The Suggestion Site
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Korim Problems 1 quest series

4 posters

Go down

Korim Problems 1 quest series Empty Korim Problems 1 quest series

Post by invinible Sat Jul 11, 2009 12:33 am

I'm moving this to here from the RuneScape quest suggestion forum as
there is more more per post for the idea, able to format here, and was
trying to get others to come up with detail walkthroughs as I'm only
good at getting things started. Hopefully, it is easily
readable now.


The Brief Introduction for the middle quests is simplified in the same way
as saying the steps for all the 9 mini-quests to Recipe for Disaster as
“Examine dinner guest. Find out dinner guest's favorite food. Get
ingredients for dinner guest's favorite food. Prepare dinner guest's
favorite food. Feed dinner guest their favorite food.”


The reason that the weapons are so high up is that they are highly
important to this quest series. The reason for the 1 in the title is
that Korim is suppose to escape at the end of this quest series and
attempt the same plan all over again with 8 brand new Robot Masters
just time down the road.


Weapon - Description

Storage Cannon - Item that stores the acquired robot master weapons and other weapons that follow similar rules as well as capable of doing up to 100 lifepoints of damage per uncharged shot when used as a weapon itself but will usually hit 60 to 80 lifepoints per uncharged shot.


Movie Projection - Random anywhere cut-scene that is meant to please the user.

Energy Drainer - Device that drains the opponent(s)'(s) stats and run energy to heal the user's.


Damage Enforcer - Device that bypasses opponent's defense and neglects any healing effects.

Remote-controlled Nukes - Missiles that the user can control but the user can't move while using them and they can be lure back into the user.


Terrible Notes - Music so horrible that creatures respond negatively to it.

Damage Absorber - Device that causes damage from attack to heal the user of this device instead.

Electromagnetic Pulse - Item that temporary shuts down mid to high level Technology.

Money Launcher - Cannon that shots the user's money at a target.

They all share the following characteristics: can't be sold; can't be
traded; can't be given away; can't be lent; use up the weapon slot
(through the Storage Cannon weapon); can't be removed from the Storage
Cannon once gotten; can't auto retaliate; and are lost, protected, and
recovered as if they were all the Storage Cannon. They all have the
following attack style options: Magical which gives magic experience; Technological
which gives technology experience; Impale which gives defense
experience and has a 1/10,000 chance of stunning an opponent for 5
seconds if the weapon is able to do damage to target; and Counter which
gives magic, technology, and defense experience as well as has a
1/25,000 chance of neglecting damage expect in cases where the damage
is needed for other effects of the weapon being used. They can all be
charged to do up to 8 times their normal damage if the user holds the
special attack bar in until the entire bar is used up in addition to
being able to use just part of the special attack bar to do 2 times to
7 times the normal damage. The basic action of each of the acquired
robot master weapons work on the same charge system as the Iban's Staff
with the catch being that they gain some charge back if the user picks
up some loose charge energy dropped by npcs while the respective weapon
is the 1 currently selected as being the 1 going to be used.

In addition other items can be put in the Storage Cannon to gain the same
lost, protected, and recover status as the acquired robot master
weapons provided they follow the following conditions: must be
untradable, must be unsellable, when equip its main slot must be the
weapon slot, must be unable to be given away but lending while outside
the Storage Cannon is allowed, must be unable to be player made, and
must be player owned. The non-robot master weapons can be removed from
the Storage Cannon anytime the user wishes to remove them.

All items which are in the Storage Cannon as well as the Storage Cannon,
itself, get the following options in addition to their any other
options they may have when the user selects operate on the item: Rotate
to Next Weapon, Rotate to Previous Weapon, and Selete Weapon at the
temporary loss of defense. The rotation order is Storage Cannon
followed by the acquired robot master weapons in order of the above
chart than other weapons in order of release. If a weapon is not in the
Storage Cannon, it will be skipped over during the rotation and can't
be selected. Other than that weapons work the same way they do as if
outside of the Storage Cannon.


