Throttler's Quest by Squall In West Woodlands, if you travel deep enough, in area 16-1
I think, correct me if I'm wrong, you will come upon Throttler, a mundane Dwarf, on the path. If you talk to him he will ask
you to do one of three things: Bring him 10 Wolf Skins, Find him a wife, or slay a wolf in the twentieth area. If he told you to bring him 10 Wolf Skins, they can be found
in West Woodland or East Woodland sometimes, but they are quite easily found in Astrid. If you bring him back this amount
of Wolf Skins, he will reward you with about 15,000 experience. If he told you to find him a wife, go back to Mileth and say out loud "Throttler Wife" to all
of the female mundanes in town. Eventually, one of them will say "Throttler is still looking for a wife? Bring this to him
and talk some sense into him!" and "Throttler's Letter" will be put into your inventory. Return to Throttler for 50,000 experience. If he told you to slay a wolf in 20-1, then just follow the path all the
way to area 20-1 of West Woodlands. The only animal in there will be a wolf, and it is easy enough to kill. Return to Throttler
for I think 100,000 exp plus a Legend Mark that reads "Hunted down a wolf of West Woodlands".
The Letter Quest by
Nakio First, find a female/male friend depending on your sex. Head to the Mileth bar once you two are hooked up together.
Talk to the bartender (Riona, the Mundane) and ask her about the letter. The male will talk to Riona and type in the female's
name. Then she will get some information on where to go next, it will appear in your information bar, so if you miss it, just
scroll up! Next, the female will SAY OUT LOUD "The Letter" and get the more information about your next area. Once you get
to the mundane, say "The Letter" OUT LOUD and gain information on your next area (Its usually the knight of Loures, you can
skip the top 2 options and listen to the 3rd, thats all you need) Next, head to your next goal, and the male will say "The
Letter" OUT LOUD. Then click on the option: "Ask your female compainion to talk to him" Once after that, head back to the
first mundane you had to speak to (No, not Riona) and the Female partner will say "The Letter" out loud and recieve your items! Your ultimating item is the Eternal Love Ring, which give
20% Magic Resistance and Remains on Death. (Sweet!) But that is super rare. The other items are... Woman's/Man's Bouquet x10 (Recovers full health when used against another
Aisling) Woman's Sweetheart/Man's Sweetheart x10 (Recovers
full health when used against another Aisling)
Spare a Stick Quest - Loved by Mileth Mundanes Mark by Aerwynne This is a repeatable quest is for insights 1 - 11 only You do not have to be registered to complete the quest.
You do not have to be registered to obtain the legend mark. (Although I think it helps) First, make sure you have
no more than aproximately 500 gold in your pockets and that you do not have a stick. (Toss your sticks and bank your gold
or if you're trusting enough, drop your gold under your feet) Go to the Weapon Smith in Mileth and choose the Spare a Stick
option. He will talk to you and instruct you to obtain 6 branches in exchange for a stick and a shield. You will, of course,
say yes, you'll gather the branches. Sticks are located in two areas. In Mileth you may find them just south of the stream,
between the Inn and the Temple of Choosing. There is also an abundant supply of branches in Eastwoods Common. Walk around
until you have 6 branches. Each branch gives you 50 experience. (might be 25) Return to the weapon smith and again choose
Spare a Stick. The smith will speak to you and tell you how wonderful you are and give you 1000 exp. If you hit next, he will
give you the stick and the shield. To get the legend mark... loved by Mileth Mundanes. You must repeat the quest until
the Weapon Smith says. " You remind me of my child." When he states these words to you, and you click next and you will have
the mark on your legend. Some aislings have gotten this mark in as few as 3 attempts. Others have taken near 15 attempts
to get the mark.
The Dragon Scale Sword by Stadsport Insight 20, best for Warriors. This quest gets you the weapon, the Dragon Scale Sword. It looks cool and is probably
the best Warrior weapon there is until insight 50. At the Mileth Tavern, in the back of the room is an old beggar who speaks
of the Dragon Scale Sword. But he won't tell you how to get it because he's hungry, and thinks he can get some food for his
knowledge. Talking to him is not required to start the quest, but oh well. Go to Lynith Beach, and bring some Pirate clothing
with you. Bandanas, Scarfs, Shirts, garbs, whatever. Head to the West side of the beach, and go north until you see a raft
sitting at the shore. Walk to the edge of it, and you will get a popup asking if you wish to board the Pirate Ship. Board
it, and put on your Pirate clothing. You'll be on the center deck. Go to the western-most door (In the same position as
the Captain's Cabbin on the Medenian ships). Go around the hall, and you'll be in the main hall. Go down the stairs. Walk
down a bit, and keep a lookout up north for the second door. Go in, and up North. There will be a pirate behind the counter.
Talk to him and get some Seafood from him. Once you have that, run back to the Tavern and talk to the beggar. Give him
the Seafood, and he'll tell you a bit about the Dragon Scale sword. His clue is that it's Guarded by the Dragon, which you
can summon by stepping on its eye. Now walk all the way to Shinewood. It is a good idea to bring a friend. I soloed it,
but it can be a bit risky. You need to reach Area 8. Here is a map.
