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The Drifting Merchant's Request
Esoteric Ebb

The Drifting Merchant's Request

Navigate the complexities of 'The Drifting Merchant's Request' in Esoteric Ebb. This guide provides a detailed walkthrough, tips, and insights to help you complete this challenging quest.

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The Drifting Merchant's Request

Navigate the complexities of 'The Drifting Merchant's Request' in Esoteric Ebb. This guide provides a detailed walkthrough, tips, and insights to help you complete this challenging quest.

Walkthrough
  1. 1
    Ettir, the Angel
    • Initial Greeting & Class Definition: Respond with "Just _The Cleric_ is fine, thank you." to gain +1 Cleric. Other responses offer flavor or minor XP.
  2. 2
    The Celestial Flirt: A CHA check to comment on her eyes. Success grants Minor XP. Failure can lead to 1d4 HP loss if you attempt to touch her.
  3. 3
    Snell's Warning & Darrow's Schedule: If Snell is present, whispering to him about angels grants Minor XP. You must eventually demand Ettir's attention to proceed.
  4. 4
    The Key & Password (Day 2): Wait until Day 2 (or after midnight) to speak with Ettir to receive the Tower Key and Tea Shop password for Medium XP.
  5. 5
    The Angel's Dialogue Hub: Exhaust her dialogue, using the "Tomato, potato" path for a final Minor XP drop.
  6. 6
    The Apple Branch
    • Details interactions with a branch, including asking without a spell, climbing the tree, and speaking with it.
  7. 7
    Chamar the Golden Horde Priestess
    • Covers initial greetings, the main dialogue hub, and XP farming through election and politics.
  8. 8
    The Rollermill Rod
    • Explains how to obtain the rod, challenges encountered, inspection, and the final hub.
  9. 9
    The Yellow Bicycle
    • Details main game and epilogue interactions.
  10. 10
    The Notice Board (Azgalist Posters)
    • Focuses on the poster hub.
  11. 11
    The Shortcut Pipe
    • Covers the hub, Snell's assignment, crawl attempts, being flushed out, and arrival in the city below.
  12. 12
    The Garden Monument
    • Includes the monument hub, touching the surface, Snell's assessment, interrogating the monument (including punching it), and reading the inscription.
  13. 13
    Gobo Graffiti
    • Details the graffiti hub, its meaning, interactions with Snell, the state of Norvik, placing a hand on the wall, and conversations.
  14. 14
    The Imposing Tree
    • Covers the tree hub, speaking with plants, looking up, the hollow, Mage Hand attempts, climbing (success/failure), nest loot, lore, and missing elements.
  15. 15
    Borgo
    • Includes being caught stealing, introduction, main dialogue hub with various conditional dialogue options (e.g., "Are you Lord Gorm?", "I took this key from you."), MANHOODWIN/FAIL outcomes, and the fight encounter.
  16. 16
    The Urth Carving
    • Details the hub, interactions with Goblon, and restore attempts (preparation, success, failure).
  17. 17
    The Hidden Hatch
    • Covers the loose stones hub, secret rocks exchange, and lifting the stones.
Tips
  • Prioritize dialogue choices that grant XP or stat increases.
  • Be cautious with flirtatious or arrogant dialogue options, as they can lead to HP loss.
  • Pay attention to conditional dialogue options that require specific items or quest flags.
  • Exhausting dialogue with NPCs like Ettir can yield additional XP.
  • Potential rewards include Tower Key, Tea Shop Password, Cleric points, and various XP drops.
  • Some interactions may result in HP loss if handled poorly.

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