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Make Believe Quest

Make Believe Quest

300
(800+ recommended)

Location

General

AliasesNone.
Quest LogMake Believe

Requirements

Premium

Other

Version15.30.a30dad
July 13, 2026
Summer Update 2026
StatusActive

Legend

The distant kingdom of Thalassara is a secluded realm recently thrust into the spotlight by the fall of a fragment of the moon. What began as a rush for the newly discovered moonsilver has quickly turned into something far more troubling.

Throughout the quest, you will find yourself dealing with suspicious factions, strange cult activity, and the consequences of forces that should perhaps have remained undisturbed. Expect investigation, infiltration, exploration, puzzles, and a journey that leads from a besieged frontier settlement all the way to places few have ever seen.

Reward

Rewards for the quest come through the fights against its bosses. It includes:

Boss Difficulty System

The bosses in this quest were the first to introduce the Boss Difficulty System. It is important to note that the guide here will display the fights and mechanics of difficulty 1. Higher difficulties apply new mechanics, higher damage, more complexity, but also more rewards. The mechanics and values listed here should be without any additional modifiers from difficulty scaling.

Access to Thalassara

Players start the quest by meeting NPC Wayland Smythers next to the temple in Venore, here. Wayland is looking for someone willing to fight enemies who have fallen from the moon, and free his mentor, Doctor Marrow, from them.

He suggests you sneak in a supply ship and head to Thalassara, and for that he will grant you access through the storehouse that loads the ship. In the storehouse, you need to disguise as a cargo crate by clicking the crate at the entrance, and follow your way to the northwest part of the room.

Make Believe Quest - Thalassara Access Task

Keep on moving while avoiding getting caught by the guards (being in melee range). Standing in the same tile for too long makes your character sneeze, and you will get caught. There are also some grid tiles that make noise when you step on them, revealing your position to nearby guards.

Reaching the northwest area, just jump in the teleport and you will arrive in Thalassara after a short cutscene.

Moonspawn Juggernaut

Now in Thalassara, walk to the southeast and go up some stairs to find the mayor of Salgadara village, Mayor Pocaro, here. Talk to him and he tells you that in order to help, you need to prove that you are not just another scavenger, and asks you to prove your intention by defending Salgadara when the next raid of Moonspawns happen.

The raid takes place nearby, to the east of the village, around here. Once it starts, some Moonspawn creatures will appear, and after some time Moonspawn Juggernaut will appear. Kill it and report back to the mayor (all players involved in the kill should get a quest log update message).

Infiltrate the cult

Pocaro tells you fishermen have reported seeing suspicious, white-robed figures moving around near the fallen rock. He believes disguising as one of them and infiltrating their ranks to find out what they are up to will help you find out more on Doctor Marrow and these moon creatures.

Head to south of Thalassara, in a region called Recifar, around here. There you should be able to find Cult Initiates. Defeat one of them, and use their corpse to disguise as one of them, then enter the teleport here.

In this room you have a Gong Gong, three coloured tiles, and a book to the north. Use the gong and watch the sparkles around the book and their colour. Pay attention to the order they happen, and once the entire sequence is shown, repeat it by using the devices just north of the coloured tiles. If the sequence is done in the correct order, all players in the room receive a quest log update.

Leave the room, follow a path to southeast and enter a teleport to get inside the crater. Go south, then upstairs to get to the lever for your first boss fight.

Mimar Haffar

Mimar Haffar Mimar Haffar is located in the middle of the lower floor, but is initially invulnerable behind an invisible defense barrier. He is locked in place, but will still target and damage players who get close.

This boss fight has two phases happening simultaneously in two floors.

Phase 1: Charging the Cannons

Split your team so you have players on the upper floor and lower floor. The Paladin(s) or Knight(s) in the team must stay at the lower floor to handle Trapped Souls. Letting them reach the boss will result in the boss getting one charge, and each charge makes the boss stronger. The Trapped Souls walk aimlessly for a while, randomly becoming unstable (The soul is becoming unstable!), and exploding two seconds later in a small radius, dealing 25% of a character's maximum HP as Agony Damage. Eventually, they will move towards the boss. They are slow, have low HP, and are immune to all but Holy Damage, so Paladins can eliminate them. Otherwise, they can be Challenged by the Knights and brought north near the big moon essence tanks, disappearing. A counter will then be put on the character that brought them, that counts down every few seconds and heals the character, although this mechanic is not yet fully understood.

