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Arzonus, the City of Werewolves

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Arzonus, the City of Werewolves - Page 5 Empty Arzonus, the City of Werewolves

Post by MorbiusMonster Fri Nov 05, 2010 8:04 am

First topic message reminder :

For over two years, Arzonus has been a central element of my writing. Writing it spurred my interest in reading and the support over the many months spurred me to remain loyal to keeping it.

However, the thread ran out of space a few months ago and the original content was lost. Since its closure, Jagex has contacted me to express their strong interest with the subject and how they wish to pursue it further. Because of this reason, I cannot submit it on the forums for everyone to see, but there is no restriction in adding it here.

So for your reading pleasure is an un-edited edition of "Arzonus - City of Werewolves". I currently plan to redo some of the writing, to increase the descriptive content and to clear up issues raised by continuity and filler content.

P.S. The name of the land under the ownership of Arzonus has undergone many names. Master Maelstrom wishes to disclose that this is due to it being equivalent to all the names it takes, but if wish to have a monoadjective (a word I have coined meaning single, all rounded description) it would be "Arzonusii" (pronounced Ar-zone-us-eye")

For the discussion thread;
Re: Arzonus, the City of Werewolves.
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Arzonus, the City of Werewolves - Page 5 Empty Mark of Magnus Part III

Post by MorbiusMonster Fri Nov 05, 2010 7:53 pm

Chapter 6 – Improving the Odds



Maya and Lance – Arctic Camp



Maya and Lance are tracking another fugitive that has managed to escape Theta’s grasp. They follow a set of footsteps in the snow.



“We have Gwyneth and Orlando in near reach. Luckily the snow hasn’t covered their tracks entirely.



If we keep moving, we can retrieve them. That should put us a few paces ahead of Theta. Now lets move.”



The light dims and a shadowy figure forms.



“How about not. I am not about to lose a contest against ten mediocre citizens.



Or should I say seven, soon to be five?”



Lance arms himself and Maya prepares her aura.



“Is that some kind of threat?”



Theta comes into view.



“How clever of you. Now, stand aside or you will be the next in a long line of those that have died trying to double-cross me.”



Lance concentrates whilst Theta tries to throw him and Maya to one side, but his telekinesis fails to work on them. Lance is blocking it.



“Disability. That’s clever, but not clever enough. I can still beat you with brute strength.”



Theta summons up his signature Razor Sharp Spear and lunges it at Lance and forces it straight through him. He then set his sights at Maya. He then grabs Maya by the throat.



“What are you going to do now? You’ve killed Lance and countless others. You don’t need me.”



“That’s right. I don’t need you.



But if this version of me has been set to cause chaos, so I will do what I please. And it adds up as getting back at Maelstrom for giving me this.”



Theta uncovers his mechanical left forearm and uses telekinesis to throw her against a wall and begins to try and telekinetically begins to torture her. Partway through cutting open her skull, like Morgana, something strange happens.



Maya is able to break free of his telekinesis by using her aura to hurl a stone at him. Whilst he avoids it, he loses his concentration and lets her go. Unexpectedly, Maya grabs him and hurls him several metres against a large ice wall. She picks up a large boulder of ice and attempts to crush him with it.



Just as she is about to finish him off, he grabs her with what telekinetic strength he has remaining and throws her into the frigid water. As she climbs out, he holds her beneath the surface. Just visibly through the ice is Maya, gasping for breath, drowning.



“You’re too dangerous to be kept alive. I can’t risk that. Your super strength is unique only to you, so I can’t be bothered to take it.



Your father should have finished you off all those years ago. Now I see why he couldn’t. I wouldn’t have believe him if he told me before.



So I’ll finish off the job for old Edmund. He’d never set foot here.”



Maya stops moving altogether. Theta throws her out of the water and onto the land.



“The snow will bury the evidence.”



Just as Theta vanishes, Maya coughs up the water and begins breathing again. She was lucky this time.



Player and Flint – Darkness Rise



After leaving the Sealed Tomb, it’s time to get a ride back to Fugitive Island. Just as you are about to leave, the Militia gem activates.



“Maya reporting. Lance is dead and I was nearly killed myself. Luckily I was left only with a scar on my forehead. It will heal.



He thinks I’m dead however, but I survived… somehow.”



Her transmission is interrupted by Maelstrom. He, however, is very angry.



“Where is Morbius?! What has happened to him?! I can’t find him anywhere! Have any of you decided to take him along with?!”



No one replies.



“If he is hurt or if anyone has taken him, Karzahni help them, because I won’t hold restraint!”



Maya reclaims ownership of the transmission on the gem.

“We have tracked down Gwyneth and Orlanus to the Arctic Camp. They are hiding within the living quarters, disguised as Arctic Fugitives. If we can beat Theta to them, we can finally gain the lead we need.”



Ride Arteka/Galapagos back to Fugitive Island and head to the Arctic Camp. Maya will be waiting nearby the entrance. She will ask if she can join you, since she lost her escort. Flint will ask to be dismissed. You will need to if you wish to proceed.



Search the barracks for Gwyneth and Orlanus, they’ll be in the same one. Using the Militia gem, you can find which two are really the escapees. All the barracks will provide a negative response, so you should check General Frost’s quarters. They will be found there.



Gwyneth is able to use accelerated adaptation so your attacks can one attack type can only work on her a few times before she is immune to it and Orlanus is able to teleport himself, Gwyneth, Maya and yourself over short distances, but this is more annoying than dangerous. Both are only level 232 and capable of hitting only 28 each with melee, but Gwyneth can use Ice spells that can hit up to 17 and Orlanus can use ranged that hits no harder than 15.



Maya will heal you and restore aura at any time during the fight if you need it. When they two are defeated, two militia drones will activate and apprehend them. Maya is ready to make a report.



“We have captured the last two escapees. The odds are on our side. We have dealt with eight whilst Theta has taken care of seven.



Now, there is only one task left. Find Theta Magnus and deal with him, once and for all.”



Just as the report is sent, a loud scream and a cry for help are heard just outside the camp. Just as you arrive to the source of the noise, you realise you are too late. Flint, the last of the Militia assistant agents, has been killed. Attached to the corpse is a letter from Darur.



“Player



I have been watching you since arrived and you’ve put up very well for someone so weak.



So now, I challenge you to a duel on the beach of the Weevils with my companion, Pyrona. She is very eager to taste victory after so long of waiting.



The challenge will begin when the silver falls of the Aquaria Fortress turn gold and the Arctic Camp closes as the gates freeze over. None can turn down the Dragon Rider’s challenge under pain of death.



-Darur Arikanul and Pyrona.”



Maya steps forward to read the note as well. She is shocked by what she reads.



“He wants to challenge you by sun-down. Seeing you fight against a dragon rider (Player Name) is something I would never see.



You wouldn’t win, you have no knowledge of how to fight Dragon Riders and what if it’s a trap to lead Theta Magnus straight to you? You’d be killed. I can’t let you.”



It’s a tough choice.



“I have no choice in this Maya. We fight or die. This is not just to fulfil the promise to fight Darur, but to perhaps stop Theta Magnus from doing this again. Fight on behalf of those that have died at his hands.



And besides, who else is a better teacher than Crinos when it comes to ancient enemies? It’s time we got to know our enemy.”



Chapter 7 – Knowing your Enemy



Theta Magnus and Darur Arikanul – Weevil Beach



Both villains stand at the beach discussing the plan at hand. Both shake hands over a deal they have made.



“So it the arena is set. (Player name) will come here and you, Darur, will challenge (him/her). Your mission is clear, so don’t fail me.”



Darur smirks.



“You will be there to help out obviously, just to make sure it goes the way you want it?”



“Of course, what do you take me for? I would want nothing more than to see (player name) dead. (He/she) is a threat to us and I want nothing to compromise the great plan.”



As Theta walks off, he stops for a moment and sniffs. He snarls when he picks up the scent.



“Years of experience make me a formidable predator, and I rarely let my guard down. You cannot deceive this old wolf… Morbius Maelstrom.”



Morbius Maelstrom emerges from the jungle overgrowth, wearing the Temporal Armour and wielding Chronovus.



“So it seems, the Temporal Armour has been recovered after over a century. How interesting. If you wouldn’t mind, I’d like to evaluate your skills in paw to paw combat. Are you as good as your reputation suggests?”



“You threaten an ally of the Maelstrom family and that is not a safe place to stand, Theta Magnus. I will make sure you don’t lay a scratch on (player name).”



“A threat like that is one I cannot take idly and provoking me isn’t a wise decision. I shall demonstrate why. ”



Theta Magnus throws Morbius against a large tree, strikes him with electricity and finally thrusts his Razor Sharp Spear straight through Morbius. Seconds later, Morbius rises up.



“Is that all you’ve got? It takes more than that to properly defeat me. I am the great grandson of Master Maelstrom. Our strength runs through our family.”



And, rapidly before Theta’s eyes, Morbius’ burns and the large flesh wound heal as if they were never there. Theta charges up his aura.



“Spontaneous regeneration; an interesting and rare trick to come across. I’ve been trying to locate such an ability as this.”



Theta Magnus then loosens his coat, revealing his chest. Most of the flesh is missing showing the ribcage and the interior organs, protected by a metal casing.



“If you wouldn’t mind, I would like to acquire it for myself, my reasons are greatly justified if you’d take a moment to think.”



Theta throws forward his aura to try and steal Morbius’ regeneration ability, only to have his blood aura deflected by Morbius. This confuses theta.



Theta: “How did you do that? I took that from someone else, that’s one of my abilities! How can you do that?”



Morbius: “It’s one of mine now. I copied you. I know your every move and now I am in this game as well.”



Theta: “I don’t play games young cub, what I do is deadly serious, if only you’d realise that.”



Both Theta and Morbius use induced radiation against one another blasting each other away.



Morbius: “We can keep on doing this until one of us grows tired. I can keep on healing.”



Theta: “From my experiences, I can tolerate an awful lot without such an, so if you’re prepared to make threats, you must have the resolve to carry them out. Are you up to such an adult decision pup?”



Morbius: “You asked for it. And for the record, I am not a pup or a cub. I am an adult, and this armour was a gift from (player name) to commemorate it.”



Morbius then closes his eyes and disappears. Theta is enraged by Morbius’ escape method.



Theta: “No! You cannot hide from me Morbius Maelstrom! And there is nothing you can do to stop me!”



Morbius reappears and uses Chronovus to penetrate the metal casing on Theta’s chest.



Morbius: “I think that just did.”



Theta, in agony, throws Morbius to one side, but Morbius disappears before he makes impact on the rocks.



Theta: “I will get you Morbius Maelstrom! I will get you and I’ll take your ability!



So much like his great-grandfather. I wonder who is more powerful…”



Back at the Arctic Camp, you and Maya have discovered Flint’s corpse and are making a plan.



“So you say that a Mahjarrat lives on Fugitive Island and you’re going to ask her for help.



With what has happened over the last few hours, I’ll believe anything.”



Go to Crinos’ cavern on the Weevil Beach with Maya accompanying you. Luckily Darur isn’t there to bring the fight to you earlier than planned. Crinos will be in her cave and you should ask her about fighting Darur and she will merely shake her head.