 [5]--[7] | | [4] [8] <-- Dragon Summoning Room | [3] | [2] | [1]
Notice how the overhead map forms the shape of a Dragon head.
Walk in through the Mouth, and go step on its eye. It will appear, and you can fight it right there.
And it will drop the Dragon Scale
Sword, some gold, and reward you with some experience.
Heart of Fire/Moon from Meallaire Site Terms used in the Guide: Directions- "North" is the direction you are facing after pressing
the Up Arrow Key. It can also refer as the top right of your screen. Pop-up- Meaning the windows that appear with subject/options
about conversation or action when you walk over a special spot on the map. Read everything- When this term is used, it
means read all the available options/subjects that exist unless otherwise told. It may require you to go back and fore to
get to all the options/subjects, but it is required to complete the quest. In completing this quest you will not only
receive a bonus of 1.6 million experience (the amount varies, but this is a general figure), you will be given the ability
to cast Io dia naomh aite ionad comlha (protects you from damage in battle) in the Loures Dungeon. This is a step by step
guide of The Heart Quest. Heart of Fire/Moon requires two characters as a team, and each character will need to prepared the
following items: two beothaich deum potions- pray Glioca for the potion. Step 1: The quest will begin at the Loures
Prison. Speak to Marlin, the wizard behind the bars. Read everything on The Heart. Step 2: Visit JEAN OF LOURES,
in Loures wizard shop which is next door to the Loures library. Speak to Jean and click under the subject of Cycle of Becoming,
than read everything under the subject of Theology of Conjunction. When he starts talking about Bella, you may click all the
options EXCEPT the line of: "Even if you harm others?" If you read that line, he will throw you out of his study and you will
have to start over. Step 3: Enter Enchanted Garden (EW 1-1). Follow the path North and walk into the flowers on
the north side of the garden. There is a White Flowering Bush in this area. Find it and get a pop-up. You will need to speak
to the fairies, so click the option to "wait" for one to come. You will sometimes need to offer red potions at this bush to
attract the faeries; usually if you have attacked one in the garden. When a faerie shows up in the popup, ask if she has seen
Bella, and ask where she is now. The Fae's response: "Dark, beating wings carried her off!" Step 4: Return to Loures
Prison and inform Marlin of what happened. Of all the options Marlin gives when he speaks to you, choose the ones that indicate
you will continue the quest. Such as "I will help," "What can i do?", etc., then agree to deliver the message for him. Step
5: Exit the dungeon and the Weapons Smith room next to it. You'll be in a little kitchen prep room. Go west into a bedroom.
There is a bed there without a pillow. Walk around it and find a popup. When it asks to "resist" or "feel" the stone, ALWAYS
"feel" it. Step 6: You will enter the Dark Maze. The maze is generally safe but you will want to stay close to your
partner and be wary of Night Gaunts. If your partner is higher or lower in insight than you, they might get transported to
the maze for their insight level. Dont bother attacking Night Gaunts: Aislings are usually insight 11 when they do this quest
if that describes you, you can't kill them. Walk through the maze (use Look to keep track of your location) and locate the
room with the Night Gaunts (usually "Maze South"). Near the door to one of these exits in this room you will get another "feel
it" popup. "Feel it" and you'll get poisoned. Quickly press f5 or locate the popup again and you will be relocated to the
Center of the Dark Maze which looks like the inside of the Temple of Choosing. Step 7: You're at the last step of
the quest. Your team must decide who is going to play the role of Fire and who is for the Moon. When decided, Fire should
enter the circle first, than the Moon may follow. Click on the option, "Perform Fire and Moon", than enter your partners name.
You will than given some pop-ups of lines, say different line each time after your partner. The role of Fire should get more
exp than the Moon, the amount of exp depending on insight and gender. Some say females should be moon and males be fire to
get the optimum experience.
Mehadi Flower Quests from Meallaire Site Insights 11-99 (Mehadi maze/Loures castle) There are three wild flowers in Mehadi: the Sevti (white blossom), Tulsi
(golden blossom), and Nila (dark blossom). They each have a unique function in Temuair. Cure the Sick Child: First,
you need an escort in the maze, or you can be killed easily by monsters. Make sure you have 5000 gold, scrolls and a few reds
before going in the maze. There are a few screens to pass before getting to the maze, and in the maze you have 3 screens.