At the lower floor, there are two Energy Cannon Energy Cannons located southwest and southeast of the room, which need to be charged to their full capacity.

At the south of the room, a Holy Portal portal will transport players to the upper floor. These portals have a 30 second cooldown, so players need to calculate their movement properly. Upstairs, players need to kill Moonstone Miners and loot Moonsilver Crystals Moonsilver Crystals. These crystals can be brought down by players, or can be thrown downstairs by dropping them at the teleports located west and east.

During this process, the rooms where Moonsilver Custodians are locked up will open over time and they will move to these teleporters, trying to go downstairs to help the boss. Players can block their path by standing on their way, or using Magic Wall Runes and Wild Growth Runes, or just let them walk past if players downstairs are fine with dealing with them.

Players downstairs need to get the Moonsilver Crystals and use them on the Energy Cannons. Each used crystal powers up the cannon for 10 charges, so 10 Moonsilver Crystals are needed for each cannon. The Moonsilver Crystals disappear after a short while, so they must be used quickly.

Phase 2: Killing the Boss

When cannons reach 100 charges, they become Energy Cannon (Charged) Charged Cannons. When both are fully charged, they fire a spell to break the defenses of the boss, letting it loose and making it vulnerable for 45 seconds. Once the time runs out, the boss teleports back to its locked position, and Phase 1 restarts. Repeat until the boss dies.

Find Doctor Marrow

As you defeat Mimar Haffar, you and your team are granted access to the cult's base, located southwest in Thalassara, here. Enter the base, walk south, and enter the teleport to the east, then walk in the room until you find Doctor Marrow locked in a room. Talk to him and he will reveal details about moonsilver, and how he got imprisoned by the God summoned from the faith of his own cult. In order to stop bigger issues, he suggests defeating Maior Domus, a 'traitor' that holds the spiritual key to the inner sanctum.

The Maior Domus' lever room is located five floors up from the entrance of the Radiant Skyhold, here, and the way will be full of strong radiant creatures.

Maior Domus

Maior Domus As the boss fight starts, players will meet Maior Domus as well as some Moonsilver Guardians in the room. The boss takes damage but heals completely all the time in this phase. This defense is indicated by the Quest Condition Yellow Shield yellow shield icon, which grants it the ability to heal for around 23,000 HP for each instance of damage taken.

This fight also has two phases.

Phase 1: Charging the Plates

The guardians have an area healing spell that is used regularly, so keeping all of them together makes them harder to kill if you lack enough damage. This is important to know, because the mechanic relies on two types of charges on the guardians. Each guardian killed will raise one of the charges by 1:

  • Quest Condition Blue Shield indicates charges related to the west plate. They go up when guardians die and Knights or Monks dealt most damage to them. When reaching 20 Quest Condition Blue Shield charges, the west plate will be charged.
  • Quest Condition Fire indicates charges related to the east plate. They go up when guardians die and Paladins, Druids, or Sorcerers dealt most damage to them. When reaching 30 Quest Condition Fire charges, the east plate will be charged.
  • When 20+ blue shield charges and 30+ fire charges are reached, the south plate will be charged.

When all plates are charged, guardians disappears and Phase 2 can start.

Phase 2: Killing the Boss

From this moment on until the end of the fight, the boss should not be hit under its yellow shielded state, or it will heal for 23,000 HP for each hit, negating progress.

In this phase, a player needs to step on one of the charged plates to activate it. When it is activated, one random character will become Powerless Powerless for 8 seconds, represented through a Quest Condition Magic magic icon. It counts down from 8 by 1 per second, healing the character for small amounts (1,000~) with each tick. Once the counter ends, the character explodes in a
Agony Small Agony Explosion (5,500 - 8,500)
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that can damage the boss.

Activating a plate will make Maior Domus vulnerable for 20 seconds, this vulnerability is indicated by the Quest Condition White X white 'X' icon replacing the yellow shield. Once the time runs out, the boss teleports to the middle of the room and becomes shielded again. This must be repeated until all charged plates are activated.

Characters will become stronger while staying on top of the plates, being granted a +20 skill bonus. This is represented through a Quest Condition Red Shield red shield icon.

Once all plates are used, Phase 1 restarts. Repeat the process until the boss dies.

Elite Fanatics

After defeating Maior Domus, leave his room and walk through some teleports located north, here. When entering the room and pulling the lever, six Elite Fanatics appear. They heal each other a lot, so they should be split from one another. When their HP is reduced to around 40%, they turn into Petrified Fanatic. The goal is to make every Petrified Fanatic stand on a Medium Richly Ornamented Floor (Lit) richly ornamented floor. The Petrified Fanatics can be pushed.

