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Message ID: 2589
Date: Thu Oct 21 01:37:21 BST 1999
Author: Davis Tuea
Subject: Fw: [EQ-Spoilers] Fiery Avenger Quest.. (I DID NOT WRITE THIS)
----- Original Message -----
From: <SAZ23@...>
To: <EQ-Spoilers@onelist.com>
Sent: Thursday, October 21, 1999 5:32 AM
Subject: [EQ-Spoilers] Fiery Avenger Quest.. (I DID NOT WRITE THIS)
> From: SAZ23@...
>
> Hello all you spoiler people.... this may be the ultimate spoiler: I found
> this on Allakazam's Magical Realm... someone wrote in to him with the
details
> to the FA quest... even if this is a hoax it sounds really really cool!
ALSO
> NOTE: I DIDN'T WRITE THIS... I AM JUST TRANSFERRING WHAT IS WRITTEN ON
Alla's
> site to HERE... now... on with the FA QUEST!
>
> MAJOR WARNING: This quest was sent to me unsolicited and has not been
> verified in any way. I am printing it belwo exactly
> as sent to me. It is either acurate or a very impressive hoax, because
the
> detail is amazing and enough of the information
> corresponds to items and quests which I can verify actually exist to make
it
> seem valid. If you do this, be aware that it will
> require a huge amount of time to complete as well aas the sacrifice of
> several highly sought after items such as Soulfire. The
> reward is said to be the best sword in the game, which is wielded by
Aradune
> yourself. If you do it all and get nothing, just
> consider yourself forewarned.
>
> The following information is undisclosed. No you did not read it here; you
> did not read anything at all.
>
> Below is an account of the steps taken in order to acquire an elusive,
highly
> prized sword.
>
> You will require extraordinary faction with the paladins of North
Freeport,
> and with the paladins in Erudin. When considering an
> individual of either faction, "judges you amiably" will not suffice. You
need
> to be one step above this, "smiles/considers you
> kindly/warmly". In order to raise faction with the paladins of Erudin,
you
> can acquire a quest to gather zombie skins. Slay
> zombie sailors in Erud's Crossing, harvest 4 flesh and return them for
> faction.
>
> Part 1:
>
> There is a high elf paladin in the Felwithe Paladin guild, in the basement
> that will reward you for completing the quest of returning
> Dvinn's Black Heart to him. There is a hidden quest here that he will not
> reveal to you unless you take the initiative. Slay Lord
> Grimrot in South Karana to earn "Lord Grimrot's Misshapen Heart". Trade
this
> to the paladin and with appropriate faction, he
> will reveal to you that a former knight one quested after a "sword that
> purifies evil with fire". Take the note he gives to you and
> seek out the Drunk, a high elf, former knight it seems, wandering in
Greater
> Faydark. Give him the note, which he reads, but
> decides not to give his information freely. The Drunk hands you a bottle,
a
> two container slot, and requests an unusual drink
> before he "spills his secrets". The first of two drinks is the
"Tagglefoot
> Tingle Drink". This item is sometimes awarded by
> returning Runnyeye Warbeads to Rivervale in a side quest. The second
drink
> is created through Brewing. Find a craftsman to
> brew an Ogre Swill. The ingredients for this mix are a malt, yeast,
froglock
> meat, and a cask. Combine the two drinks in the
> bottle, and return this to the Drunk.
>
> Part 2:
>
> The drunkard is impressed by the drink and unravels his tale. Apparently
he
> once sought a "sword of fire", but inevitably gave
> up. He hands you an "Obsidian Key", and when you check your inventory,
there
> is also a "Key Ring" present. He mentions that
> there are three keys he was after, but does not explain further, nor what
the
> purpose of the keys is for.
>
> The second key is the "Shiny Brass Key". This item is found off the Ghoul
> Magi in Unrest.
>
> The third key is a bit more elusive. In the Abbey of the Muse in Ak'anon,
> city of gnomes, you will find the cleric AND rogue
> guilds. The rogue guild is behind an illusionary wall, and behind an
> additional hidden wall within this complex is a gnome rogue, a
> master locksmith. Hailing him he talks about a "skeleton key" that is
rumored
> to open many kinds of locks. When you ask him
> about the key, he hints that a rogue carried this key, but drowned long
ago
> with a sinking ship. Venture to the Ocean of Tears.
> Directly north of the small island with the dinosaur, and slightly to the
> left (near the isle of aviaks), dive deep under the water and
> near the bottom is an alcove with a zombie sailor type. Killing him you
find
> find the key on his body, which is actually called the
> "Mythral Key".
>
> Combine the three keys in the "Key Ring", a 3 slot container, and create
the
> "Key Set".
>
> Part 3:
>
> Venture to Erudin, to a chamber in one of the zones that constitutes the
> city. It is a long hallway with doors on both sides, one set
> of which leads to the bank. On the wall opposite the side with the "Bank
of
> Erudin", enter the chamber and locate the illusionary
> wall. What is surprising about this setup is that the lower half of the
wall
> is an illusion and fake, but the upper half is real! If you
> simply walk into the wall you not be able to pass, but your feet will
stick
> through the base of the wall. In order to pass through this
> obstacle, you must be of gnome size and crouch low, or as of a recent
patch,
> have a Shaman cast the spell "Shrink" on you. When
> you pass through the wall, you will come to a lobby room of sorts, a
cubical
> with a door before you. Hold the "Key Set" with the
> mouse cursor and click on the door. The door will unlock and allow you to
> enter. Inside is a study room of sorts, but also a living
> space and inside a human paladin in chain armor (not plate like the guild
> knights in Freeport and Qeynos).