For the entire quest series the following statements apply:

1. Whenever logout for any reason, player character is logged back in at the exact same location.
2. Must keep the character weight at or above 30 kg to avoid hitting the
higher traps and at or below 70 kg to be able to make the minimal
jumping height to clear some of the jumps that need to be made
especially in Korim's Castle.
3. The bosses have maxed out player
stats in any stat that could potentially be used in combat and are each
wearing a Constitution skill cape.
4. The way these bosses fight
forcing random clickers to take damage by having their character(s) run
into attacks that could have been avoided by not clicking and does
damage to player characters of those players that paying attention to
the game by doing attacks that could have easily been avoided by
clicking elsewhere.


• Name of Quest: Testing the New Weapon
• Quest length: medium
• Quest difficulty: novice
• Brief Introduction:
Notice Joeron having trouble deciding on which Robot Master to take on
first. Joeron locks main feature of Storage Cannon and makes it unable
to be used outside of the test area in the volcano. Joeron hands over
the Storage Cannon. Learn when to use Storage Cannon, when not to use
Storage Cannon, and how to use the tab key for jumping. Defeat quest
boss.
• Prerequirements: Being able to survive in the members' area of the wilderness.
• Places of interest: To start quest talk to Joeron just north of the volcano in the
north-east corner of the Wilderness and to finish the quest beat the
boss creature at the end of the area.
• Rewards: 1 Quest Point, able to use Storage Cannon just about anywhere, and the
ability to add weapons to the Storage Cannon is unlocked
• Additional Information:
If Storage Cannon is lost, it can be retrieved by talking to Joeron.
After completing this quest can't go back into this area. Every new
area in this quest series after this quest are pvp zones expect for
boss rooms and the safety rooms. The bosses in this quest series after
this quest are in boss rooms that make the max hp when wearing the hp
cape be a permanent 1000 life point limit rather than a temporary 100 life point limit and cause the player character to only do 1-50 damage per uncharged shot unless the boss is vulnerable to the weapon than it is 70 damage per uncharged shot or is the boss's main weakness than it is 100 damage per uncharged shot
with the Storage Cannon doing 30 damage per uncharged shot in addition
to making it so the player character will have to use 1/2 the special
attack bar to do double damage and the whole special attack bar to do
triple damage while the bosses aren't limited in such a way.


Last edited by invinible on Sat Mar 13, 2010 12:27 pm; edited 1 time in total (Reason for editing : Finish updating to work with Constitution update)
invinible
invinible
Proselyte

Number of posts : 149
Age : 41

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by invinible Mon Nov 02, 2009 2:29 pm

Name of Quest: Defeat (insert Robot Master here)
Quest length: medium-long (for each 1 of the 8.)
Quest difficulty: intermediate (for each 1 of the 8.)
Brief Introduction: Explore the new area appropriate for the the robot
master. Mentally prepare yourself in the safety room. Defeat the
respective robot master with the first that gets defeated have to
have been by something other than a robot master weapon. A pond the
defeat of eighth robot master, find out that you were tricked into 8
areas of ScapeRune to buy Korim time to send out 15 of his most
trusted followers to conquer 15 known areas of RuneScape.
Prerequirements: Completed Testing the New Weapon quest
Places of interest: To start each respective quest click the
Start Quest button in its description and to finish each respective
quest beat the associated robot master for the quest.
Rewards: 2 Quest Points and the associated acquired weapon
added to the Storage Cannon (for each 1 of the 8.)
Additional Information: Before the Testing the New Weapon quest is complete
all that will appear in the quest log is Robot Masters 1 with the
description saying Prerequirement: Must complete Testing the New
Weapon. After completing Testing the New Weapon, clicking Robot
Masters 1 will reveal the 8 quests in order of the robot masters as
listed on the following chart without the acquired weapons or main
weaknesses being revealed in the quest log. If hadn't started the
quest, yet, than the click option will be Start Quest. If started the
quest and left its area for any reason, than the click option will be
Retry Test. If finished the quest, than the click option will be
Revisit Area. In any case, the click option will always take the
player character to the bank at the beginning of the area. These
quests can be done in any order. The safety rooms prevent any new
damage to characters that are in them, though, steady damage from
something prior to entering them will still happen. If don't use the
main weakness to fight the respective robot master than it will take
1 hour to win, 12 hours if going for not taking any damage while if
use the main weakness to fight the respective robot master than it
will take 15 minutes to win, 45 minutes if going for not taking any
damage. While the acquired weapon is each robot master's main method
of attack, they will attack with other attacks and weapons to vary
their attack pattern.