To get through the maze: go East, then South, then South again, and you will reach the Flower Patch. Its a small room with
bushes all over the place. In the down-left corner there is a white bush. Stand there, and gather the sevti blossom (white
flower that smells like lemon). You can have your escort pick a flower for you as well, but they should drop it and have you
pick it up so you will get more exp when you hand it in. Remember to have 5000 gold per flower on you before going to the
Loures castle. At the castle, you need to go through the upstairs hallway. In the screen after that, there is an archway before
you get to the throneroom. Talk to the mundane in this small room, whose name is Paulin. Talk to him, and ask how the sick
child is doing. Say you wish to give a sevti flower and 5000 gold. Give him the flower that YOU picked first, then the other,
by putting them in the proper order in your inventory slots. The quest gives 150000 experience for each flower and 5000 gold
given. You can give 5 flowers on the same day, or do the quest everyday with a few flowers, until your legend says that you
have cured the sick child of Loures. After this mark, the experience for each additional flower given is of 25000. This is
the best way for little priests to get to insight 19, combined with conix quest, and be able to use staves. Aid the
Pact of Anaman: This is a roleplaying quest only, as it gives very minimal exp and the legend mark you receive is
only visible by you. Repeat the steps above but pick a Tulsi (located in the north east area of the flower patch, a blossom
with a blue center). Give five of to Paulin WITHOUT gold and you will receive a special legend mark which only you can see. Nila Mystery: The Nila blossom is only
used for Rogue Nightmare quest, but you are more than welcome to try your hand at giving a bunch of them to the sick child
to see what happens. You dont get exp for this.
Porte Forest Quest
by IceMagi Insight 11+ Optional for advanced players: Skip straight to Step 6 and kill the Mantis with god-summons.
Not recommended for first-time questers. Step 1: Start by walking to Suomi cherry farmer and asking about Porte
Forest. Step 2: Walk to the weapon smith and say "Porte Forest" aloud. He asks you to collect Trent Roots which
are dropped by Tree Demons in Porte Forest 3L, 3C and 3R. Step 3: Collect 4 and return to him. He tells you about
the Silver wolf tarp and the mantis. You must have at least 1 tarp to defeat the boss Mantis (more below). Step 4:
Go to Bertil the Fae and say "Skin", aloud. She'll tell you to collect silver wolf mane, you need 5. Step 5: After
you get 5 go back to her and she makes you a tarp. Silver Wolf Mane Fur is dropped by Silver Kobolds in Porte Forest 4L, 4C
and 4R. Step 6: Head to 4R, just below of the entrance there's a tree and a rock, walk around there until you get
the Turuc Pendant. Step 7: In 4C north side there's an exit, that should be where the trap room is. If you don't
have Giant Ant Wings, while you're crossing the traps you WILL skull instantly, but you can cross the traps with the help
of a partner and a lot of reds. Otherwise if alone, you will need about 6 wings to pass the room safely. You can skip
this part by walking single-file through the trap room. Keeping in mind that there are traps that will 1-hit you on every
square of this map, walk forward 1 step at a time, and red the first person in line when they get skulled. The first person
then casts either mentor or prayer to cancel out that trap for everyone else in line. Step 8: The room after the trap room
is a waiting area. Upon exiting the waiting area is the Mantis Room. He has about 90~150k hp and he casts gar if you're close
to him. Without the protection of the tarp,his Deathblow attack will kill you instantly. After you kill him you will be taken
to the lost girl of Porte Forest. (You must have the tarp in your inventory then you will get ported to the girl) Talk to
her she'll take you to a Hut in Porte Forest 3C. By now you will have a legend mark 'Saved Daughter of Porte Forest' and a
Tristar Ring. Step 9:
This marks the end of the quest if you wanted the ring. But you can also get another legend mark if you give the ring to the
lost girl's father in the hut. Upon giving the ring, you will get 430k exp and a new legend mark 'Eased the Suffering of Porte
Forest'. Tristar Ring adds 300hp, 150mp, -1ac, 10%mr. Usable by peasant/other of the 11th insight. It is exactly similar
in attributes and repair cost as Gramail Jade Ring other then that of the insight requirement and -1ac.
Octopus of Karlopos Island by IceMagi Insight 41-70 Step 1: Gather a group of 5 aislings, one of each of the
five paths. You will each need an Earth Gem (procured from the Earth Spirit of Medenia. You need to be of insight to do this
quest to get a gem.) to get into the Octopus room. Step 2: Kill various monsters in Karlopos and collect 4 livers
for each group member. Step 3: Go to the bistro (food place by bank) in Oren, ask about King Octopus. Step
4: Go to Baldo in Oren (middle doorway in the first long house in town) and say "King Octopus" Step 5: Next
go to Reto, who is in the magic shop (farthest left building in Oren, west of Baldo). Say "Mireh" to Reto, or just skip that
part and say "Liver." You give him 4 livers, he gives you a red pearl. Step 6: Take the red pearl from Reto to Karlopos
island. From the entrance go to 2-C, then north (top right) to 3-C, then to the top corner of 3-C. You'll see some weird plants
and a signpost. Head to the left of the signpost and you'll be transported to a man who will give you a coral pendant. This
isn't needed, but you can take the coral pendant to the jewelry lady (sells sparkles) in Oren and say "Pendant" or "Coral
Pendant." She will give you precise, specific directions how to complete the quest. Step 7: Then this is where we
need others to help complete quest. (One of each class) Go to 4-C where the rocks are at the entrance and each class has a
specific spot to stand at. The jeweler of Oren tells you where these spots are. When all the spots are taken place, you'll
be teleported to another area. Step 8: The Trap Room. This is similar to the Porte Forest Trap Room, except that
it's a bit longer and various monsters from Karlopos in it. Get through by walking single-file through the ENTIRE section.