Once all Petrified Fanatics are on the special floors, an orange teleport will appear at the northern part of the room, which allows players to move towards the final boss lever room.

Final Battle

Phosphorus

Phosphorus At the start of this first phase, Phosphorus will be invulnerable and will spawn together with several Moonsilver Protectors.

Players should clear the Protectors when possible, but focus should be the mechanics at play: in this room, there are five areas built with pedestals on it. Each area is 3x4sqm and has pedestals representing one of the vocations. Shortly after the battle starts, the boss will teleport to one of the areas. When this happens, a Rival enemy will appear in the northern part of the room. Players must lure the boss away from the pedestals it teleported to, and lure the Rival into the area containing its corresponding pedestal, killing it there. The Rivals do extra damage to characters of vocations that do not match theirs. The boss will repeat this teleporting and spawning mechanic until 5 successful Rivals have been killed.

The order of Rival rotation is always the same:

Rival Direction Pedestals
Knight Rival Knight Rivals south east Knight Pedestal
Paladin Rival Paladin Rivals south Paladin Pedestal
Sorcerer Rival Sorcerer Rivals north east Sorcerer Pedestal
Druid Rival Druid Rivals north west Druid Pedestal
Monk Rival Monk Rivals south west Monk Pedestal

When the Rival is killed at the correct spot, a success message (YOU CONVERTED THE ENERGY!) will appear. If players kill a Rival outside of its intended pedestal area, a failure message (YOU FAILED TO CONVERT THE POWER!) will appear, and the boss will gain one charge, becoming stronger and taking less damage. The charges are represented by an Quest Condition Magic icon with a counter.

There is a counter indicating the mechanic progress at the northern wall. Once a total of 5 Rivals have been eliminated successfully, the boss will teleport to the northern part of the room and become vulnerable for 40 seconds. Several messages indicate how long this will last:

  • Start of vulnerability phase: THE TEST BEGINS NOW!
  • 20 seconds left indicator: THE TEST IS NEARLY OVER
  • 5 seconds left indicator: THE TEST ENDS NOW!
  • End of vulnerability phase: IT STARTS AGAIN!

After the boss becomes invulnerable again, just repeat the mechanic cycle until the boss flees the battle (PHOSPHORUS ESCAPED - CHASE AFTER HIM!). Go after it through a Ice Portal teleporter that appears (A TELEPORTER HAS APPEARED!) on the east side of the room. This is an object that must be used, not moved into. The first player to use this teleport will cause everyone to be teleported to the next room, starting the next phase of the battle.

Mimar Haffar (Final) and Maior Domus (Final)

Maior Domus (Final) Mimar Haffar (Final) This fight is split into two parts, the first being focused on Maior Domus (Final), that is already on the arena, while Mimar Haffar (Final) is outside the arena throwing random spells at players.

At the start of the fight, the room will spawn 4 Moonsilver Sentinels, that keep respawning when killed.

The room also starts with two Storm (Moonsilver) Storms. They are invulnerable, and walk randomly around the room. Two extra Storms will eventually spawn, one for each boss when they reach 50% HP. These Storms use some area spells around themselves that apply root. This lasts for 5 seconds, but can be renewed if getting hit by the spell again before the previous effect ended. This means characters can stay rooted for a long time. When they spawn, they give a charge to the bosses, indicated by the Quest Condition Magic magic icon. It is not clear how this affects the bosses, but they might gain new attacks.

Maior Domus does not respect Challenge, but has no special healing or shielding mechanics, so it can be damaged down until death. He must be kept around the center of the room. If he is moved away, Mimar Haffar will prepare a spell to target (The center of the room is charging up!), and 3 seconds later an Energy Damage explosion (3,000+) (The clashing auras trigger a devastating explosion!) will hit the center of the room. This will continue to happen constantly until Maior Domus is back at the center. Additionally, after a few seconds away from the center, Maior Domus and the Sentinels will start getting +1 charge every second, becoming stronger fast.

After Maior Domus dies, Mimar teleports into the arena to fight. He respects Challenge, and starts the fight with an Quest Condition Arrow Up arrow icon charged at 5. This charge is not yet understood. Mimar Haffar will sporadically throw an Agony Damage (1,500+) spell at its target, exploding in an area. If any Storm is hit by it, they will trigger an explosion around themselves for Energy Damage (2,000+, this might be maximum HP related). Multiple storms hit can cause a big damage spike.