“If you must really know your enemy, you first need to find your enemy. Darur, however, is not one of your enemies, but someone who has been ordered to fight you. It is not his destiny to do so.



Theta Magnus is your real enemy, and if you must know an enemy, you must know him.



What I will need for this spirit journey is the root of the Wisdom Tree from the Petrified Forest on Darkness Rise. The tree is the last living thing that grows on that motionless land and therefore is protected by a powerful tree spirit.



Retrieve the root, along with some more spirit weed and we may begin.”



Take another trip back to Darkness Rise on Arteka or Galapagos. Taking the other route through the Vengeance Cliffside. Whilst travelling this route, you will encounter level 167 Bound Spirits. These ghostly creatures have died at the Cliffside and remain trapped there until freed. Whilst travelling through, some doors will be sealed tight. When you defeat a certain number, they will thank you and let you pass.



Once you have made it through Vengeance Cliffside, you’ll be at the entrance of the Petrified Forest. You will need a woodcutting axe to be able to pass through as some trees block your access to the deeper parts. Watch out for some of the various creatures deep in the woods, they are aggressive and can range from 124 to 176. Once at the deepest part of the woods, use a spade (one can be found lying around here) to try and dig up the roots of the Wisdom Tree (it can easily be recognised as the tree that glows a bright yellow.). When doing so, the Wisdom tree spirit attacks.



At level 230, it is easier to defeat than your previous battles. It can hit up to 28 with melee and is especially weak to magic or woodcutting axes. Once beaten you can dig up the root you need. Return to Crinos when you have the root.



Once you have what you need, Crinos will begin the ritual. What you will see is a story of Theta Magnus’ origin (the same story shown in the Theta Magnus section of the thread). After the vision, you are ready to fight. Outside the cavern, you can see the sun about to set. Before fighting, Crinos will offer to withdraw or deposit some items before the fight.



Just as you leave the cave, Darur Arikanul is ready to fight, with Pyrona as his steed. He will go over the rules.



“Before we start a duel, especially against beings of days gone by, you start by taking a bow.”



Do as he says and bow.



“And then you take a few paces back.”



Walk forward three paces and turn around. Arm yourself, for what happens next.



Player: “This is an honourable duel between to find warriors.”



Darur: “Wrong answer!”



The clouds block the sun and Theta appears.



Theta: “Did you really think we would play fair? How naïve of you. This is where it ends for you, (player name). And don’t worry, it will be brief.”



Morbius runs into the battle.



Morbius: “No Theta Magnus. This is where you are defeated. Make this fight a fair one. You, of all warriors, should know that.”



Theta: “You are showing a good amount of courage for two warriors as futile as you.



But how much resistance can you serve? How long can you stand against the might of Theta Magnus?



Now bring it!”



Battle begins. Pyrona is a black dragon with a hefty level 320 combat and can hit a heavy 36 with melee. As well as Pyrona to deal with, you will have to defeat Darur when you have beaten her. He is level 290 and hits with melee, but hits only up to 30. What you should really be concerned about it Theta Magnus. His combat level is 390 and he uses blood spells on you to try and heal Pyrona and Darur. They can hit up to 32 and he cannot be attacked, because he merely throws you back.



Luckily, you have Morbius to help you, who has Chronovus and the Temporal Armour. He can hit up to 15, in the first fight with Pyrona, but when fighting Darur, he can hit up to 25; which is helpful, considering that Darur has 575 hit points. From time to time, Morbius uses time spells; which can hit up to a heavy 25 as well, but he rarely uses these unless you are in danger. This battle will be very dangerous so it is advised not to bring stuff you can’t afford to lose and an emergency teleport.



After you have won the battle (phew!), the duel is won and now you have to obey the rules and let Darur live, but Theta isn’t one to play by rules.



“You lost the duel Darur; which ultimately means you have failed your mission. That is a heavy burden.



And for me to lift that burden for you is a major loss on my part.”



Theta summons his Razor Sharp Spear and thrusts it straight through Darur.



“You were a good friend Darur and I liked your style and charm.



Shame your honour didn’t pay off.”



Emerging onto the scene is Master Maelstrom. The two former friends exchange glances.



Maelstrom: “It has been too long Theta. Our last encounter was some considerable time ago.”



Theta: “67, but who’s counting?”



Maelstrom: “You’ve killed many people today, including your own allies. I don’t think you deserve my kindness to let you live.”



Theta: “Actions speak better than words, Arcus. Now, let’s fight! Your move first.”



Maelstrom uses his time aura and generates it into earth to send a shockwave towards Theta, who effortlessly deflects it back to Maelstrom with his telekinesis. With Maelstrom down, Theta summons up dark crystals that surround him, whilst he disappears.

Chapter 8 – Making Ends Meet



Return to Arzonus and give Fang the Spiritual Expel Potion. He will be freed from Theta’s spell and Maelstrom will want to talk to you before you see Mentor Libra to claim your reward.



“It’s partly my responsibility that all those people have abilities. It’s been a research project passed down since the days of Calliditus.



He discovered what gave Senntisten werewolves’ special abilities and began artificially giving different creatures abilities in order to make them powerful soldiers. Over the years, the summoning masters have given it to various generations and I have done so on various occasions all in the name of science.



Some, who walk to path of light, used them for good. But others were tempted to use them to their own personal gain. Those were kept safely away for their own good. Not just to stop them causing trouble, but with them exposing their abilities will attract the attention of the likes of Theta Magnus who wish to collect such abilities.



We still have a lot of work to deal with, but you are due a reward for your work so far in the apprehension of the Draconis Force members.”