A good lineup would be Basher-Priest-Basher-Rogue-Wizard. This spaces out the bashers so they can attack anything that might
sneak up. Keep in mind that there are traps that will 1-hit you on every square of this map. Walk forward 1 step at a time,
single-file, and red the first person in line when they get skulled. The first person then casts either mentor or prayer to
cancel out that trap for everyone else in line. Step 9: Once you get through the trap room, using up many reds,
you'll have to fight through 6 or 7 areas containing average Karlopos Island creatures such as Gogs, Octopi, Crabs, and Spore
Sacs. Step 10: The waiting room is a bit different. There are five spots, seperated by wooden fences. One of each
class will have to stand in one of the spots. The wizard can figure out which class goes where. The top is warrior, second
is rogue, third is priest, fourth is wizard, and fifth is monk(I think). Step 11: Yay! You're teleported to King
Octopus! He's easy to kill, provided your group is relatively competent(took around 30 seconds for our group). After you kill
him, you're teleported to the boy. He transforms your pendant into a sea coral necklace. You then get teleported back to the
Karlopos entrance area.
Cap/Band of Danaan Blessings by JenKath and Eranyata You can attempt the Cap of Danaan quest at insight 50. 1. Speak with the
boy at the Abel inn in the second hall, second room. 2. Speak with Blaise (not Jean) in the Loures Library. 3. Speak
with Camille, the Acolyte at the Gramail Temple. 4. Speak with the mundane in the building at Abel Beach. 5. Speak
with Fiosachd's avatar in Temple of of the Veil (or Choosing as its more commonly reffered to). 6. Speak with Luathas'
avatar in Temple of Choosing. 7. Head to Mehadi and say "cousin" to the beggar (this also works with the beggar in Astrid,
and perhaps others). 8. Go to the Mukul in the swamp and say "The Cap" (make sure to have a viper's gland in your inventory
when you say this). 9. Get some mold from Mileth Crypt and head to the Sgrios Temple to speak with Greim about talking
to the dead. 10. Speak with Ceannlaidir's (or Cail's; see below) avatar in the Temple of Choosing. 11. Go to the Undine
tavern and say "Need help?" to the orphan girl (make sure you have a wolf skin in your inventory). 12. Speak with Ceannlaidir's
avatar again. 13. Go to the Tagor Weapon empowerer and say "Need help?" (make sure you have a wooden stick in your inventory).
14. Speak again with Ceannlaidir's avatar. 15. Speak with Glioca's avatar in the Temple of Choosing. (Select 'Completed
Tasks'). Alternate starting
from 10: 10. Speak with Cail's avatar at the Temple of the Veil instead of Ceannlaidir (the son instead of the father).
11. Speak with Maeveen, the Acolyte of Glioca's Temple. Bring her the ingredients for making beotaich deums (2 cherries,
1 grapes). 12. Return to Cail's avatar at the Temple of Choosing. 13. Speak with the monk at the Saphire Stream Monastery.
Bring him some leather greaves (purchase these at the Abel armourer) 14. Speak again with Cail's avatar. 15. Speak
with Glioca's avatar. This
is the only non-path-specific helm in the entire game that is worth using. When you finally complete the quest, keep this
helm safe, and bank it once you master. If and when you chose to become a new path (bard, summoner, archer, gladiator, or
druid) you will lose your master helms. When that happens you will have to use Danaan headwear. To consecrate the band/cap, take it to any Temple Mundane and say, "Please
consecrate my [band/cap] of Danaan." To make the hat regular again, take to Erin (the Glioca lookalike) at the Path Temple
choose option to lesser desecrate it. Cap/Band of Danaan (regular): 100hp 100 mp Order (Gramail) 30% MR +10 AC Passion
(Glioca) -5 AC Swiftness (Fiosachd) -200 hp -8 AC Decay (Sgrios): -350 hp -10 AC Wisdom (Luathas) -100 hp +400
mp Creation (Deoch) +200 mp +1 regen Harmony (Cail) +400 hp Honour (Ceannlaidir) +5 DMG
Pentagram Quest from Meallaire Site Insights 60+ Intro:
Read this walkthrough before attempting this quest. The quest has bugs in it that Nexon cannot/will not improve and it is
very easy to fail more than once. The armour you receive in this quest is not transferable, bankable, or droppable. It can't
be destroyed unless you tailor it to death or get someone to bash your ghost in the arena while wearing it. Anyone looking
to sub later in life should not do this quest or you'll be stuck with armour you can't wear. What you will need: One
group member of each class (5 total) all within the same 9 insights (60-69; 70-79; etc). Everyone must have full labour.
