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Message ID: 2590
Date: Thu Oct 21 05:57:19 BST 1999
Author: Sereph
Subject: Re: Fw: [EQ-Spoilers] Fiery Avenger Quest.. (I DID NOT WRITE THIS)
> From: "Davis Tuea" <dtfp@...>
>
> OK i found this at spoiler list . All our paladin can try to get the Lord
> Grimrot mishappen
> heart to High Elf Paladin in fewithe to try if the quest is true.
>
> Febon
>
> ----- 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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