At the Arzonus Militia, Mentor Libra will bestow a great honour on you. You, Maya, Terra, Morbius and Fang are official members of the Arzonus Militia. And your next mission is to find the other 40 escapees that still remain to be captured.



Quest Complete!



Requirements;

250 Quest Points

What We Must Never Know

Stolen Dreams

Temporal Trekking

Scream of the Sirens

Aid of Arzonus

Trials of Glouphrie

Strife of Saranthium

Vengeance Will Be Mine

Dragon Slayer

75 Hit Points

75 Strength

72 Woodcutting

70 Slayer

68 Crafting

68 Herblore

66 Agility

65 Thieving

64 Hunter

64 Farming

Able to fight a level 350 dragon

Able to fight several strong foes ranging between 150 and 290.



Rewards:

5 Quest Points

Official Membership to the Arzonus Militia

75,000 Summoning exp

50,000 Hit Points exp

45,000 Strength exp

30,000 Thieving exp

30,000 Agility exp

20,000 Hunter exp

9,000 exp in Crafting and Herblore

Access to Darkness Rise and more areas of Fugitive Island

Ability to make Spiritual Expel Potions



Additional Notice



This is Arzonus’ 20th Quest



This quest has the highest set of requirements of any Arzonus Quest and the highest reward count for Arzonus with 308,000 total exp gained.



After the main quest, the player can perform more missions to track down and apprehend the remaining 40 escapees for further experience rewards.

A few days after this quest was released, the requirements and reward had been changed.

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Arzonus, the City of Werewolves - Page 5 Empty Mechanics of Battle Island

Post by MorbiusMonster Fri Nov 05, 2010 7:54 pm

Battle Island is a popular attraction to many different species that are enthusiastic towards summoning. This island has some rules towards its competition and rewards. This section is a guide to how Battle Island works.

When leaving the ship, you are given a warning message like various places across RuneScape. It warns:

“Battle Island is a resort of friendly and rule abiding competition. If you stake anything, you must be prepared to lose it, if your opponent wins the duel.”

This message, like all the others can be turned off after seeing it so many times and reactivated by speaking to Doomsayer in Lumbridge.

To begin a battle, you should visit the competition lobby. There you can challenge a player of your choice or sign your name onto the battle chart behind the Battle Administrators. When your name is put onto a chart, another player can select you from the list or you can be paired with a random player. Once signed in, you cannot remove your name from the list unless you log out or compete in a duel.

Before signing in, you must have at least one summoning pouch in your inventory. If you have only the one pouch, that pouch is automatically chosen as your battle familiar. If you have more than one, you must decide which will compete in battle if you are competing in a one-on-one duel. If you are competing in a duel that uses more than one familiar, select the pouches you wish to enter. This will then be your party.

When duelling, you and your opponent take turns for making moves. During your turn, you can do the following:
· Use a familiar’s move;
· Heal a familiar using supplies;
· Power up a familiar using aura (after Wolven Traditions);
· Or forfeiting, automatically making you lose the duel.

A familiar’s move can be used to combat an opponent. You can select their scroll move (if you have the necessary scrolls) or you can use the familiars’ standard combat to compete. Healing a familiar or boosting their stats requires specific brews that can easily be bought from the Battle Shop.

Having completed Wolven Traditions, players can use aura to power up their familiar. Any aura can be used to boost a familiar’s abilities slightly, but some have a favoured aura; which can extensively increase the familiar’s strength and allow it to use abilities it wouldn’t normally have otherwise. A spirit wolf is normally the weakest familiar, but combined with shadow aura, its power is multiplied by 5 and combined with time aura; its strength is multiplied by 10. Some arenas have elemental qualities about them that can boost the familiar’s abilities as well, without aura.

Forfeiting automatically has you disqualified and allows the opponent to win. Forfeiting means you will still lose any stakes and will not be able to compete for another 10 minutes.

Both you and your opponent compete until one player can no longer fight. When one player has no more familiars to compete with or forfeits, the other is the victor. Each player is awarded both summoning experience (100 each unless one player has won consecutive rounds before winning this one) and the winner is awarded Battle Tokens. The amount won depends on:
· The level range of the familiars competing;
· The number of familiars defeated on the opponent’s side (more defeated, tokens gained);
· The number of familiars defeated on your side (more defeated, tokens lost).

The tokens won can be used in the Battle Shop to purchase special clothing; exclusive pouches and can unlock new arenas and competition game play that money can’t normally buy.

The Battle Island Shop has two sets of counters and deals with all sorts of different items. One half of the shop is for standard RuneScape currency. This section of the shop is limited to mostly summoning supplies and stat boosters specially designed for familiars in combat (both in and out of the arena).

The other half of the store deals with Battle Tokens, purchasable here are:
· Battle Island Championship clothing – Gives a very decent summoning bonus, plus the cap can be used to store scrolls and the bag can be used to store pouches and other summoning essentials;
· Exclusive Pouches – A choice of rare summoning pouches that cannot be bought anywhere else, including the three Island mascots;
· New Arenas – Some of the purchasable arenas can favour different types of aura so you can give yourself the arena that gives you the advantage;
· New Game play – Purchasing new game play can add new rules and variety to your competitions. New game play such as two on two can allow four players to compete and you can add more familiars to your party;
· Experience – If you can’t decide what to buy or don’t have enough tokens to afford much else, you can buy experience to improve your battles.
· Enhanced Familiar Equipment – Special brews of stat boosters and even armour designed for your familiar to improve your performance on the field.

The Battle Island Championship clothing comes in three different colours (respective to the Battle Island mascots). The full ensemble provides excellent summoning bonuses as well as the cap being able to store scrolls and the bag being able to store pouches, charms and shards. The three different colours are displayed in a case behind the counter and some of the various NPC competitors on the Island.