Note that Mimar Haffar is targetable throughout the whole fight, and can be killed with distance attacks when standing outside the arena. Killing Mimar before Maior might be interesting to do in case time is not an issue, as it will mean only up to 3 Storms will be in the room when Mimar dies, reducing chance and incoming damage spikes from Mimar's special spell.

Once Mimar Haffar dies, a Ice Portal teleporter will appear (A TELEPORTER HAS APPEARED!) on the east side of the room. Once again, the first player to use it will teleport everyone to the next room.

Phosphorus (Final)

Phosphorus (Final) The final form of Phosphorus does not respect Challenge. It can also apply Feared Fear on its targets.

Some mechanics are constantly happening throughout the whole fight:

  • Disruptive Energy Disruptive Energies will keep spawning randomly throughout the room. They live for 4 second and explode dealing small area Energy Damage if a player is nearby when this time ends.
  • Sanctified Draining Rift Sanctified Draining Rifts will keep spawning randomly throughout the room. Stepping on them will make them disappear (The rift devours your energy.), but will deal 40% of a character's current HP as Agony Damage.
  • Death Effect A curse will be regularly applied to one of the characters.
    • This curse will be announced to the affected character (You have been cursed.), a Death Effect will happen on the character, and an Quest Condition Arrow Up icon will appear next to their name together with a counter.
    • The counter will start at 1 and will go up by 1 per second. For each second the character remains cursed, the Cloud Effect curse will deal 10% of the character's maximum HP as Agony Damage, until reaching 8 charges. After that, the curse will fade, the counter will disappear, and the character will take one additional hit of (at least) 25%~30% maximum HP as Agony Damage.
    • In order to avoid this damage, a Shimmering Field Shimmering Field appears somewhere in the room at the same time the curse starts. The cursed character must step on it, which will immediately clean up the curse (The curse fades as you enter the field.).

Reward

After defeating Phosphorus (at any difficulty) you'll get a quest log updated message, which grants you access to a teleport located southwest on ground floor. There you can meet Wayland Smythers again, as well as shortcut teleports to all bosses in the quest.

Wayland Smythers

First interaction:

Player: hi
Wayland Smythers: Ah, a visitor. Allow me to introduce myself. Wayland Smythers, in service of science. I am here in search of esteemed heroes, such as yourself, to avert a grave danger.
Player: danger
Wayland Smythers: I am but a humble messenger, sent by a scientist in desperate need. Please, hear me out. I have no intention to deceive you.
Player: hear
Wayland Smythers: The one who sent me is none other than Doctor Marrow. I know his name carries a certain weight, so to speak. Yet what he faces now threatens far more than his reputation.
Player: Marrow
Wayland Smythers: You may have noticed the unrest of the spheres. Their harmony has been disturbed for some time, and a recent spherequake has even shaken the moon itself.
Player: spherequake
Wayland Smythers: Fragments of the moon have fallen upon Tibia. Not mere stone, but something far more peculiar. Within them lies a substance known as moonsilver.
Player: moonsilver
Wayland Smythers: A metal of strange and unsettling properties. It hums with power not meant for this world. Naturally, many factions seek to claim it. A particularly large fragment lies on the island of Thalassara.
Player: Thalassara
Wayland Smythers: They flock there like vultures, blinded by greed. My mentor, however, was less restrained by organisational formalities and secured a modest headstart.
Player: headstart
Wayland Smythers: And in doing so, he uncovered something dreadful. The moonsilver is not merely a resource to be claimed. ...
Wayland Smythers: Its presence coincides with something that has taken form. Something that should not exist. That is the threat we are facing.
Player: threat
Wayland Smythers: The others do not see it. They quarrel, scheme and sabotage one another, deaf to warnings. And Doctor Marrow, well, his reputation does him no favors.
Player: reputation
Wayland Smythers: Call him erratic, call him dangerous, call him what you will. I call him right. This time, your path and his will align.
Player: align
Wayland Smythers: He has been taken. A cunning and malevolent entity holds him captive. It grows stronger with each passing day, feeding on something I dare not name.
Player: entity
Wayland Smythers: If left unchecked, it will not stop at the island. You must find Doctor Marrow and free him. Only he understands how this horror may be undone.
Player: find
Wayland Smythers: I can arrange passage for you. Quietly. As a stowaway bound for Thalassara. Once there, you must earn the trust, or at least the tolerance, of the factions present. Then you can safely proceed.
Player: proceed
Wayland Smythers: Head south, where the fallen fragment scarred the land. The air itself feels wrong there. You will encounter the servants of the one who keeps the doctor captive.
Player: captive
Wayland Smythers: They will not welcome you. You must take from them what you need to breach their stronghold. Subtlety is optional. Effectiveness is not.
Player: stronghold
Wayland Smythers: Within, you will find the doctor. Free him, and he will guide you further. He has seen things. Learned things.
Player: further
Wayland Smythers: I ask much of you, I know. But this is no ordinary danger. If this is not stopped, all of Tibia may suffer. I cannot tell you more. Will you help? yes or no?
Player: yes
Wayland Smythers: You have my gratitude. There is a concealed storehouse here in Venore. From there, you may slip aboard a supply ship bound for Thalassara. ...
Wayland Smythers: Once you arrive, the factions will have little choice but to acknowledge you. So let us talk about what comes next: a delicate infiltration.
Player: infiltration
Wayland Smythers: I will grant you access to the storehouse where the supply ships for Thalassara are loaded. You will have to disguise yourself as a cargo crate. ...
Wayland Smythers: Then you have to avoid the guards and reach the loading area to get stowed away on the next supply ship. Once in Thalassara you can drop the pretense and confront them with the fact that their secrecy has been compromised. ...
Wayland Smythers: Most likely they won't outright kill you as you are a hero of renown. So some diplomacy and signs of good will might be required. ...
Wayland Smythers: From there, travel to the moonstone formation in the south and find a way to infiltrate the cultists' stronghold and rendezvous with the good doctor. ...
Wayland Smythers: Are you ready to sneak through the storehouse? Yes or no?
Player: yes

