowakowski, who was really devoted to the case and helped me break the cipher. The whole work won't be released here, i'll only explain the decryption method shortly: the breaking of the cipher exceeds all of our decrypting skills combined: the beholder code consists of ancient-hebrew gematria, which is then combined with asymmetrical cryptographical algorithms with the use of matrix which few people have been given by me.
The hellgate books are crucial to uncovering tibia's secrets. Two of them serve the purpose of opening WHQ.
61143128895003624968475601996585506499670467261145 8003690422046484
51911889521977128895219594576552364672119118003575 7654600364671180
01401525517
HUMAN ENTITY RETREATED MOURN DEATH LIFE KEY HIDDEN AND SEALED
The message is about a nightmare knight who ran away from POH taking a part of information and a key with him. Remember that PoH book:
Uhgly beholda stollen ki we gut from slain humi nigt. Tohk it 2 stinky place, noone will go thare fur guud king of cyclops. Beholda bat und ughly, to manni eyes.
What the beholders have stolen is now hidden in Hellgate Sealed Library (guarded by a GS, and the guide on how to enter it is in one of the beholder books.) Dont get too excited, those are the books of the last Crunor Caress druid, which describe the fate of Yenny the Yentle and the whole brotherhood, and the wooden key 4013. With that knowledge (and the key) we can now head to Femur Hills Tower, where the Crunor Caress abode was during the old times, the one with the magical grass. My hint is, the key to the tower is a yellow rose you will get during the quest line.
Inside the tower we find 7 books that let us start the WHQ (and a dress). Now it's time for Thais Trolls. Using the knowledge from the ancient Antica we make a sacrifice in the Remembrance Room (its described in the books) and we get teleported inside. Once there, we acquire books, Utevo Lux scroll, key 0008 and 'remains of an ancient sword', which we'll give to the sweaty cyclops. He'll give us 3 missions. Guess what happens when 3 people that have that sword stand on the Desert Library switches.. Here using the books and the power of Talons (greetings everyone who sold their talons from Paradox Tower quest to NPC Rachel) Things get a little tricky here on the upper floor of Triangle Tower where you open a teleport to a banshee.
Then it's easy. WITHOUT pulling the lever at the banshee we enter the teleport that leads to The Dead Villa (the void under desert) The Dead Villa is a wonderful place for AFKing and a great riddle Pull The Levers So That The Teleports Combine In A Certain Way style. If you flip the switches wrong you'll pop back at triangle tower entrance, if you do it correctly you'll be able to explore what's after the magic walls inside Shadowthorn (elven village near Venore) A hint- between the elf fort and venore swamps there are ruins of something- find out what it is and you have a clue.
Behind the magic walls we sacrifice the blood on the altar to recover a part of a soul of a dead leader Teshial, there's also a solution to the problem of raising the ground's level at lake Amroos. Yes, you do it at Adrenius by activating a switch (you are able to do it after sacrificing the blood) Now we are able to enter the Amros island to recover a short sword, a jacket and a letter from the body. The letter contains the names of the '7 necromancers'. After the lecture you will know what to talk about with them. 'The necromancers' will tell us about the rest of Crunor Caress secret and will allow us to enter through the blinking door at Hoggle's (Hoggl's?) which will lead us to a teleport.
Now there's only the activation of the banshee switch (you should've done that before teleporting at Hoggle's), another switch at Spike Sword Quest area, 3 dragons to kill, a ladder up, hallway leading to a set of stairs and here we are surrounded by magic walls with a warlock and 4 behemoths infront of us. After the victory you claim the prizes.
Last edited by sara; 10-09-2012 at 06:42 PM.
Bought level 225 from Luckystrike.
Different sources I could find on the language:
http://tibia.wikia.com/wiki/469
http://www.gamesls.com/469-beholder-...e-t357175.html
http://www.topix.com/forum/science/c...VBU5IRLJ3MCS36
http://otfans.net/threads/104318-469/page2
While we see some interesting things, the general consensus is that it's just some made-up shit. When the server were hacked in 7.72, there were no scripts found which have anything to do with this language. It could still be a code which uses hints about more obscure things, such as map locations, to reveal something. Only figuring it out would tell.
Need 5 eyes to decipher, multiplication maybe?
78302031180657191894343464651800911464600364671288 8191180035611472
61164671364646121978036464726114514519485611451904 2159560421585765
2
35 = letter 40 = letter 15 = letter
35 40 15 0 10 0 15 5 5 40 0 30 25 35 5 45
0 representing commas and 00 representing full stops, no spaces within the language until you multiply each number and separate them.
Word word word, word, word word word word, word word word word word word word word word word word word word word word word word. ~ So forth~
I'll comb through the npc files too.
Bought level 225 from Luckystrike.
At the end when he mentions the lever at the Spikesword Quest, I wonder if the Dragons he mentions is the Dragons behind the magic walls down there. I've always wondered what was back there...
Stream of consciousness follows
The first NPC I could find having anything to do with his story is here
padreia.npc:
Now, that brings the question: how the fuck does quest state 211 get a value of 2? If it's less than 2, she ignores us. If it's 2, she says shit. Here's how:Code:"crunor","caress" -> "Don't ask. They were only an unimportant footnote of history.""footnote",QuestValue(211)=2 -> "They thought they have to bring Crunor to the people, if people did not find to Crunor of their own. To achieve that they founded the inn Crunor's Cottage, south of Mt. Sternum.",SetQuestValue(211,3) "footnote",QuestValue(211)<2 -> "I have to attend other business, ask later please."
zoltan.npc
If we ask him, he doesn't quite let us know anything but he puts us at a state where padreia tells us more.Code:"crunor","caress",QuestValue(211)=1 -> "A quite undruidic order of druids they were, as far as we know. I have no more enlightening knowledge about them though.",SetQuestValue(211,2)"crunor","caress",QuestValue(211)>1 -> * "crunor","caress",QuestValue(211)=0 -> "I am quite busy, ask another time!"
Now, lets start trying to follow this in order. First, we must note that we talk to oldrak to get the initial quest value.
oldrak.npc
Code:"myth",QuestValue(211)<1 -> "There are many tales about the fearsome Hugo. It's said it is an abomination, accidently created by Yenny the Gentle. It's halve demon, halve something else and people say it's still alive after dozens of years.",SetQuestValue(211,1)"myth",QuestValue(211)>0 -> "There are many tales about the fearsome Hugo. It's said it is an abomination, accidently created by Yenny the Gentle. It's halve demon, halve something else and people say it's still alive after dozens of years."
Now, we've traced so far up to a value of 3. Lubo is our fourth.
lubo.npc
Code:"stable",QuestValue(211)=3 -> "My grandpa told me, in the old days there were some behind this cottage. Nothing big though, just small ones, for chicken or rabbits.",SetQuestValue(211,4)"stable",QuestValue(211)<3 -> "Sorry speak louder I can't hear you."
Now we're doing work on a value of 4, we see something familiar. Fuck. This is part of paradox quest.
Riddler.npc
Dead end. I'll keep looking.Code:"myth",QuestValue(211)<1 -> "There are many tales about the fearsome Hugo. It's said it is an abomination, accidently created by Yenny the Gentle. It's halve demon, halve something else and people say it's still alive after dozens of years.",SetQuestValue(211,1) "myth",QuestValue(211)>0 -> "There are many tales about the fearsome Hugo. It's said it is an abomination, accidently created by Yenny the Gentle. It's halve demon, halve something else and people say it's still alive after dozens of years."