Some of the pouches and scrolls purchasable at the Token counter can only be obtained via trading this way. Three pouches are for the Island mascots: the Nature Terrapin, the Magma Primate and the Emperor Penguin. These three require at least 65 summoning to bring into battle and they are considerably tougher than most other familiars within the same level range. With a large amount of tokens, the secrets of binding their pouches will be revealed.

As you get more tokens, you can purchase passes to enter new arenas. When you start off on the island, you will have access to only three, non-elemental arenas. These are:
· Beach Arena – standard issue arena;
· Main Atrium – standard issue arena;
· City Centre – standard issue arena

At the token counter, four more arenas can be purchased and these give advantages to the elements of air, water, earth and fire respectively. These are:
· Eagle Apex – Gives advantage to air aura.
· Ocean Arena – Gives advantage to water aura.
· Duelling Cavern – Gives advantage to earth aura.
· Volcanic Crater – Gives advantage to fire aura.

The Battle Shop owner will tell you that more arenas are in construction and you shall be informed when they are ready. Usually, this means that after a certain quest passes to new arenas can be purchased. These favour the other eight common elements and some can favour some elements greater than their predecessor. These new arenas, and the quests to open them are:
· Shadow Pit – favours Shadow aura. Purchasable after Desert Treasure.
· Frostbite Plateau – favours Ice aura. Purchasable after Desert Treasure and Mask of Law.
· Sulphur Swamp – favours Smoke aura. Purchasable after Desert Treasure and Smoking Kills.
· Demonic Lair – favours Blood aura. Purchasable after Legacy of Seergaze and Desert Treasure.
· Saranthium Recreation – Purchasable after Strife of Saranthium.
· Polar Pinnacle – Favours Magnetism aura. Purchasable after Wolven Traditions and Legend’s Quest.
· Sky Tower – Favours Lightning aura. Purchasable after Wolven Traditions and Sky Sapphire.
· Oriental Path – Favours Sound aura. Purchasable after Wolven Traditions and Mourning’s End Part I.
· Chimera’s Prism – Favours Gravity aura. Purchasable after Wolven Traditions and Chimera Mini quest.
· Spatial Rift – Purchasable after Temporal Trekking.
· Temporal Tower – Purchasable after Temporal Trekking.
· World Abyss – Purchasable after Temporal Trekking.
· Gemstone Palace – Purchasable after Temporal Trekking.
· Deep Ocean Floor – Favours Water aura greater than Ocean Arena. Purchasable after Scream of the Sirens.
· Tectonic Cavern – Favours Earth aura greater than Duelling Cavern. Purchasable after Vengeance Will Be Mine.
· Magma Depths – Favours Fire aura greater than Volcanic Crater. Purchasable after Toktz-Ket-Dill.
· Stratospheric Heights – Favours Air aura greater than Aviansie Apex. Purchasable after What We Must Never Know.
· Guthix’s Chamber – Favours Time aura. Purchasable after While Guthix Sleeps…
· Kin Lair – Gradually drains health from competing familiars if they take too long to fight. Purchasable after Trials of Glouphrie.
· Darkness Rise Fortress – Doubles use of special power (familiars) and summoning points whilst halving effectiveness of remedies and armour. Purchasable after Mark of Magnus.

As more quests are introduced, more arenas become available to buy passes for.

New competition styles can be purchased as well to increase variety to competitions between you and other players. Such new competition styles include:
· Increased party size – Normally, a player’s familiar party can be up to two. With the right amount of tokens, you can upgrade your party size up to about six. This means you can take more familiars into combat.
· Two-on-two (two player) – Fight one other player using two familiars at one time.
· Two-on-two (four player) – Fight alongside a friend against two opponents using a mix of you and your friend’s familiars.
· Raizahka’s Shuffle – Mix up you and your opponent’s familiars before combat for unusual results.
· A Test of Skill – You and your opponent will be given a selection of random familiars to choose from as a test of one's skill and ability.

When using these new techniques for summoning duels, the rule will be applied to both you and the opponent, even if one of you hasn’t unlocked this rule yet during the duel.

Battle Island has also forged armour for summoning familiars out of spirit metal. These can increase potencies of their attacks, defence and their hit point recovery. They can range in power with the cheapest usually being the weakest. As well as armour, some groups of lesser familiars can be trained to be much stronger in combat overall.

For example, a spirit wolf is normally level 25 with a very little combat experience. When you are trained in how to improve your familiar’s strength, the spirit wolf is level 60 and can hit up to 80, making it over twice as strong. Bear in mind that if you boost a familiar with aura, the stat boosts will be the same as the untrained familiar. This means a trained spirit wolf boosted with aura will be just as powerful as an untrained spirit wolf boosted with aura.

Hanging around the shops on Battle Island and on the beach are various NPC combatants who have become champions or are just looking at having a duel. If you want to challenge them, you can talk to them to see if they are interested. These competitors will fight in very much the same way a player would, only without the staked duelling and there are only a limited number of them.

The variety of NPCs you can duel changes depending on your summoning level. Therefore, you will only be allowed to duel NPCs who have a similar summoning range to you, meaning you can’t challenge competitors who are significantly weaker than you or significantly stronger than you. Once you defeat an NPC challenger, the experience you gain is varied depending on the difficulty of the battle and this duel doesn’t count towards consecutive wins or losses. You can only challenge the same NPC once every week and the token payout can be fairly minimal at lower levels, so it is advised to compete against players.

You can also check an opponent’s familiar party by choosing the “Check party” option on the right click options when you are within the set duelling territory.


