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This task begins with Lady Carolline of Thex in Northern Felwithe. She is located at 0, -170 (on the balcony overlooking the entrance: you can use the Find Feature, CTRL+F, to get to her).
Initiating the Task You say, 'Hail, Lady Carolline of Thex' Lady Carolline of Thex smiles, trying to hide an obvious air of sadness, 'Greetings adventurer, such a lovely day isn't it?' The pained look on her face clearly gives away that something is [wrong]. You say, 'What's wrong?' Lady Carolline of Thex says 'Wrong? Oh, nothing really. My beloved is off again on some [excursion] and has yet to return. I'm quite sure he will be fine though. How I miss our adventures together, the time we would spend exploring the hidden beauty of Norrath. We were especially fond of [Antonica].' You say, 'Why were you fond of Antonica?' Lady Carolline of Thex says 'A lovely land, despite the efforts of humans to ruin it...' The Koada`Dal's smile becomes more sincere. 'Lake Rathetear, oh the [stories] I could share of moonlit nights sitting on the docks. The noble aviaks keeping ardent guard over the sacred flame, the sunken towers and legend of the Megalodon...' She sighs and looks up to the sky.' You say, 'What stories could you share?' Lady Carolline of Thex blinks and looks back to you, her demeanor changing. 'Tell you what stranger, you come up with an [interesting tale] to distract me from my boredom, and I'll see if I can find something to [reward] you for your effort.' You say, 'What reward would that be?' Lady Carolline of Thex says 'Hmm, already pondering your riches before the effort of imagination? I suppose not many adventurers care to put any effort into their journeys these days.' The young high elf sighs. 'Anyway, what you will be rewarded with is something befitting a _____ such as yourself.' You say, 'I have an interesting tale to tell' Lady Carolline of Thex says, 'Something grand, truly epic and interesting! Just let me know when you've thought of a suitable story.' You have been assigned the task 'An Epic Request'. Be sure to carry your epic artifact with you! Explore Locations NOTE: There are 16 "explore" locations. Each location represents one class and, for that one class, will trigger an event. The other 15 classes only need to explore the location. Task Window Says: Baldric Slezaf's tale is the pursuance of impossible beauty -- a symphony to rival the works of Ayonae Ro. /loc 780, 9690, 1070 (valley with the portals -- in a pyramid near Baldric Slezaf). For non-Bards, this is a simple location update. For Bards, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: Keras McArik stands stoic in a valley east of what was once Veksar. /loc -225, -3535, 235 (near Keras McArik, due east of the center of the lake, near the zone boundary). For non-Berserkers, this is a simple location update. For Berserkers, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: Beneath the Scaled Mystics' Temple lies a rather complex series of tunnels. /loc 940, -450, -22 (in the halls under the Shadow Knight, Beastlord, and Shaman guild). For non-Enchanters, this is a simple location update. For Enchanters, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: Standing just outside the ruins of Torsis you can feel the intense spiritual void that caused the city's downfall. /loc 295, -2000, -322 (at the entrance to City of Mist). For non-Shamans, this is a simple location update. For Shamans, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: In a sea of desolate islands stands one secluded, sacred paradise. /loc -11550, -1710, 13 (in the walled isle where the Cleric 2.0 final battle is held and the triggered Faydedar is located). For non-Clerics, this is a simple location update. For Clerics, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: When Lhranc returned to Freeport to exact vengeance upon his brother, Glohnor, he took a particular trail into the city. /loc 9625, 520, 25 (entrance to the Freeport Sewers in the very far northwest corner of the zone). For non-Shadow Knights, this is a simple location update. For Shadow Knights, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: There are not many locations on Norrath where you can see Drinal, Luclin, Anbeal, Trorsmang, Cordon, and Ro all at once. /loc -185, -940, 20 (a study hall in arcane tower, near entrance to Arcstone). For non-Wizards, this is a simple location update. For Wizards, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: Many people are amazed at the constructive feats of the Aviaks. How such noble but simple creatures were able to create such a majestic tower is still a mystery. /loc -6745, 1065, 6 (Aviak's treehouse, just north of zone-in from Lake Rathetear). For non-Magicians, this is a simple location update. For Magicians, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: The Hatchling River is perhaps the most recognizable boundary between the relative safety of the Jaggedpine and the forbidden jungle. /loc 1000, -2120, -6 (near the broken zone line, east zone wall). For non-Druids, this is a simple location update. For Druids, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: A small family of bears has taken residence in the caves where Nideno Eliagy hides. /loc 1400, -450 (mouth of the bear caves in the northeast). For non-Rangers, this is a simple location update. For Rangers, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: Many have searched to expose secrets of Miragul's Highway only to discover more questions than answers... /loc 4730, -4150, -94 (underwater tunnels in the north-central part of the zone -- center room at the hidden portal, north wall). For non-Necromancers, this is a simple location update. For Necromancers, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: 'Seek the walls adorned with Fizzlethorpe's visage within a single chest sits atop a pedestal.' /loc 20, -390, 125 (first room in the castle). For non-Rogues, this is a simple location update. For Rogues, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: Legend has it that Khati Sha, first Vah Shir Beastlord, became the subject of a failed Ssraeshzaen experiment to bestow godhood among a mortal being. This updates at the zone-in. For non-Beastlords, this is a simple location update. For Beastlords, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: Not far from Greater Faydark, tucked away in the hills, is an ancient stone board. Its origins remain a mystery... /loc 700, -2350, 11 (at the chessboard north of the Greater Faydark zone). For non-Warriors, this is a simple location update. For Warriors, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: Faydwer is not home to many beings called 'The Master'. So it should be no surprise that a trip to the castle of Mayong Mistmoore is in order. This updates at the zone-in. For non-Paladins, this is a simple location update. For Paladins, this initiates an event (for class event details, see the next section in this writeup). Task Window Says: Having ascended past their worldly existence, Wu and Po serve in the training grounds under the watchful eye of the Wyrm Queen. This updates at the zone-in. For non-Monks, this is a simple location update. For Monks, this initiates an event (for class event details, see the next section in this writeup). Hail her for the final update. The Event: Summary & Task Steps Note: The event will usually require usage of your epic weapon, so have it on you at all times. Steps? The Event: In Detail Once you arrive in Jaggedpine head to the river right across from the fake zoneline. You cannot be grouped or have an mercenaries out. If this is the first run at the task, take the seed with you into the river. You will be knocked unconscious and given the task "The Nature Walker". You are zoned into the instanced Jaggedpine Forest automatically and are unconscious. Once this dialogue runs: The sound of small waves lapping against the shore fills your ears... A familiar elven voice appears to be speaking to you, 'Hey... You alive?' The voice utters a few arcane words then a feeling of warmth enters your chest. She continues speaking, 'Still breathing... Not much of a talker yet though, eh? Imagine my surprise when I saw you face down in the river...' With a bit of effort you manage to open your eyes. The blurry outline of Sara Treewind fills your vision. She smiles, 'There we are. Welcome back to the world of the breathing, be a bit more careful when you go swimming in the lake.' She turns and begins walking back to her post, she speaks away from you, 'When you manage to pick yourself back up off the ground come speak with me.' You are no longer stunned. .../stand and go talk to Sara Treewind. You say, 'Hail, Sara Treewind' Sara Treewind smiles, 'The mighty _____ awakes! I had figured from all of the legends surrounding your name that you would have been a better swimmer.' She giggles, 'I suppose I shouldn't tease you as such, it was simple ignorance that got you caught here... You see, the Hatchling serves as sort of a natural border between Jaggedpine and the dangers of the Unkempt Woods. The potameid guardians are rather unforgiving of anyone trespassing into their waters... Tell me, mighty _____, what inspired you to jump headfirst into the river like that?' You recount your tale of tracking down Jale Phlintoes and recovering the strange seed that you were compelled to deliver into the waters of the Hatchling. Sara Treewind shakes her head in disbelief, 'So you say that the voice of the [Rainkeeper] himself told you to step foot into the Hatchling?' You say, 'The rainkeeper...' Sara Treewind sighs, 'The corruption runs deep...' She pauses a few moments and looks toward the gate to the Unkempt, 'The agents of corruption are again vying for power. It should come as no surprise that the voice you heard was not that of Karana. I fear what is worse is that the seed you delivered was the catalyst for the dark ones to strengthen their [foothold] in our land.' You say, 'What foothold?' Sara Treewind says 'I have no idea how Jale ended up with the corrupted seed, but I understand now what [role] you will serve here. You see, the spirit of the Rainkeeper has not blessed these woods in many years and until recently we have survived without suffering. That changed when the Unkempt 'imposters' began exerting their influence again. Their radical methods have been enough to drive the many guilds of Qeynos to suggest that the keepers of nature be exiled, if not persecuted.' You say, 'What role?' Sara Treewind says 'I feel that you have been chosen to drive out the agents of corruption and find out what it is that inspired the Unkempt imposters to renew their attacks. A task of this magnitude will still require assistance. Please speak to Waldo Pinemyer and tell him that you 'wish to commune with the spirit of the Rainkeeper'. I bid you good luck, _____, we are counting on you.' Your task 'The Nature Walker' has been updated. Walk over to Waldo Pinemyer. He's sitting next to a large tree with several large stones surrounding it. You say, 'Hail, Waldo Pinemyer' Waldo Pinemyer appears to be in deep meditation. He furrows his brow and grits his teeth but does not respond. You say, 'I wish to commune with the spirit of the Rainkeeper' Waldo Pinemyer opens his eyes and blinks a few times, a look of frustration on his face, 'Well, let us hope you have more luck in that endeavor than I have. I have sat here at Karana's alter for what feels like months but have yet to feel the presence of our lord. Please sit and tell me your tale...' You speak of the booming voice that drew you to plant the corrupted seed in the Hatchling and your conversation with Sara... Waldo Pinemyer nods intently, 'Your cause seems pure, though the blessings of the Rainkeeper have been sparse as of late, I will allow you to meditate at our holy shrine on the condition that you learn its [history] and work to share it someday in your future.' You say, 'What history?' Waldo Pinemyer says 'You may have noticed this tree is unlike any other in these woods. It's believed that centuries ago before either the tribes of elves or man stepped foot in this forest a small boulder fell from the sky and crashed into the hillside just west of here. Remarkably, that rock carried within it a single seed, foreign to this planet yet quite special. The inhabitants of the woods at that time, the noble Gihjna and Lujien came upon this rock and choose to ignore it. The seed would have surely died if not for the work of our [gods].' You say, 'Our gods?' Waldo Pinemyer says 'It was the will of the Rainkeeper and the Mother of All that the seed take hold in these woods. As the noble tribes turned their backs on this foreign thing the caretakers of nature brought a heavy rain to the land. The ground below opened to accept the seed, allowing it life in these woods... When my people came to these woods they found this mighty tree and the rich life that sprung up around it and worked to move the shards of stone that carried it here from the heavens. It was a toilsome task but with the fervor and dedication of their faith behind them they moved each rock from the hills to this point, constructing the holy shrine of our lord Karana that you see today. With this story I entrust in you the right to meditate here, do you [accept] this holy rite?' You say, 'I accept' Waldo Pinemyer stands and bows, 'Free your mind and listen to only the words of nature. The agents of corruption aim to drive their claws into your mind. Do not allow them to deter you!' With these words the steward makes his way into the woods. Your task 'The Nature Walker' has been updated. Meditation will prove difficult if you do not sit. /sit It begins to rain. You feel the earth around you tremble lightly. The rocks surrounding the shrine begin shaking! A distant voice laughs, 'This place will be your grave!' A gust of wind rushes over the plains, it seems to whisper to you, '...cleanse the corruption...' With a violent crash the stones surrounding the shrine are thrown into the air! Vile looking tentacles are revealed where the rocks one stood. The shrine has been corrupted! "an agent of corruption" spawns and attacks (hits for a max 282). Kill this. an agent of corruption shouts 'Don't expect to escape so easily this time!' You have slain an agent of corruption! an agent of corruption clutches his chest and roars, 'This isn't over!' As the agent of Innoruuk falls dead, a bright flash emanates from where he once stood. A strange rune now marks the spot. Your task 'The Nature Walker' has been updated. At this point, a rune spawns and you need to push the rune with spells towards the vinelash-looking model named arms of corruption that are under each floating stone. The roar line of spells is