Robot Master
Acquired Weapon
Main Weakness






Saveman
Damage Absorber
Damage Enforcer
Richman
Money Launcher
Damage Absorber
Nukeman
Remote-controlled Nukes
Electromagnetic Pulse
Defuseman
Electromagnetic Pulse
Movie Projection
Recoverman
Energy Drainer
Money Launcher
Musicman
Terrible Notes
Energy Drainer
Movieman
Movie Projection
Terrible Notes
Forceman
Damage Enforcer
Remote-controlled Nukes

Name of Quest: Free (insert Kingdom's/Island('s)(s') name here)
Quest length: medium (for each 1 of the 15)
Quest difficulty: experienced (for each 1 of the 15)
Brief Introduction: Track tracks. Use character skills to find conqueror. Defeat
Conqueror. (for each 1 of the 15)
Prerequirements: Completed Defeat Saveman quest, completed Defeat Richman quest,
completed
Defeat Nukeman quest, completed Defeat Defuseman quest, completed
Defeat Recoverman quest, completed Defeat Musicman quest, completed
Defeat Movieman quest, completed Defeat Forceman quest, plus any
quest(s) required for full access of the area that needs to be free.
Places of interest:
To start each respective quest track the newly created footprints in
the kingdom/island(s)/wilderness and to finish each respective quest
defeat the npc that took over that respective area.
Rewards: 5 Quest Points, appropriate amount of experience, and appropriate amount of gold coins (for each 1 of the 15)
Additional Information: Other players can see what the quest taker is doing
in these quests in the same way they can see what the quest taker
does in Another Slice of H.A.M. quest. These quests can be done in
any order. Before the Testing the New Weapon quest is complete the
prerequirement that will appear in place of the 8 Defeat
Robot Master's name here> quests will be must complete Robot
Masters 1. After completing the Testing the New Weapon quest than the
prerequirements will change to reveal the 8 quests.

Name of Quest: Korim's Castle
Quest length: 4 sections of long, followed by 1 section of medium-long, finished by 1
section of medium
Quest difficulty: grandmaster composed of 6 sections of master
Brief Introduction: Check out new town. Use character skills to get through section 1.
Beat section 1 boss. Use items especially the robot master weapons to
get through section 2. Beat section 2 boss. Use player ability to get
through section 3. Beat section 3 boss. Use section 4 to prepare for
the final 13 fights against the final 10 bosses being as this is the
last chance to bank, fish, cook, grow herbs, get stuff from a
summoning master, make summoning pouches, make summoning scrolls,
fill vials with water, exchange with a gardening leprechaun but can't
go to the Vinesweeper from this 1, and to kill npcs which give drops
or to get drops for that matter. Defeat section 4 boss. Defeat all 8
robot masters again in section 5. In section 6 defeat Korim 4 times
using robot master weapons in this order: Terrible Notes,
Electromagnetic Pluse, Movie Projection, Damage Enforcer as each time
he is fought he is immune to any weapon he isn't vulnerable to at the
time which is only 1 per fight.
Prerequirements: Completed Free Asgarnia, completed Free Crandor, completed Free
Entranta, completed Free Feldip Hills, completed Free Fremennik
Isles, completed Free Kandarin, completed Free Karamja, completed
Free Kharidian Desert, completed Free Lunar Isle, completed Free
Miscellania, completed Free Misthalin, completed Free Morytania,
completed Free Mos Le'Harmless, Completed Free Tirannwn, and
completed Free The Wilderness.
Places of interest: To start quest talk to the Doom-sayer back in Lumbridge and to finish
the quest defeat Korim for the fourth time in a row.
Rewards: 60 Quest Points, ability to use the Techno-mage Spell Book, able to
sneak into the final room to swap spell books like in the pyramid
for Desert Treasure, and may change your house location to be within
the castle with the first time being for free
Additional Information: The new town is the size of West Ardougne and East
Ardougne put together as well as the beginner of section 1 of this
quest. Not only is the town part of the castle, but is also contains
the starting point for section 1 of this quest. A pond entering each
section, the player character's and any of his/her followers' life points, prayer points, and summoning points are restored to maximum
level to indicate just how difficult this quest is. If ever leave by
any means than must restart this quest at the starting point for
section 1 of this quest. Once in the main building than the same no
teleporting rules that apply to the player character in The
Wilderness beyond level 20 also apply here. If ends up in random
event while on way to section 1 boss and already in main building
than when the character returns will be just outside of the main
building needing to get back inside the building. Once to the section
1 boss; no longer have to worry about imps, implings, and random
events for the rest of the quest as beyond their limit into the
building but can only leave either by dieing or finishing the quest.
Section 5 is just a pvp room with doors to 8 boss rooms so the robot
masters can be fought again 1 at a time. To revisit any section other
than the final room once quest is complete, must travel through again
as if doing the quest again which allows for fighting of every npc in
the quest time and time again other than Korim, himself. When looking
at the map for the town in the world map, every non-game feature key
but Grand Exchange with the more useful items showing up more than
once as well as a POH Portal.