Last edited by MorbiusMonster on Sun Nov 07, 2010 9:55 pm; edited 1 time in total
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Arzonus, the City of Werewolves - Page 5 Empty Nighttime over Lupine Part I

Post by MorbiusMonster Fri Nov 05, 2010 7:56 pm

The town of Lupine was a beautiful sea shantytown, but the mayor sealed it off three years ago. By day, it was a warm, sunny and busy village, but by night, monsters began prowling the streets taking victims at random that’d never return. Can you survive “Night time over Lupine”?

The quest begins by finding Terra in his loft (above Maelstrom laboratory). He has discovered a path in the mountains south of the city that haven’t been used for some time. Of course, the journey could be dangerous alone so he invites you to join him. Doing so will start the quest.

After accepting, he suggests you bring some food; rope, climbing or spiked boots and some good armour before meeting him near the hunter’s den. Once you have gathered the recommended equipment, you can find Terra by the hunter’s den, ready and equipped for his latest adventure.

“The mountain path is south of here. It will be easy to find, because it is the only place in the Arzonus Democracy where you shall find snow.”

Following Terra’s directions, you head towards the snow at the foot of the mountains. Two routes are available for you and Terra to choose. One, the shorter route, requires spiked boots and you can lose health if you slip on the ice. The longer route requires only standard climbing boots with less of a chance of slipping on the rocks. Once you reach the plateau on the top, nightfall is approaching, but Terra is enthusiastic about carrying on.

“Nightfall is only few hours away, there is still some time left to carry on trekking. Once we reach the point at where you can visibly see the whole city below and Battle Island on the horizon we can set camp.

So, inevitably, we must keep on going.”

There is no visible way of progressing up the mountain, but there is a cave in the side of the mountain that looks fairly promising as a way to the other side. Just as you enter, you feel a strange feeling as a sudden urge of fear rushes over you. Terra merely shrugs it off.

“What you must be feeling is the cold combined with fatigue. If you really want to rest, we have to pass through this cavern first. Keep yourself together (player name).”

You attempt to enter again with the same sensation only this time it is lesser than before. Make your way into the cavern. Inside you will regularly come across Mountain golems. These creatures are level 150, but aren’t aggressive. Each chamber in the cavern is sealed behind a stiff stone door. Some doors require merely brute strength; some require breaking the stone lock (using a pickaxe (one is found near the entrance)) or requires a keystone gained from defeating a Mountain golem.

Once you get to the other side of the cavern, you will come across an area where the stone stalactites are very loose and can fall on you if you aren’t careful. There are various options that you can choose to pass certain points. You can select walk, leap or creep. Depending on what you do at a set point will affect whether or not you pass unscathed. Terra, naturally having electricity aura, is very agile and so he avoids them every time (makes you kind of envious doesn’t it?).

Deeper within the cave is a plain with a statue bearing a ghostly presence made from pure obsidian. Carved in the stone of a nearby tome is an ancient language. Looking at it, you see that the language is unheard of. Terra can barely interpret the text, but he understands the statue.

“The statue depicts an unearthly being standing on the symbol of Raizahka. What this shows is that this being, whatever it is, claims to have defeated Raizahka.

This isn’t an ancient shrine for some deity; the statue is far too new and too flawed. The statue has poor construction techniques, as if the crafter was an animal.



…Other than a werewolf of course. And the stone is so new that very little erosion has occurred, even though the area of the mountain we are in has a large amount of snow above and a lot of water running through the crevices in the rock.”

The exit to the cave is nearby. Make your way to the surface where you will come across an empty plain. Exhausted, fatigued and generally in need of a rest, you ask Terra if this spot is good enough, he is satisfied.

“Battle Island can be seen in the horizon and the city is visible below. This shall be a good place to set up camp. We need to set up a fire and prepare some form of a bed.”

Nearby, you can find a tree with and axe embedded into it. Cut some logs from the tree and place them in the pit nearby Terra. If you try lighting them with the tinderbox, they’ll be too damp to light, so Terra comes up with a novel way of lighting them; using his lightning staff to cast a bolt to ignite logs.

The sudden roar of lighting has suddenly drawn attention to you and Terra. From some of the smaller crevices in the rock, some creatures start emerging, enraged by you trespassing in their home.

“Terra, we need to arm ourselves. We will need to fight again.”

Terra doesn’t appeared to have listened as he suddenly collapses onto the ground. He shows no signs of waking up. It is time to fight on your own.

The Midnight lurkers are level 120 each and attack with melee and range, but don’t hit very hard. This area is multi-combat so several will try to attack you at one time. Defeat the monsters how you wish.

Suddenly, Terra will rise from his slumber, but is in some kind of trance. He pulls out a dagger, cuts the throat of one of the lurkers and starts painting with their blood. At this point, the lurkers will target Terra, but he can defend himself for a short while. In order to divert their attention away from him, you will need to resort to using aura on the lurkers. If you start running out of summoning energy, there is a small obelisk for your convenience.

Once you have repelled the attack, the remaining lurkers will retreat and Terra will slowly emerge from his trance. In his trance, he has painted several images. One shows a small town on the other side of the mountain lit by sunlight, the second shows the same town at night with the player replaced by some beast fighting off a horde of similarly looking animals. The third and final shows the player and a primal Terra fighting.

Your only option right now is to ask Terra what he’s been doing.

“Well, (player name) it’s time I told you something very important.

My Senntisten ability consists of more than just inhabiting dreams. I can also see the future in mine and paint it, as you can plainly see.

The paintings you see are events that are not likely to happen, not likely to never happen, but will happen. That is the accuracy of precognition.