>
> Hail the man and he mentions two things. He asks for his keys to the
chamber
> that he lost (ignore this for now), or you can ask
> him who he is. Apparently he is a former knight, seeking sanction in
Erudin
> from the oppresive world. He is a bit
> curious/suspicious of your presence and requests/demands that you prove
your
> worth. He hands you a small bag, with four
> container slots. The knight says that the "spawn of the burning prince"
must
> be stopped, and his skin brought back as proof of
> his demise. The Burning Prince is the name of Solusek Ro, god of fire, and
> the spawn is none other than Lord Nagafen. You are
> required to obtain not one, but three red dragon scales off the wyrm. "Red
> Dragon Scales" is a moderately uncommon treasure
> item on the beast. Zero to as many as three (rarely) can be found on any
one
> of his corpses. You will most likely have to slay the
> dragon three of four times to
> acquire an adequate supply. The fourth item to be placed in the bag is a
> hammer. The reclusive paladin mentions a magic
> hammer to forge a blade like none other. The hammer he speaks of is the
"Thex
> Mallet", which is involved or referred to in at
> least two other quests, or can be used as a weapon after obtaining it. To
> acquire the Mallet, slay the Elf Skeleton behind the
> third locked door in Befallen. He drops either the "Head" or "Hilt", so
kill
> the undead several times to get both pieces. Also on
> the third floor is Commander Windstream, a level 20 or so zombie. He
carries
> the "stem", a two slot container in which you place
> both mallet pieces. Combine and create the hammer. Place the dragon
scales
> and mallet into the bag and return to Erudin to the
> hermit.
>
> Part 4:
>
> Hand the combined quest items to the knight. When you hail the knight now,
he
> does mention "returning his keys", or "proving
> your worth". Instead he presents a different option. He mentions
"supplies".
> Upon questioning his further, he hands you a piece
> of paper, a "list" of sorts, with various blacksmithing components noted,
> such as sheet of metal, ore, etc. Keep the list and gather
> the blacksmithing craft items. You will need to find a blacksmith to forge
> you some pieces. It is important to hail him along two
> different quest lines, in order to obtain both the list, and the backpack
to
> combine all the smithing supplies. (Similar to the Ice
> Comet quest in which you get both a book and the wheel container, but
> separately). Return the backpack to the knight and he
> will tell you to return at sunrise, in one day's time. At this point he
> poofs.
>
> Note: The knight will return to the room at 6am. Use the /time command to
> keep track. However it is important to realize that
> twenty four hours must have also passed in order for the room to be
occupied
> once again. Example: If you returned the
> blacksmithing backpack to him at 11pm, he will not be there at 6am because
> only seven hours passed, so an extra day must pass.
> However if you return the supplies to him at 5am, you will only have to
wait
> 25 hours.
>
> Part 5:
>
> The following morning, the knight will be back in the room, available for
> passers-by to initiate the quest. Hailing him he requests
> the return of his keys, or proving your worth, just as before. This time
> return the keys which you should have kept up until now.
> He thanks you, and on the side, asks if you have seen his list. You should
> still have the list of supplies as well. By giving him the
> list, you open up the next part of the quest. He says that while you were
> gone, he had the Deepwater Knights forge a sword in
> reward for your heroism and courage, using the supplies and magical
> properties of the dragon scales. That is no doubt where the
> need for the mallet came into play. In any case, you are awarded a "Forged
> Deepwater Blade". [Forged Deepwater Blade Dmg:
> 18 Dly: 40 Class: Paladin] Venture to North Freeport, where the Paladin
> Guild of the Marr twins can be found. Find the guild
> master of the guild, the one that a level 1 paladin human would present
his
> guild note to. Hailing him will not present any
> recognition of the journey you have completed so far. At this point, you
> must have the "Soulfire". This holy sword is a
> prequisite for the last and final phase of this quest. In the trade window
> with the paladin knight, place both the Soulfire AND the
> Forged Deepwater Blade. If one OR the other is placed in the window alone,
he
> will simply say "thank you", and your sword will
> vanish. Killing the knight will not get the sword(s) back from his corpse.
> You gain experience upon delivering both swords. Your
> additional reward is a scroll, as the knight speaks of a "flaming sword"
to
> champion justice. The "Forged Deepwater Blade" will
> be found in your inventory once again (placed their automatically), but
the
> "Soulfire" is sacrificed at this stage. Take the blade
> and the scroll and consult the leader of the Cleric guild in North
Freeport,
> the temple of Marr. Hand the sealed scroll (you cannot
> read its contents) to the guild master, who casts some form of
blessing/spell
> upon you. No effect will be readily noticeable, but
> upon searching your inventory: The "Forged Deepwater Blade" of the
Deepwater
> Knights of Erudin is replaced/transformed
> into a/the Fiery Avenger.
>
> Fiery Avenger
> Dmg: 33
> Dly: 33
> Effect: Combust (182 dmg proc)
> Class: Paladin
>
> This sword is not an artifact, but the quest is long and involved,
demanding
> the pursuit of not just the deepwater blade, but the
> Soulfire as well.
>
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