To sum up this quest series has 25 quests totalling 152 quest points.

Original message:
3mptylord, got any comments for this?


Dark Avorian wrote:It seems like a whole lot of small and rather uninteresting tasks...the weapons/reward items sound awesome but the quests seem rather uninteresting
invinible
invinible
Proselyte

Number of posts : 149
Age : 41

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by Ruy112 Mon Nov 02, 2009 5:51 pm

I'll read when I get home from school Smile
Ruy112
Ruy112
Partisan
Partisan

Number of posts : 1623
Age : 29
Location : Denmark

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by Ruy112 Tue Nov 03, 2009 6:48 am

I must delay this until tomorrow afternoon, sorry.
Ruy112
Ruy112
Partisan
Partisan

Number of posts : 1623
Age : 29
Location : Denmark

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by The Empty Lord Wed Nov 04, 2009 8:35 am

Interesting! Smile

Sorry, I've been far gone for a few weeks. Sad
The Empty Lord
The Empty Lord
Admin
Admin

Number of posts : 7344
Age : 32
Location : Plymouth

http://3mptylord.deviantart.com/

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by Dark Avorian Wed Nov 04, 2009 10:21 pm

I have to say that the thing which disturbs me about this quest is the fact that you are able to write the 8 parts and the 15 parts jsut by using a short story with some blanks that you fill in according to the quest. I just don't see what makes this unique and "questy" It seems almost more like a 3 stage champion's challenge-esque minigame with an introduction.
Dark Avorian
Dark Avorian
Templar
Templar

Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by The Empty Lord Fri Feb 12, 2010 8:51 pm

It's good! Grin
The Empty Lord
The Empty Lord
Admin
Admin

Number of posts : 7344
Age : 32
Location : Plymouth

http://3mptylord.deviantart.com/

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by invinible Thu Mar 04, 2010 1:44 pm

Could somebody update this to be in line with the Constitution skill as this used to be with the Hit Points skill?
invinible
invinible
Proselyte

Number of posts : 149
Age : 41

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by The Empty Lord Thu Mar 04, 2010 7:34 pm

I'll go through it when I get home from College. Smile
The Empty Lord
The Empty Lord
Admin
Admin

Number of posts : 7344
Age : 32
Location : Plymouth

http://3mptylord.deviantart.com/

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by invinible Fri Mar 05, 2010 10:06 am

Well?
invinible
invinible
Proselyte

Number of posts : 149
Age : 41

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by The Empty Lord Fri Mar 05, 2010 10:11 am

Done, I think. Smile
The Empty Lord
The Empty Lord
Admin
Admin

Number of posts : 7344
Age : 32
Location : Plymouth

http://3mptylord.deviantart.com/

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by invinible Fri Mar 05, 2010 11:29 am

You overlooked the additional information section under Testing the New Weapon. Other than that I think you did a great job of updating this.
invinible
invinible
Proselyte

Number of posts : 149
Age : 41

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by The Empty Lord Sun Mar 07, 2010 11:37 pm

Is it right now?
The Empty Lord
The Empty Lord
Admin
Admin

Number of posts : 7344
Age : 32
Location : Plymouth

http://3mptylord.deviantart.com/

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by The Empty Lord Sun Mar 07, 2010 11:41 pm

Oh, and you can edit your posts now. Tongue
The Empty Lord
The Empty Lord
Admin
Admin

Number of posts : 7344
Age : 32
Location : Plymouth

http://3mptylord.deviantart.com/

Back to top Go down

Korim Problems 1 quest series Empty Re: Korim Problems 1 quest series

Post by Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum