Quiet Before the Swarm

Quiet Before the Swarm is the first of three Void Knight quests, as stated by Mod Mark. It was released on 24 June 2010. One will have to complete a game of Pest Control, but not necessarily win it.

Walkthrough

 * Speak to Sir Tiffy Cashien to start the quest. He will tell you that a Pest has escaped the Void Knights' Outpost. His job for you is to interview the residents on the island to find out how it could have escaped.
 * Go to the Outpost and speak to Commodore Matthias. He can be found in the northeastern part of the island. He will tell you to speak to Captain Tyr, just south of the house he resides.
 * After talking to Captain Tyr, he will ask you to talk to many of the residents on the island. There are 9 people you must speak to (not necessarily in order) which are:


 * Knight Ami
 * Knight Bernard
 * Knight Diana
 * Knight Mikhal
 * Jessika
 * Mariah
 * Mrs Gord
 * Squire Sam
 * Terry Gord

You can just choose the option: "That's all, thanks." after speaking with them. There is no need to go through the questions. (Except for Squire Sam) To view who you have talked to view Quiet before the Swarm in your quest journal and it tell you who you have talked to


 * After you've done talking to them, go back to Captain Tyr.


 * Captain Tyr will now ask you to single out a person who you think has commited a crime. The person that commited the crime is Jessika, the researcher, and the only one who does not interact with the locals. Talk to Jessika and talk to her about the crimes she has commited. She will act suspicious and attempts to deny that you have no proof. Go back to Captain Tyr and he will tell you to return to Commodore Matthias.


 * After talking to Commodore Matthias, he will call in for Jessika and you'll be given a potion which will allow you to go into Jessika's mind (Similar to Lunar Diplomacy's Dream plane) in her mind, you will have to solve a relatively easy slider puzzle. The trick is to put it together from top to bottom. It is easy to see what piece goes where, since when it is completely put together, it forms a square around the picture of the pest. This is made rather simple by the fact that there is an outside border on each tile - the empty space should be in the middle at the end. (Note- If you mess up, you can always restart be exiting through the portal and repeating the cutscene of confronting Jessika.)

Note: This is not the only picture. There are various pictures of various monsters, but all with a 3x3 puzzle.


 * After completing the puzzle, you learn Jessika really did release the Pest, and you inform the Void Knights about it. Jessika is arrested, and the Commodore calls a meeting of the highest ranked Knights. You are told to return to Sir Tiffy in Falador, who then returns with you to the Docks on Port Sarim. You find Commander Korasi in a stupor, and Sir Tiffy sends Lady Table to get her. Tiffy brings you back to Falador, and tells you you must bank all your items before entering the HQ to see Korasi. Once inside prepare for some puzzles.

Bridge and the Sword
(This Puzzle Relates to Bridge and torch problem)

Note: Logging out during the following portion of the quest will result in you returning to Falador Park, in front of Sir Tiffy.

The objective of the puzzle is to get all three knights, as well as yourself, across the bridge. However, there are a few hitches. First of all, only two people can go across at a time. The second problem is that the person crossing must have the sword. The third problem is that each person weighs a different amount. The bridge can only handle the weight of 15. Your player weighs 1, Bernard weighs 2, Ami weighs 5, and Diana weighs 8. Finally, the last thing only the heaviest weight is counted when you go across. So if Ami went with Diana, the total weight would only be 8. Here is one of the ways to get across:


 * 1) You cross with Bernard
 * 2) You cross back
 * 3) Ami and Diana cross
 * 4) You let Bernard cross from the other side to you
 * 5) You cross with Bernard



Ship Positions
After completing the bridge puzzle, you find yourself with the 5 knights who were on the ship: Korasi, Diana, Bernard, Commodore Mathias and Ami. Each of them holds a hint to where the other knights were, what they saw, and what they were thinking about. To complete this puzzle you must correctly match up each person with the hints given by the other knights.

You will know when you have completed the task, as when you fully complete the last NPC, the task will end.

The best way to solve such a riddle, is to make a table. See more at Wikipedia.

Note: Logging out of this part of the quest will erase all memories the memory-knights have.