Pen and Paper for writing down clues. Wizard needs 2 pieces of Zombi Flesh. Red potions. Step One: Meet
at Loures Library. The wizard will begin by triggering a popup found along the shelves in the library and asking everyone
to sign a pact from the popup. You need full labour to do this. Once the pact is signed you have 3 hours from that instant
to complete the quest. Done carefully it can be completed in 15 minutes. Step Two: Get aite and meet at House Macabre. Step
Three: In the first yard of HM, there is a spot in the north-west (left-up) side of the map located in a couple of gravestones.
Walking over the spot will pop you down into the basement of a house. In the room 1-1 (the one you should appear in) there
is a hidden entrance to the penta room that looks like rotting floor boards (south-west corner, along wall). You can only
enter if you are level 60+. This room is called the Penta Room in this walkthrough.
Step Four: Making the Pentagram. In the penta room there are skulls in the form of a pentagram (5-branched star).
Each class has a specific skull to stand on. The wizard goes to the bottom skull, monk on left of wizard, warrior on left
of monk, rogue on left of warrior, and finally priest on left of rogue (which is right of wizard, and closes the circle).
The wizard has to drop the flesh in front of them, and pick it up. A candle appears in your inventory. Then everyone moves
clockwise 2 skulls. Basically, wizard will be at warrior's spot, monk at rogue's, etc. Step Five: The First Popup.
Using your pen and paper, write down what you see in the popup, which should be a MUNDANE (ex. Dark Cleric, Lich, Beetle,
Headless Horseman, or or Nagetier Rat), ITEM and a LOCATION (ex. "Pipes, second cellar of third HM yard", which translates
into "Basement 3-2"). Make sure everyone has the hint on paper, and whisper the clue to the person it belongs to. Shouting
it at random will help no one. The clue belongs to the person that was first sitting on this skull (ex. wizard should tell
warrior the popup content, etc.). Basically whoever is standing counterclockwise 2 skulls. Use your pen and paper and write
it down. Now take this clue you were told by another group member, and head out looking for it. Step Six: The Second
Popup. When you get to your first clue (ex. "An altar on the north side of CR 2") you will get a second popup. Ignore it.
While it is true that you will get a total of 2 clues in this quest, you only need to complete one of them to get your armour.
The second half of the quest is bugged. Once you get your first clue, go back to the penta room and await your group. If your
group members need help in CR, now would be a good time to assist. Step Seven: Getting your armour. Everyone must
stand on the skulls again in the original configuration when you started. Wizard again drops zombi flesh. A monster will appear
if all went well in finding the clues. Blind it, spell yourselves up, read ele, and bash. When it's dead, go back on skulls.
Drop flesh again. The armor will appear in your inventory.
The Unknown Depths
by Teddienz Priest Master Necklaces: Ruby Pearl Necklace: A strength necklace.
-6 ac, +2000 mp, +20 mr, +2 str Emerald pearl necklace: A dexterity necklace. -5 ac, 2500mp, 20% mr, +2dex Sapphire
Pearl Necklace: A wisdom necklace. -4 ac, 3000mp, 20% mr, +2 wis Diamond Pearl Necklace: An intelligence necklace. -8
ac, 1000mp, 20% mr, +2 int Amber Pearl Necklace: A constitution necklace. -7 ac, 3500mp, 20% mr, +2 con The quest in
the Unknown Depths for master accesories starts in Loures Harbour, in the second house that you buy tickets in. Press tab
and you'll see a hole in the wall. Walk into it and find a bar with a pirate named Creeg. Say hello to him to start the conversation. Items
Needed: Breath Ring Four SEPARATE tablets At least 5100 hp (or someone to red you) for attacking chests. Starfish
Arm if you don't have tablet 2 Tablets Tablet One: Say "Hello," to Creeg, then "Who are you." When he asks
for your name, say "I am (your name)". He will then ask you to sit down. You must say "*sits*".. The rest of it is all very
simple, if you just listen to what the Mundane says. You will see what he wants to hear from you. After the conversation ends,
he will give you a piece of a tablet, and tell you what to do with it. Tablet Two: Board the ship to Medenia, and
make sure you have a Breath Ring. You can get them from the Oren Jewelry Merchant. Talk to the Mundane on the Medenia ship,
Anara, about the "boat schedule." When she says that the boat has left for Medenia, click "exit ship" to disembark and you
will enter the waters below. Kill starfish until you get a Starfish Arm. For Tablet 2, go to Area 8 with your Starfish Arm,
and enter the Giant Sea Shell House. Say the following to the Mundane Qualen: Tablet, Seafood. Then you receive Tablet 2.