known to work for this push. Once you get the rune over the arms of corruption, you will either need to nuke it with fire to make it stronger or ice to make it weaker to destroy it. You begin casting Roar of Kolos Rk. III. The rune is pushed backwards with the power of your spell. A spectacular pillar of flame erupts from the arms of corruption as the flammable rune burns it to nothingness. The flammable rune's flame is still too weak to destroy the arms of corruption. You begin casting Summer Suncrest Rk. III The flames surrounding the rune grow more intense. The flammable rune's flame is too unwieldy to destroy the arms of corruption. You begin casting Gelid Crystals Rk. III. The flames surrounding the rune become more subdued. The flammable rune vanishes as it burns away the last of the corruption infecting the shrine. For a moment you expect some great revelation, but find the forest eerily silent... Your task 'The Nature Walker' has been updated. The silence of the forest is broken by the furious roar of the wind! The cleansed shrine of Karana now radiates with the unfettered power of its god. The torrential gale that encircles the shrine howls deafeningly, masking the din and chirp of the forest. Through the chaos you feel a warm presence fill your mind. From the eye of the storm emerges a shadowy figure. While its appearance is strange its aura is familiar, like a distant memory of someone you once knew... You begin casting Form of the Hunter. You are now a wolf. You say, 'Hail, Great Wolf' Great Wolf snarls its teeth in what you assume to be a grin. Its thoughts become your thoughts as it speaks to you in silence, 'Nature Walker, your arrival is on the heels of a dark entity. Tell me, does your memory hold in high regard the tale of our first council?' You recall the three volumes entitled 'Fresh Awakenings'. Great Wolf's thoughts become one with your own, 'Somewhere in your life, whether it is your past or your future, you have come in contact with one of our [council]. It is for this reason the gods of nature and fate have brought you here.' You say, 'Council?' Great Wolf stares at you intently, 'It is the presence of the lost great hunter that your life was once intertwined with. Though taken from us by the interloping gods his memory lives on in all followers of the sun. Ages have since past and with every generation of councilmembers there are fewer and fewer who know the ways of our founders. This is [why you have been summoned] here.' You say, 'Why you have been summoned?' Great Wolf grits its teeth, 'I fear the elements that aim to infect our forest are working to infiltrate tonight's council. For this reason I must task you with disposing the corruptors before they are able to do irreparable damage to our woods.' The beast rears back and howls loudly causing the twisting gale to disperse and a number of creatures to materialize. The Great Wolf fades from sight, its final words rest heavily in your mind, 'Travel with this pack to the council. They shall be less forgiving of outsiders than most other creatures so do not abandon your wolfen form!' Your task 'The Nature Walker' has been updated. With a silent understanding of the path ahead of them the wolves look to you then begin running, expecting you to follow closely. The pack lets out a bone-chilling howl as they approach an encampment of poachers! It appears they have unfinished business before they attend the council. a greater pinewolf barks viciously and attacks. Several waves of poachers need to be killed here. Let the wolves offtank while you nuke them down. After killing the last poacher you see: You have slain a poacher! The pack unleashes a triumphant howl now that the poachers lay dead beneath them. The pack looks amongst themselves and silently agrees to continue on their path. The pack stops in the clearing. They sniff the air and look to each other and begin to whimper. Some strange disturbance up ahead has them concerned. Your task 'The Nature Walker' has been updated. Up ahead, you see Jale Phlintoes conversing with a rather feral looking figure. Get close enough to hear what they are saying but stay invisible so they don't spot you. a mysterious ward nods, 'There is it, the remaining scriptures of the writ. The truth of the wild is now yours to share with your disciples.' Jale Phlintoes salutes the figure, 'With these teachings we shall usher in a new age of druidic understanding and cleanse all signs of corruption from the face of our planet.' You see a small grin shine out from below the figure's hooded face, 'Indeed, now for your final task. The elder council meets tonight in these southern woods to discuss what is to be done about the meddling nature of the Antonicans. See to it that they come to the 'correct' conclusion.' Jale Phlintoes nods his head slowly, 'The forces of corruption run deep in these woods. The challenge before me shall be no more difficult than getting