April 17, 2010 · Uncategorized

Quest Name: Whence Blows the Wind
Start Location: Maat (H-5) Ru’Lude Gardens
This quest is probably the most time consuming, but it involves no Notorious Monster battles. This time Maat wants you to go exploring, specifically to each of the three main Beastmen bases (Davoi, Beadeaux, and Castle Oztroja). This gets worse, as it requires reaching the highest/lowest/deepest part of each usually where the Beastmen leader for that race is in order to find a ??? to press.
Before setting out on these tasks; grab Sneak Oils, Invisible Powders (unless you can cast the spells yourself) and an item that will warp you away from trouble.
Davoi is probably the least hassle so we’ll cover this one first. Orcs aggro to sight so only invisible should be needed. This is made a million times easier if you bring someone along with you who can open the Banishing Gate stopping entrance into the parts of the caverns that you need. If you do not have anyone like that enter the caverns from (H-11), head to (I-8) and zone out, and finally go to the house in the center of Davoi where you will find an NPC. As long as you touched the banishing gate you will receive a sub quest to gain the power to open it.
There are four pools around Davoi that the NPC asks you to visit, these are found at; (H-10), (L-9), (E-8), and north off the map at (H-6). On the fourth selection you will be cursed, so remove the effect with either a Holy Water or the spell Cursna. Return to the NPC and you will gain the ability to pass through.
Getting through the Banishing Gate requires examining it, which means dropping Invisible. Chances are the Orcs guarding it would aggro you, so time it right and only do it when they are looking away. Once inside the new part of the caverns head to (J-6) where the ??? is on a ledge. You will pass through a large room with the True Sight Beastman leader, if it is up just hug the
outer wall and make sure you are never in his line of sight to pass by safely. Escape or warp out after you have touched the marking.
The Quadev fort of Beadeaux is the next easiest target. Quadev aggro to sound, but fish aggro to sight. Please note that you must pass by a number of Afflicters, these will curse you unless you have received a 10 minute long silence from a Mute. Even if you have spells for Sneak and Invisible, because you require silence, bring medicines.
On the first map head around to (H-7) and then through the tunnel to the other end. Hug the right wall round to a ramp at (E-10). Next take either of the ramps at (K-7) or (J-7) and then take the tunnel down to the second map at (K-6). Down below follow the path to (M-8) and then you will zone into Qulun Dome.
In the very corner of the (I-6) area is the ??? that you need but before you get there you will need to avoid a Ruby Quadev, which is True Sight. Pick the right time and get passed to enter the right door then take a hard left and you’ll be at it. If there are any Notorious Monsters in the second room after the ruby they are also True Sight/Sound and should be avoided.
The last Beastmen stronghold is a pain for one simple reason; to get to the part of Castle Oztroja you need requires a password derived from three locations which randomly changes each game day. Having help for this one really makes a difference (even if the other person is simply a decoy) as you cannot do this alone.
The first password piece is located at H-8 of the first map. Getting to the second password piece starts at (G-7) of the second map. Head north after this to a new map on the same floor and go to (H-9) inside will be the second part of the password piece. Go back to the first part of the second map and go to the north section of (I-8). You now have until the game day changes to reach the ??? or a new password will be required.
From where you got the third piece head to the fourth floor and go to the door at (G-8). Hit the levers until you find the correct combination to open the large brass doors and head through them. The path is linear for a while so follow this as it steadily takes you higher. You will eventually come to a cross roads with a door at the north and lamps in the other directions. This is where having a friend is needed, as they must touch a lamp to open the brass door for you. Please
note there is not enough time for you to touch a lamp and then run to the door fast enough without Flee or another speed increase plus you will get aggro.
Once inside this brass door you are safe, for a bit. Stand on the platform and input the password, causing it to open and drop you down into the Beastmen leader’s main chamber. This is the last tricky bit. The other Yagudo guards around him aggro sight, but he is True Sight and the ??? you need is right where he patrols. This takes nerves of steel and a little bit of luck. Time it right for the leader having walked away or his back turned and all other guards not looking, run up to the ???, drop invisible, touch it for the key item, get out of there alive.
Return to Maat with all three key items to have your level cap raised to Lv65.

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