Tablet Three: Enter Area 9 which is adjacent to 8. In the upper left hand corner of the screen you will find a
skeleton named Donn. Donn says a lot so if you are in a hurry, skip what he says, but he does have a good story to tell. Say
up to him the following: Tablet, Burgess, Seagull, Propose. Then you receive Tablet 3. Tablet Four: Go to Unknown
Depths 12, and enter the Giant Sea Shell Shop. There say to the Mundane Keily 'tablet', and she gives you Tablet 4. Head east
and you will piece together all four tablet pieces to make "Ship Tablet." This will transport you inside area 14. Once you
are in area 14, do not leave, or you will need to get all four tablet pieces again. This means going back to the surface and
talking to Creeg again. Inside the Ship First Floor: 1-1: Kill any eel you wish
to receive the next key. 1-2: Kill any eel you wish to receive the next key. 1-3: Kill an eel that attacks like a
normal eel, be careful not to hit a Love Eel, or you will be kicked out of the room. 1-4: Same as 1-3 1-5: Same as
1-3 1-6: Eels spawn one at a time, but always drop a key. -After getting the key in 1-6, go upstairs. Second
Floor, Teleporting and Trap rooms: 2-1: Left, Right, Right 2-2: Up, Down, Left 2-3: Left, Right, Left, Down
2-4: Right, Up, Down, Left, Up 2-5: Trap Room 2-6: Trap Room. After getting the key in 2-6, go upstairs once again.
Third Floor: All chests rooms, attack a chest and it either: Blows up (doing 5k hp damage through dion), Gives
you the key to the next room, Gives you 100k, or gives you nothing. Once you get the key in 3-6, go upstairs. Fourth Floor:
First room on the floor is empty, enter the next room. 4-1 to 4-6: Kill a sea skrull and get a key, they always drop keys. Fifth
Floor: First to Third room you have to kill skeletons. The skeletons aren't as hard as the Sea Skrulls, but don't always
drop keys. In the Fourth Room you have to step onto the Wooden area and follow the directions, like when you get the Oren
Sewer Key. In the Fifth Room hit the Pirates in order, making them say Bottle of Rum, and they dance and sing. Last room on
the floor, DO NOT HIT THE SKELETON IN THE MIDDLE OF THE ROOM, say Arr and he gives you the key. Sixth Floor: The
mermaid is on this floor. Walk up to her and say "Maryla" then "Donn" then "He's dead" and finally "He will always love you." (At
this point the walkthrough breaks off. I'm assuming that you get the ore at this point. Go back to the Shell Shop, talk to
Keily to make your accessory.)
Morrigu Nightmare from Meallaire Site Insight 80 Female This quest can be attempted from insight 80 and up by female priests. Start at Narve, Fae of Piet. She will tell you
about the legend of Morrigu. Read through it and learn about Morrigu: the ancient tripple goddess of battle. She is born in
three forms: Ana, the Magik of Battle; Macha, the goddess of battle; and Madb, the fury of battle. This quest is very interesting
as it is based on actual Celtic history. Narve will tell you to seek out a very specific spot in East Woods 1-1, the Enchanted Garden. I'm not telling you here
where the spot is because i think that you should get the full effect of the quest by going to Narve in Piet and reading it
yourself. I feel it's well worth it. When you get the
popup in EW 1-1, dream of Morrigu and you will be transported to a small glade. Read carefully and take note of what they
ask you to do. You'll be instructed to go to 1 of three places: Piet crypt, EW 18 or EW 20. Go there and find a popup in the
place they described. When you have done all this, return to the first popup, dream again of Morrigu and be transported again
to the glade. The result of the quest is a legend mark that says "Dreamed of ____" (the name of the spirit) and a heavy armour
called a Morrigu Desciple Pellison (AC -39; +20 MR; 5 Regen; weight 10; cannot be banked; breaks on death).
Cthonic Disciple Nightmare by Hiroyoshi The requirements for the Nightmare Quest are as follows: Must be insight
80+, Must have a Sgrios prayer necklace, Must be the day of Sgrios, day after Sgrios or Luathas day (8, 16, 24, 9, 17, 25,
4, 12, 20). Use your spell Nis to find the day. Now that you have met the requirements you are ready to prove yourself
worthy of wearing the Wraiths Cloak. First, find the mundane named Gregory. You may find him in the temple of choosing
when you first walk in. He will be in green. Click on him and he will give you some information on the quest. Your first
journey is into Mileth crypt. This isn’t an easy journey seeing how the monsters are not very dangerous there. From
the instructions giving by Gregory, walk down to 22-2. When you get there, walk around the tomb and you will get a pop up
(make sure you are wearing your sgrios necklace). Read everything and you will enter the nightmare. When you wake up you will
be in a small room. Walk around everywhere until you get another pop up. The pop up will tell you a second set of instructions.
It will either be to go back into Mileth Crypt, Piet crypt, or Dubhaim castle. You will wake up after the instructions at
your hometown. Follow you’re the instruction you were told and find the ancient laboratory. If you are told to go
to Mileth Crypt you will need to go down to 27-3 and find the ancient laboratory. When you find the ancient laboratory go
back to Mileth crypt 22-2 to the spot where you went into the nightmare (wear sgrios necklace). Read everything again and
you will be brought back to the black room. Walk around until you get a pop up. You will then get you nightmare armor. Make
sure that you have the strength to carry it. You will get a different legend mark depending on where you went to find the
ancient laboratory.