that meddling Wolf to deliver your sprout of rejuvenation. Misguided as they were, they at least accomplished some good.' a mysterious ward shouts, in Elder Elvish, 'The fruits of your labor shall soon be apparent, Jale. Come along now, we have a meeting to prepare for.' a mysterious ward shouts, in Elder Elvish, 'As for you, _____. Enjoy the company of these acolytes, your time in our woods has met its end!' a mysterious ward says, in Dark Elvish, 'Miserable fool.' At this point, two mobs attack (weak, hit for a max 334). You have slain an unkempt acolyte! The booming voice that you once believed belonged to the Rainkeeper enters your mind, 'You will not stop us. The council will soon fall under our control, just as these simple beasts have!' Your task 'The Nature Walker' has been updated. A cold chill runs down your spine as you feel a dark hostility emanating throughout the woods. Head to the SW corner of the zone after killing both the unkempt acolytes. There will be a circle of animals (you may need to stay in wolf form for this). As you approach: The hushed murmur of conversation goes silent as a single voice calls out through the woods, 'You there, druid... Approach the council.' Your task 'The Nature Walker' has been updated. You say, 'Hail, Beyar Liikedeh' Beyar Liikedeh says 'Welcome, _____, successor of Great Bear. Your arrival in our woods at this hour is both troubling and comforting. We know already that you seek to cleanse the ills in our woods, but the tidings that there is an infiltrator among our council come as a surprise from one who delivered a [seed of corruption] into our home.' You say, 'Seed of corruption?' Beyar Liikedeh says 'The forces that beckoned you here are the same that perpetrate the boundless ignorance that those that call themselves the [unkempt druids] exemplify in their misinterpretation of the law of the true Unkempt Wards.' You say, 'Unkempt druids?' Beyar Liikedeh says 'The imposters that live beyond the borders of the sacred woods have sullied the name of the sacred ones, not out of malice mind you, simply ignorance. Misguided in their efforts by the foolhardy and easily manipulated, fundamentalist in their own regard, but that is not at the heart of the matter. You come before the council now, Successor of Great Bear, to [accuse] one of us of inflicting sickness upon our home?' You say, 'I wish accuse one of you' Beyar Liikedeh says 'The council will hear your claim. You may begin your accusations in order to flush out the corruptor that you believe to be among us. Speak to the councilmember that you accuse of being the infiltrator. Though beware, a false accusation of this nature must be atoned for, either with your life or theirs. Do not be quick to judgment without full conviction as we will not hesitate to strip the title of the Successor of Great Bear from your corpse.' It's unclear how to tell which mob is Jale, so you can just target randomly. Note that for each failed accusation, the mobs power up. You say, 'I accuse you' a bear says 'Let us find where your brash tongue and misguided ambitions land you!' You have slain a bear! The remaining councilmembers absorb the power of their fallen ally. You have slain a pinewolf! Jale Phlintoes begins to cast a spell. Your task 'The Nature Walker' has been updated. With the imposter revealed the council of the woods vanishes from sight. Jale Phlintoes curses, clutching the writ in his hand tightly, 'This isn't over! I'll leave you to deal with a true Unkempt Warder!' With those words the rogue druid channels a portal of evacuation and vanishes from sight. A violent flash of light emanates from where the council once stood. The mysterious ward has returned to the forest. After Jale Phlintoes spawns from the corpse of the properly accused, kill him and an unkempt imposter will spawn. After a while, "Eral, of the Moon" and "Airek, of the Sun" both spawn and attack an unkempt imposter: Eral, of the Moon goes on a RAMPAGE! Airek, of the Sun goes on a WILD RAMPAGE! Eral, of the Moon executes a FLURRY of attacks on an unkempt imposter! Your task 'An Epic Request' has been updated. With the imposter slain the malaise of the forest seems to recede. Though the threat of their return is always imminent, you have managed to drive back Innoruuk's forces from the Unkempt Woods. Your task 'The Nature Walker' has been updated. A faint glow shines out from the distance. The stones near the edge of the hatchling are growing stronger. LOADING, PLEASE WAIT... You are zoned out immediately after an unkempt imposter dies. Rewards Rewards are 1 AA, plus: Option #1: Epic 1.0 Ornament Option #2: Epic 1.5 Ornament Option #3: Epic 2.0 Ornament This task is repeatable with a 20-hour lockout. | ||||||||||||||||||||||||||||||||||||||||||||||||
Submitted by: Liljit Shotquick of Machin Shin | |||||||||||||||||||||||||||||||||||||||||||||||||
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