In Genshin Impact Silent Night is the first chapter legend quests Clorinly "Rapier". As part of it, you will take part in a game called “Start the Adventure”, where you will need to fight monsters, analyze what happened, find clues and solve a puzzle with the device. In this guide we will tell you how to start this quest and what you need to do to complete it completely.
How to start the legends quest “Silent Night”
The events of the first part of the personal quest of the judicial duelist take place on the territory of Fontaine, which will not be accessible immediately. Plus, you must comply with a number of conditions, namely:
- Reach at least Adventure Rank 40. In separate guide We have given several recommendations for quickly increasing this parameter.
- Complete the Archon quest called "Masquerade of the Guilty", which is the fifth chapter of the fourth Thoma of the game's main storyline.
- Complete Furina's personal quest "Little Oceanid ”, which is the first chapter of the “Kapellmeister” chain.
- Prepare one Story Key by completing 8 daily errands (you can complete only 4 such missions per day). You can keep no more than three keys with you at the same time (another one can be “on balance”), so it won’t be possible to save them in reserve.
Having dealt with all the specified requirements, open the quest log, go to the “Legend Quests” tab and select the required heroine. Then simply unlock access to her mission and start tracking.
Hour of Justice
In the capital of the Hydro region, not far from Katherine's post, our heroes notice two familiar figures. Talk with Clorinda And Naviya to begin a new D&D-style adventure, Marechaussee Hunter: Apocalypse. The Traveler, Paimoi and a group of friends will take part in a life-RPG and learn a lot about the past of Clorinda and the Order of Hunters of the Twilight Court.
Meet Clorinda and Navia in the Lyonnaise quarter
Travel to the teleporter near the Adventurers' Guild in Cour de Fontaine, and then go to the fence above the local curiosity shop.
Two dejected friends see our heroes as possible participants in an RPG quest, and offer to join the story-driven life adventure “Marechaussee Hunter: Apocalypse.” Having received consent, the entire company proceeds to the meeting place of the remaining group of adventurers.
Head to the rest of the team
The remaining group of players waits outside the designer boutique Tiori, located in the southern part of the Lyonnaise quarter. At the meeting point we, as well as Furina And Lyney, meet the author of the game script, Florian . Experienced players bring us up to speed, and the whole team goes to the first game location.
Hunters Meeting
Clorinda, the game master of the adventure, guides players through the story: we must respond to distress calls and deal with monsters terrorizing a small kingdom. Try to collect information about the riots from local residents and eliminate dangerous creatures.
Follow to the starting point of the quest
The playground is located on the edge of the beach, west of the capital city. Follow the quest beacons to the equipped game area located above the teleport in Annapause.
Before entering the story, the heroes become familiar with their roles and select appropriate skills to use during the adventure. The Traveler can choose two out of three skills : cooking, Sagacity or medicine. Choose to your taste, it will not greatly affect the course of history.
In conclusion, they will explain to us about the characteristics checks, and also give us a choice difficulty level : easy (gives 100% profit on all checks, without failing options) or realistic (adds an optional touch of randomness to the game, thanks to Fate meter, first received from a personal quest Lynette ).
Go to the capital's tavern and gather information
The story of “Hunters of the Twilight Court: Apocalypse” begins at the gates of a city similar to Mondstadt, in front of which the adventurers meet. The players get acquainted and, having learned about a common goal, go to the settlement to look for clues about the monsters.
Go to the tavern and talk to the first resident, in a conversation with whom you can experience the mechanics of checks for the first time: two answer options will be related to the selected cooking or insight skills (if any), and the third will be a request for help from Lyney, who will easily ask the woman about the problems with monsters.
Walk forward and look around
After talking with the first “victim”, follow to the main gates of the city and talk with the gloomy merchant. He is another potential target of verification, not ours, but that of our companions. From three options to talk to a man, only attempts by Lyney or Navia will be winning.
The merchant will complain about the inaction of the authorities, who behave no less suspiciously than the monsters themselves. Afterwards you can continue exploring the area.
Talk to the man in the central square
The last one who would like to talk to us is a worried young man standing in the place of the fountain, next to which Mondstadt’s alchemy table is usually located. He will be the initiator of the appearance of the Hunters and the author of the request for which the players arrived in the city. Before you go looking for monsters, you can try to calm down NPC with cooking skill or Furina's bardic skills, but this is not necessary.
Returning to the gaming table, we will have to collectively decide who to deal with first: suspicious authorities who may be under the influence of magicians or monsters. They will give us answer options, but the choice of the majority is still a battle with the mobs terrorizing the outskirts of the city.
Go to the forest
We return to the plot roleplaying again: outside the city we are stopped by a stern but wounded guardsman. He is not happy about strangers wandering around in a dangerous area. The dialogue with him will come out to several branches : It can be treated with medicine or examined using insight (if chosen at the beginning), or left everything to Navia. The latter will be without checks, and Hunters will be able to find out where the monsters live.