Marauder of Gold Nightmare by Voxe Requirements: Rogue (Not Archer). Insight 80+. Some knowledge
of Mehadi. 1x Finished Hy-Brasyl. 5,000,000 Coins (optional) Steps: Gather your stuff, and make sure you have 31 or more inventory weight space.
From this point, I assume you know the way through the maze to the flower picking place. In the Mukul room, on the way to
the maze, as you are approaching the exit of the room, approach the river on the north-east. Look across (press F5 if neccessary)
for the Mukul on the other side. Talk to him about The Marauder. Listen to all his stuff, then go to the flower picking place.
Find the Dark Blossom/Nila Blossom at the eastern end of the room. After picking it, move one pace west and eat the blossom.
(Walk around until you get popup to eat blossom or not). You dream you are in an icy little place. Walk and you get a popup
which will give you one of 3 options: 1.
Give a Finished Hy Brasyl 2. Give 5million gold 3. Unlock chests in Crypt 11-1 If you get option 1, do that. If you get 2, then it is your choice whether to spend the
money on it or not, and if you get 3 then just dont bother. If you get a bad option, wait 24 hours and try again. When you
have gotten a good option, hand over the goods, and you will receive your Marauder Hide and Marauder Helm. Marauder Hide
- Weight 30, AC -47, -900 HP Marauder Helm - Weight 1, AC-3, -100 HP Although AC is good, HP loss and weight make it
unsuitable for hunting. It looks nice though - pants down your ankles, red butt-flap and fuzzy neck.
Arena Circuit (PND) by Zuru In doing the circuit PND style your chances of skulling decrease a lot. In order to defeat
the circuit you will need: 1 Redder: Anyone can do this job 1 Bard: They are the ones that Heal & Pramh the target
(You can Dark Seal if you want to, It helps lower the MR making PND hit more often) 3 Wizards: 1 must be pure. The others
can be pure or subbed to wizard. Tip Make sure that the wizards have some form of Ard Leasiach & 30 fiors in their
inventory & are wearing a Nadur Necklace. Leasiach helps keep your Wizards alive & well during the Champ battle. Also
allows for easier flowering & Mana restoration. First Room In the first room PND basicly kills everything super quick. You will be done
with this in about 1 mintue. Carnun takes about 7 hits to kill. Second Room When you enter the 2nd
room have your Redder quicky attack the fat guy & run around the wall into position. Have your priest Pramh it & run
around the wall constantly healing. Positions Have 2 of the 3 wizards attacking. Have 1 in front of the redder &
have the other next to the redder. Have the Priest & Pure Summoner a couple steps back out of harm. To defeat the 2nd
room easily have your Priest Pramh everything as soon as it appears & cast Dark Seal if you want. The 2 wizards Spam PND
while the Pure Summoner flowers your Priest & occasionally flowering your attackers. Since monsters dont attack while
pramhed & PND doesnt disturb pramh they can FS without trouble. With 2 attackers everything should die fairly easy. Once
on Tauren have your 2 Attackers use their Ard Leasaich spells. Use only 2 Fiors. Between the 2 attackers he shouldnt need
more Fiors. Third Room Once complete with the 2nd room have your Redder quickly attack the Salamander
& run down to lure it to the other side of the wall. Have your priest healing & your Sums flowering. Once its in place
& your in position (star formation) Start attacking following the 2nd room strategy. this will lead you to the Champ fairly
quickly. Champion Killing
with PND on the champ may take a bit longer but wont be as bad since he doesnt spam his Gar spell. This is when ALL Wizards
will attack with PND. Using your Ard Leasiach spell & your 27 Fiors you should be able to eliminate him without any trouble.
Have your Pure Summoner flower the priest whenever needed. Try alternating between PNDing & flowering to keep the priest
mana full. Have the priest Time Pramh correctly since the champ will spam his pell more if he is spammed on with pramh. Tip Have your Redder carry extra fiors for each summoner
(If different fiors are needed for each wizard) This way you can have 60 if need be.