Make Believe Quest

Doctor Marrow

First conversation:

Player: hi
Doctor Marrow: Ah... Visitors. How convenient. I was beginning to wonder how long it would take until someone capable found their way here.
Player: capable
Doctor Marrow: Now that you have arrived: Welcome to my rather opulent prison, my reluctant allies. You may wonder what all of this is about.
Player: prison
Doctor Marrow: A pity you annot reach me. I imagine that would be tempting. I suppose I cannot deny that I had a hand in the mess we are currently facing. Unfortunate, really. But let me explain.

Make Believe Quest
Talking with him again:

Player: hi
Doctor Marrow: Ah... my ally returns. If you require it, I can explain matters once again.

Make Believe Quest
Actual explanation:

Player: explain
Doctor Marrow: Before that delightful chunk of moonrock graced Thalassara with its presence, smaller fragments had already fallen. I managed to acquire a few samples before the less capable minds even took interest.
Player: samples
Doctor Marrow: Fascinating material. Truly fascinating. The properties of moonsilver are... extensive. I have only begun to scratch the surface. Yet one aspect stood out above all: its interaction with the mind.
Player: interaction
Doctor Marrow: Moonsilver does not respond to just anyone. It requires focus. Simplicity. A certain... purity of purpose. Something most people sorely lack. I found it, however, in the minds of devoted believers.
Player: believers
Doctor Marrow: So I located a most convenient cult. Infiltrated it. Improved it. Elevated it. In time, I became its prophet and guided it toward a more useful purpose.
Player: purpose
Doctor Marrow: When the larger fragment fell upon Thalassara, I was, naturally, among the first to act. I led my followers there, secured the site, and began to harvest the moonsilver. What followed was CREATION!
Player: CREATION
Doctor Marrow: Marvels. Wonders. This palace of air, moonsilver and belief you see around you was merely the beginning. I was on the verge of something truly extraordinary, until failure struck.
Player: failure
Doctor Marrow: I miscalculated one variable. The devotion of my followers. Their belief was not merely useful, it was absolute. And in that blind certainty, they achieved something I had not intended. They gave form to their very own god.
Player: god
Doctor Marrow: Yes. An actual manifestation of a being that was never meant to exist. A construct of belief, now very real, and utterly convinced that all of Tibia belongs to it. Its ambitions can only be described as unpleasant at best.
Player: unpleasant
Doctor Marrow: It has imprisoned me, deeming me 'useful'. The audacity of that insolent construct. But this is no longer about me. If this entity is not stopped, its influence will spread far beyond this place. It must be stopped.
Player: stopped
Doctor Marrow: I can guide you. Its defences are not impenetrable. You must confront its most devoted servant, the majordomo. A traitor of the highest order towards my cause.
Player: traitor
Doctor Marrow: He holds the spiritual key to the inner sanctum. Slay him, and you will gain access to the heart of this abomination. There, you may face the so-called god itself.
Player: abomination
Doctor Marrow: Do not hesitate. This is a perversion of will and reality alike. End it, and perhaps we can still salvage what remains of this unfortunate... experiment.
Player: hesitate
Doctor Marrow: Fear not, as I blinded his perception towards your intrusion, I will shield you from his supposedly all seeing eye while you venture through his palace. God or not, he is no match for my scientific genius. ...
Doctor Marrow: As you see, we will be helping each other for our mutual benefit.
Player: helping
Doctor Marrow: Indeed. Let us not confuse this situation with a plea. You need me just as much as I require your mobility and your talent for savage destructiveness. Our cooperation is simply the most efficient outcome.