The first two paintings depicted are of a town named Lupine. I recognise it, I went there a few times as a pup. Master Maelstrom was very fond of the place. They both show the same spot, but in your place is some very wolf-like animal, but it can’t be essentially possible.

The town of Lupine was closed of from the ocean route for just over three years. And I don’t think that the augmentations Master Maelstrom made would induce changes that severe. The lycanthropy strain he normal administers is a sample of pure blood; which would induce simple changes and form change, but this form looks like the moon has enhanced it.

And the third? What would come between us to cause us to fight?

I suggest we get some rest and smear the blood of the lurkers to deter them in future. We can only get a few hours; the smell of fresh blood would wear off quickly and they would come back in even greater numbers than before.”

Both you and Terra sit in front of the fire and gradually fall asleep. A cut scene is played as the player dreams. A dark spectre lurks in its lair tormenting some victim, encouraging them to fall into their clutches. It utters its curses and enchantments in an ancient language. The dream abruptly ends when this monster turns to reveal two glowing, lidless red eyes.


Terra is ready to get moving. At this stage, you can return to the city for more supplies or carry on going. If you do return, you need not have to pass through the cavern a second time (Terra did the helpful thing of setting up a rope climb during the night.). The next path goes up an icy path so spiked boots will be needed. The cold will drain your energy and agility slowly, but not cold enough to be detrimental to your health. When you come up to certain clearings, large blocks of ice will block the path. Terra will melt some of the blockades, but at some points, they’ll be too thick to melt with his lightning staff.

Luckily, in this scenario, a tower has been built in the mountains and is used to melt the ice by focussing the sun’s light. However, it isn’t that simple. The lens at the top of the tower is broken, but there are supplies inside the towers. Terra will superheat the soda ash and sand to make molten glass and you’ll need to cool it whilst it is in the lens mould. Because of the cold climate up here, they will cool fast, so there is a small margin of time between forging the glass and putting it in the mould.

Once the lens has been made correctly (you will occasionally get a flawed lens which is perfectly useless), you have to put it in place at the peak of the tower. Once ready, you can melt the ice blocks. To melt them, you will need to select “Focus Tower” when near the lens tower. An interface screen will show up. When you have the beam directed at what bit of ice you want melting, you can select focus. There are two levels of focus, standard and intensive. Standard focus takes longer to melt the ice, but has less impact on the lens. Intensive melts the ice faster, but can focus sunlight to a point where the lens can be damaged and need to be replaced.

At various points in the peaks, you will come across Ice fiends. These menaces will try to damage the lens or stop it working properly. They can be dealt with using adequate thieving to distract them. When distracted, they will not cause trouble until the lens is in place. Terra will deal with them at the same time.

Once you have made it across the frozen peaks, you will descend back downhill. This part of the mountain isn’t without its problems. There are various niches in the path that can lead to pockets that you’ll have to climb out of. Falling into these will cause a small amount of damage.

Once you have made it downhill, you will have finally passed the mountain and arrived in a town. A local werewolf will come and greet you.

“Visitors? For the first time in three years! I thought we’d never see a new face here ever again.

Welcome to Lupine, one of the few towns on the mainland belonging to the Arzonus democracy. My name is Kira.”

Terra will introduce the both of you and explain that he was exploring the mountain path and just stumbled across the town. Having not seen it for many decades, he’d like to have a look around.

However, Kira isn’t eager to give you the tour of Lupine.

“We’ve had problems occurring in the last three years. Random werewolves are going missing and feral beasts dominate the night. For two new faces to turn up, it would be the worst thing to happen.

The people of this town are fairly superstitious having a strong faith in Raizahka as a result. They would be worried that two new people at the height of a crisis could be very much the servants of the darkness.

But I feel as if I can trust you. If you managed to brave the whole mountain route before nightfall, you must be with us.”

Terra interrupts to correct Kira.

“I’m not sure you’ve got that quite right. It took us one day and one night to cover the mountain route.

Our first night took longer, because of my companion here. Our sleep was rough after some savage animals just past the Mountain Golem cave attacked us.”

Kira suddenly backs away with fear.

“The Mountain Golem cave? That place is cursed beyond any healing; it is home to the plague!

Any travellers who ventured into that cave never found peace again, spending the remaining nights of their lives tormented by nightmares. Most who enter there fall victim to the bestial nature and doomed to join the hordes of the night beasts.

It is vital you remain with me so I can help you. Please, come with me.”

Kira will lead you to the town square where some of the older werewolves will tend to glare at you untrustingly. One will dare to challenge Terra who ignores the cursing of the young werewolf. The fountain in the centre of the town square depicts in gold a statue of Raizahka.

“The craftsmanship of this statue looks wolven alright. I could probably date this back to the early fourth age. This town’s central religion is more Raizahkan than the usual pagan gods.”

Upon Terra’s mention of Arzonus, sinister looks and rude banter are exchanged between the townsfolk. Kira abruptly makes sure Terra isn’t causing any more trouble.

Kira - “Your trying my patience as it is outsider. It’s best you come with me. If you are from the mother city, then you can try and get help.

Could you remind me of your surname? If I recognise, you can ask for help.”

Terra - “My full name is Terra Cyrus Maelstrom. I am not a major wolf of power, but my name is fairly known…”

Kira - “Maelstrom? You are related to Master Arcus Maelstrom? If that is the case then you can ask him for help. He used to live in Lupine as a child, so he would do anything to help us out, if we offer him a high enough price.”

Terra – “Maelstrom will need no payment. If you need help he will willingly find time to do so.”

Kira – “Very well. I shall arrange a guide to escort you over the mountain pass. You shall be able to cross it from this side much faster than you would the other.”