Oren Sewers Quest by Dhauzimmer Get the Oren Sewer Key Get some kinda pirate gear, whether from
the Oren Tower Maze (for the red scarf) or any of the gifts Baldo gives you (the black scarf for 9 or the garb for 18 pirates
killed). Then go to the pirate ship offa Lynith Beach. You enter the pirate ship on let's say the top floor. Go one floor down to the middle floor. There, go
to the second door from the stairs on the north wall. Inside is the cook who gives tentacles for the DSS quest, but at one
of the tables is a big ol' round pirate, tell him Aislings killed the Captain. From there go to the second last room walking
away from the stairs, this is the first mates cabin. There is a dresser on the middle of the west wall (<- arrow). Stand
in the north corner made by the dresser and the wall. There you get teh captains room key. Go to the bottom floor of the
ship, walk across that room to the locked door. It will open with that key you got. In this next room head to the north wall
there is a desk there with a map on it, there you will be told to head to the Lynith sea to stand atop the the first skull
you see on the ground, facing the same direction as the skull. Get you breath ring and head to the Sea to stand on the
skull. This first under sea area is easy enough to follow the directions given( Many things after this first floor are hostile
and can kill you, maybe bring help). Then in the second area you stand on the next skull to start. Follow directions to the
third area. Follow those directions to get into the fourth room. In this fourth room find the exit into the fifth room, near
there you will find the last skull to stand on. It will tell you to find the 'X' in teh next room. enter the fifth room with
its skrulls and clear octos and head to the Northeast corner. there you will find two shovels lying in an X stand on the north
side of them to get your oren sewer key. scroll or dach out and head for Oren. In oren, the first building with three doors
on its east side enter the middle door, there you find Baldo, the old man guarding the sewer enterance, walk to the sewer
enterance(it takes your key and gives you the legend mark "Explorer of Oren Sewers..." and you can re-enter when you like) Drink at the Fountain Insight
41 to Enter Sewers In the oren
sewers its very straight forward, use doors and transporters to get you from Sewer area one up to sewer area 9. In 8 or 9
kill 2 salamanders (each person in the group has to have the killing blow on two salamanders) In 9 USE THE DOOR on the east
side (-> arrow) to get to area 14 work your way across into the room with the pirate doned in Rogue Maruader outfits and
kill(each person in the group) two(or is it only one?) of those tough pirates(this room also drops pirate blouses and shirts).
Once done with the you can enter the north door into an empty oren sewer area, walk north to the fountain and drink deep.
You are given some experience and more importantly 800 hp and 800 mp. You can go to the sewers anytime you want with the legend mark you got using the key. You can repeat the Fountain portion
of the quest bi-annually, and as I said, thats once every six months.
Creant Quests: Lady Phoenix by Dhauzimmer First you need to acquire the Sweet Potion(summons Giant Ant), the Mantis
Potion(summons Red mantis), and the Dragon Scale Sword(summons the Hydra). Dragon Scale Sword: Use Stadsport’s excellent walkthrough for this. Sweet Potion: You will need 1 Cherries (harvest or buy in Suomi) 1
Grapes (harvest or buy in Suomi) 3 Tangerines (drop from Shinewood Centipede in SW 9, 10, 11) 1 Papaya (drop from Shinewood
Bee in SW 9, 10, 11) 1 Green Grape (drop from Shinewood Viper(dark purple) in SW 9, 10, 11) 1 Rambutan (drop from Shinewood
mantis(brown) starting in SW 14) To get the sweet potion first go stand at the center of the “Ant’s Head”
in SW 23. There you will get a pop-up, you see the Ant but it gets away. Head to the house in SW 17, inside there tell the
alchemist “Giant Ant” and through the pop-up you go then say “I have the fruit” that should get you
the Sweet Potion. Mantis Potion: You will need 3 Mantis Eyes (drop from Mantis in EW and SW 2-8) 1
Passion Flower (drop from Gold Beetalics and Shinewood Mantis? in SW 20+) To get the mantis potion first go stand at the
center of the “Mantis’ Head” in SW 27. There you will get a pop-up, you see the Mantis but it gets away.
Head to the house in SW 17, inside there tell the alchemist “Red Mantis” and through the pop-up you go then say
“I have the mantis stuff” that should get you the Mantis Super Sex Potion. Summoning the Ant and Mantis: Go
back to 23, stand on the same spot you first saw the ant(pop-up in the ant’s head) and drop the Sweet Potion. This will
summon the Giant Ant. Kill it and take its head. Go back to 27, stand on the same spot you first saw the mantis(pop-up
in the mantis’ head) and drop the Mantis Potion. This will summon the Red mantis. Kill it and take its claw. Go to
the safe house in 30, careful on the way, there are greens after 29, and say “Creant” to the old man behind the
counter. Go through the pop up and at the close say “I have the head” to get the Lady Phoenix Ring then say “I
have the claw” to get the Lady Phoenix Feather. Summon the Hydra: This summon is the only one
with any real threat of danger since a green can spawn here while you are dealing with the Hydra. Anyway, from the safe house
in 30 go around back of the house to the entrance to 31. In the north corner of 31 you find the Hydra summoning altar. Equip
you Dragon Scale sword and “click” on the altar (tab to notice the red dot) to get a pop-up, choose “attack
the altar”, being sure the DSS is equipped. Suains keep the Hydra from attacking or casting, BS or PF only keeps it
from casting. Kill each of its three heads(each one needs to be spelled, its Dark def so only cradh if you are bashing, cradh/fas
is someone is casting Deo on it). Anyway you choose to kill the Hydra it drops the Lady Phoenix Claw. Take it, you now have
the three summoning items you need. Head to 35. Kill the Phoenix: In 35, go to the dais opposite the entrance. Once there, lay suains
all over the dais. Next, person with the three summoning items should stand in the center of the dais, in the water. From
here follow the same route you took to kill the Hydra. Remember it will cast if not suained. Grab its head once its dead and
go back to stand in the water and you will receive the legend mark and possibly and item. Nothing for the wizard, but Warriors
get their Helms, as do rogues, and priests get the best staff in the game.
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