Make Believe Quest

Doctor Marrow

First conversation:

Player: hi
Doctor Marrow: Ah... Visitors. How convenient. I was beginning to wonder how long it would take until someone capable found their way here.
Player: capable
Doctor Marrow: Now that you have arrived: Welcome to my rather opulent prison, my reluctant allies. You may wonder what all of this is about.
Player: prison
Doctor Marrow: A pity you annot reach me. I imagine that would be tempting. I suppose I cannot deny that I had a hand in the mess we are currently facing. Unfortunate, really. But let me explain.

Make Believe Quest
Talking with him again:

Player: hi
Doctor Marrow: Ah... my ally returns. If you require it, I can explain matters once again.

Make Believe Quest
Actual explanation:

Player: explain
Doctor Marrow: Before that delightful chunk of moonrock graced Thalassara with its presence, smaller fragments had already fallen. I managed to acquire a few samples before the less capable minds even took interest.
Player: samples
Doctor Marrow: Fascinating material. Truly fascinating. The properties of moonsilver are... extensive. I have only begun to scratch the surface. Yet one aspect stood out above all: its interaction with the mind.
Player: interaction
Doctor Marrow: Moonsilver does not respond to just anyone. It requires focus. Simplicity. A certain... purity of purpose. Something most people sorely lack. I found it, however, in the minds of devoted believers.
Player: believers
Doctor Marrow: So I located a most convenient cult. Infiltrated it. Improved it. Elevated it. In time, I became its prophet and guided it toward a more useful purpose.
Player: purpose
Doctor Marrow: When the larger fragment fell upon Thalassara, I was, naturally, among the first to act. I led my followers there, secured the site, and began to harvest the moonsilver. What followed was CREATION!
Player: CREATION
Doctor Marrow: Marvels. Wonders. This palace of air, moonsilver and belief you see around you was merely the beginning. I was on the verge of something truly extraordinary, until failure struck.
Player: failure
Doctor Marrow: I miscalculated one variable. The devotion of my followers. Their belief was not merely useful, it was absolute. And in that blind certainty, they achieved something I had not intended. They gave form to their very own god.
Player: god
Doctor Marrow: Yes. An actual manifestation of a being that was never meant to exist. A construct of belief, now very real, and utterly convinced that all of Tibia belongs to it. Its ambitions can only be described as unpleasant at best.
Player: unpleasant
Doctor Marrow: It has imprisoned me, deeming me 'useful'. The audacity of that insolent construct. But this is no longer about me. If this entity is not stopped, its influence will spread far beyond this place. It must be stopped.
Player: stopped
Doctor Marrow: I can guide you. Its defences are not impenetrable. You must confront its most devoted servant, the majordomo. A traitor of the highest order towards my cause.
Player: traitor
Doctor Marrow: He holds the spiritual key to the inner sanctum. Slay him, and you will gain access to the heart of this abomination. There, you may face the so-called god itself.
Player: abomination
Doctor Marrow: Do not hesitate. This is a perversion of will and reality alike. End it, and perhaps we can still salvage what remains of this unfortunate... experiment.
Player: hesitate
Doctor Marrow: Fear not, as I blinded his perception towards your intrusion, I will shield you from his supposedly all seeing eye while you venture through his palace. God or not, he is no match for my scientific genius. ...
Doctor Marrow: As you see, we will be helping each other for our mutual benefit.
Player: helping
Doctor Marrow: Indeed. Let us not confuse this situation with a plea. You need me just as much as I require your mobility and your talent for savage destructiveness. Our cooperation is simply the most efficient outcome.

Make Believe Quest