Follow the quest beacons deeper into the forest, meeting worried soldiers along the way. As a result, you will enter a clearing, where the battle with mobs will take place.
Will be thrown before the start of the battle initiative check, when successfully thrown, you will receive a small buff to combat skills.
Defeat the hounds of the gap
Next we will have a battle with a couple of creatures of the abyss. Remember that in the battle, in addition to the Traveler, you have access to Lyney, Furina And Navia. Once the enemies are defeated, the team will notice a buried treasure located near the battle site.
Without reaching a single decision on what to do with the treasure, the heroes will end the first day of the storyline “Marechaussee Hunter: Apocalypse.”
Before going on vacation, we can ask Clorinda a little about the Order of the Twilight Court, and also learn about her rather specific childhood with a mentor who raised her to fight from a very early age.
When everyone has left, you can come and listen to the conversation between Navia and Clorinda , in which the duelist shares a funny continuation of the story about the “taming” of a baby geovishap.
To begin the second part of the story, change game time for the period between 8-10 o'clock the next morning .
Buried Glory
Having dealt with the monsters and finding an unexpected treasure, the group of Hunters returns to the city to face their next problem - suspicious authorities who decide to put the heroes behind bars. Escape the trap, find the entrance to the treasury and defeat an unexpected enemy to learn the true meaning of the entire quest.
Follow to the starting point of the second part of the quest
The next morning we need to go to the quest dungeon, located near the beach, east of the Central Laboratory ruins. Approach the sign with the pointer and activate the passage to the dungeon.
The brave heroes decide not to touch the treasures, but to distribute them to needy city residents. After all, as we remember, with the advent of monsters, food problems began to arise. After the act of mercy, we will be greeted by soldiers inviting us to an audience with the king himself.
The conversation will not go well, and our generosity will turn sideways - for an illegal order, unexpectedly, the state. means, the heroes will face prison. This is a dead end not only for the players, but also for the game master, who suddenly ended the plot.
Talk to the stranger in front of the bars
After the whole company is behind bars, a stranger who introduces himself as one of the Shadowhunters volunteers to help them. He will place a Letter with a further plot at the entrance to the cell. We have no choice but to believe the self-proclaimed guard and accept help.
Find a secret treasure vault
Let's get out of prison and use hint card from the savior, indicating the passage to the underwater hole. The location is located opposite the exit from the previous dungeon, also east of the Central Laboratory.
The company will be attracted by a stone blockage, under which there will be a waterway into the depths of the dungeon. Swim down and exit onto land, and then move deeper into the cave.
Eventually we will reach a spacious area of the cave, inside which there are humidity detection crystals.
Solve the puzzle
To get into the cache, we need solve the puzzle . In front of us are several water level sensors, and next to them are three hydro drops. Pick them up and place them on the stand in the center of the blocked crystals. Our companions will also find several sensors in the area that will be directed in our direction. Fill them all with the hydro element, again using the hydro drop field if necessary.
Having correctly built the mechanism, discuss the further plot with game master Clorinda.
Defeat the "Guardian"
Before the Hunters have time to get into the hiding place, a masked stranger appears in front of them, whose voice is terribly reminiscent of our savior. Clorinda invites players to immerse themselves in the battle and close their eyes, while she decides to deal with the unexpected participant in the quest. We'll switch to controlling the duelist and be able to use her in the fight with the "Guardian?"
We finish off the intruder and finally find ourselves in the treasury. However, inside is not quite what the players expected: only a Stone Slate and several blades and other combat equipment stuck around it.
Discuss the attack with Florian
While the quest participants are looking at the strange treasury, Clorinda can return to Florian, the author of the plot and, as it turns out, the real heir of the Shadowhunters. The young man was dissatisfied with the alienated position of the order and was sure that they deserved much more. Clorinda and the swordsman find out that the reason for this radical behavior is the influence of the evil spirit of the Devourer.
With You with Florian, we return to the main team and begin the final part of the quest. Now the screenwriter has become our ally, however one can doubt his motives : if we don’t believe him, Clorinda will intercede and calm us down. All that remains is to defeat the mysterious dark magician, who, according to the plot, could influence the city authorities.
Ghost Extermination
Having finished defining the plan and taking the weapons of the fallen Shadowhunters, we go to the site of the last battle - the city church. Find out how the decisive battle against the evil magician will end.
Find the city church building
Florian's hideout, where the "danger of the long night" lurks, is located in the Beryl region, near hot spring puzzles. Go to the hut and cross the threshold of a dangerous location.
We will see the rest of the quest of the Legends of Clorinda in the Cinematheque: the heroes will join forces with the energy of the former Shadowhunters and defeat the threat that has clouded Florian's mind. All that remains is to talk to Clorinda one last time and say goodbye to our companions.
At the end of the mission "Silent Night" we will be given 60 primogems, some materials for leveling up heroes and a personalized life-RPG album with character cards who were played out Clorinda, GG and Paimon, Lyney, Navia And Furina.
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