The Pests' Attack
After finishing the second puzzle, you go into a cut-scene. You are Korasi, in the hold of the ship. Upon seeing a torcher you attack it and kill it. After you finish killing it, proceed up the ladder onto the main deck. There you see the other three knights and a squire fighting pests, who are unfortunately killed by them. A Shifter stops you in the path, forcing you to kill it in order to continue. After killing it, your character automatically goes up the ladder to find Commodore Mathias fighting a Mysterious Figure. Using the last of his energy, he teleports Korasi to Port Sarim which is where you find her.




 * After the cut-scene is over talk to Sir Tiffy Cashien. He will tell you to talk to Captain Tyr at the Void Outpost. Talk to him and your quest is complete!

Reward

 * 1 Quest point
 * 4,000 Attack experience
 * 4,900 Strength experience
 * 1 Void seal

Music Unlocked

 * Mindful - When entering someone's mind with the potion.
 * Lortnoc Tsep - After unlocking Korasi's memory.

Trivia

 * On the day of release, the spoiler read: We're currently delving into the developer's mind to help her remember what the rewards are. Back in a jiffy, what?
 * "Quiet before the Swarm" is a play on the phrase "Quiet before the storm".
 * On the day of release, there was a bug when doing the bridge puzzle, where if you right click one of the void knights on the other side of the bridge, it shows two of them.
 * The Void Knight Korasi in the concept art are wielding a weapon extremely similar to the weapon held by the female Void knight in the twitter hint picture. This hints further of the release of Quiet Before the Swarm.
 * This is the first quest that starts with a Q.
 * This is the second quest where you get to control an NPC, the first being Zanik from Death to the Dorgeshuun and The Chosen Commander.
 * While in Commander Korasi's memory, you control her as a normal character. It appears you are wearing void armour, but when you check your equipment screen, it shows you are wearing adamant armour.
 * Controlling as Commander Korasi, if you have killed the shifter on the deck before the other pest killed the remaining Void Knights (and the squire), a maximum damage will be immediately dealt at them, killing them instead.
 * The unlock hint of Lortnoc Tsep and Mindful says Calm Before The Swarm, not Quiet Before The Swarm.
 * The song "Lortnoc Tsep" is just Pest Control written backwards.
 * During your visit inside Commander Korasi's memory, or controlling as her, while using resizable screen, you will not see the character statistic (combat equipment for example) buttons at the bottom-right corner.
 * When you control Commander Korasi, while in her memory, on the "Combat Styles" section, it reveals she is wielding an Adamant Scimitar.
 * Currently when on the Void Knights' Outpost, if you try to enter Jessika's basement, you get the message Nothing interesting happens.
 * After completing this quest, your Adventurer's Log will read, "Overcoming many challenges, I unlocked Korasi's memory and learned of the pest attack on the Void Knight ship."
 * It is hinted that a new weapon, Vallut, may be released sometime during this quest series. This is because it is a legendary Void Knight weapon capable of "slaying pests like you would crush a bug beneath your toes". It is likely Vallut will be able to deal more damage to pests much like Balmung does with Dagannoth.
 * While the main enemy of the series does not directly reveal himself during this quest, several hints are dropped toward this being Wizard Grayzag. One hint is that Imp Catcher is a requirement, but the connection between Grayzag and the Void Knights are unknown. Another is the fact that Jessika was sent by the Wizards' Guild, possibly by Grayzag.
 * When the player uses a cake on Squire Sam, there is a brief dialogue, and Squire Sam asks the player to hold him.
 * Although you can confront the individual that stole Diana's money and who broke the vase, it is unkown if you gain any extra rewards.
 * When trying to go down the stairs in one of the new buildings, the "Nothing interesting happens" message appears. You do not use the stairs in the quest, and the building has no use at the moment, but it is probably leading to Jessika's basement.
 * Although Quiet Before the Swarm is classified as a novice quest, it is actually quite difficult compared to other novice quests, because it requires completion of an intermediate quest, and contains a few difficult puzzles.
 * You cannot log out while doing the slider puzzle.
 * After the quest, if try to enter the house that Jessika is in, a Void Knight Squire will tell you that you can not go in there. Jessika, hearing you, then asks about what is happening and you tell her that the Commodore is dead. She then feels terrible and asks herself "What have I done?". This may hint that she will become your ally in the next quest or two?