The guide will wait at the foot of the mountain where you enter the town. He shall guide you to the other side if you pay him a small sum (a bank is in the Lupine town centre). He shall guide you to the foot of the mountain near the city. It is time to ask Maelstrom for help.

Maelstrom says he would really want to help and he can perhaps find a solution, but he has one small problem. This small obstacle is that he has a very busy schedule, but he can offer you what time he has spare. He will request the following:

· A specialised aura sphere to collect the dark energy in the vicinity of the statue.

· A sketch of the statue and the tome.

· A fragment of the stone making the statue if allowed by the locals.

· A quick route to the town via the sea. Mentor Pisces would be advisable for this.

· A sample of blood from the night creatures.

“If there are any problems the townsfolk need sorting, major problems, see if you can fix them. Two outlanders showing up out of nowhere, they are bound to be mistrustful.

Gaining their trust is important for the success of this mission. For every favour you ask for, you must do them one in return. The biggest favour we can do is solving this problem for good.”

Maelstrom will hand you an instrument for taking a sample of blood. He suggests you take a couple for more valid results. It is advised to take them when the creature is very weak. The aura sphere he needs for research is made of thick glass, contains about 100 spirit shards and needs to be charged with primed energy. To sketch the statue and tome, simple papyrus and charcoal would be needed (a few may be needed) and to take a sample of the statue, just use a chisel.

To make the sphere, use molten glass on the spirit shards to form a red-hot aura sphere (u). Using the glass blowing pipe, you can form it into a proper sphere. To charge it, hand it over to Maelstrom (along with a blue charm) to make the Specialised aura sphere. This will now be able to pick up the energy in the caverns.

The guide will take you directly to Lupine as opposed to the cavern, so you’ll have to make your own way through and back again. Follow the Mountain cavern as you did last time, being careful as you pass the stalactites. The moment you enter the statue, the sphere pulses monstrously and turns dark. At the same time, you might as well sketch the statue and the tome, bearing in mind that you may need more than one sheet of papyrus (depending on your Thieving level). You cannot just yet take a shard of the statue just yet.

Make you way back to Lupine and you’ll find that it is near nightfall there. Kira will be thankful to see you and ask if Maelstrom is able to help. Terra will explain the situation.

“Maelstrom says that we should do favours for the townsfolk to gain their trust. He specifies that we need to take a few samples of blood from night creatures, sketches and fragments of the statue in the caves, and take a fragment of the stone from it.

He also asked us to absorb some of the energy brimming from the statue using this orb. We have done so and…”

Kira immediately swipes the aura sphere from you and wraps it in a golden cloth before throwing it to the ground.

“Don’t you ever let that thing see the light of day! It is contaminated! It is the same energy that far too many people have fallen victim to. Keep it away at this time of the night!”

Kira will escort you to her home on the condition that you put away the tainted sphere. Hand it to Maelstrom or store it in the bank before you go into Kira’s home. She will tell you how you can help the town.

“At the town centre, as you observed earlier, is the fountain of Raizahka. The water that runs from the mountains into the fountain has stopped. If you want to gain the trust of the elder folk, you should find the source and allow the water to run again.

It is in the mountains, so I assume the water spring has frozen. The mountain area is guarded at night to avoid the monsters from drinking from it, in hope that without it, they might die out.

You should move out whilst the guards are on a short break. If you survived the attacks from the monsters before, you should have no trouble holding them off.

I suggest you rest for a while before leaving, you’ve had a busy day.”

After you take a rest, Kira who has an urgent problem will awake you.

“Terra left a short while before I woke you and he hasn’t returned. I am concerned, because he took off without a map.

Also, he painted this before leaving. I couldn’t seem to stop him.”

Kira will show you a canvas. It is one of Terra’s precognitions. The picture shows a strange creature, unlike the animal in one of the pictures painted the night before, this time wearing Terra’s armour, running across the town. Following it close behind, in the distance is the same creature from the previous painting.

“I fear Terra is in terrible danger, not from the beasts of the night, but from himself. He explained the pictures tell the future and if he has become this… creature, he might have fallen victim to a plague similar to that which has taken most of the town.

You must find him. If he was set on finding the spring, he could change as soon as he gets there and the guards take no pity on the night beasts. He could be hurt himself or hurt someone else.”

It is ideal to leave Kira’s home and go to the bank to supply. If Terra is heading towards the spring, he’ll need some help breaking the ice. Just as you leave the vicinity of the town square, the Raizahka statue’s eyes glow and it roars into life, striking you with a blast of energy.

Before your eyes, you start to transform. Normally lycanthropy is induced by choice or by moonstone, but in this instance, you become a werewolf, stronger than you have been before.

Terra has luckily left some footprints. Adequate tracking can allow you to find the correct alleyway. However, as a precaution, the town has had some areas designated as trapping locations to control the creatures that roam the town in the night. As you enter, a gate will seal behind you and some night creatures will run out into the area.

These creatures are different to those you have faced before. These ones range between levels 112 to 140. Defeat one member from each level group (112, 124, 136, 140) to scare of the remaining members of the pack (be sure to take blood from one of each level). When they flee, the exit of this area opens.

Once you pass through one area, you will come across more footprints. Follow the correct trail and pass through a few more of these trapping locations and you will make it to the edge of the town. There, you will see Terra, in a similar form to you. Terra looks to you and runs away effortlessly and round a corner.

Following him, you discover a large agility course separating the town into two halves, high above the ocean below. Terra has mastered it with ease (lightning aura of course), but to catch him up, you’ll have to do the same. If you fall from them, you can take damage and end up one floor below. Thanks to your lycanthropic state, you have been given an invisible agility boost (which make it easier to do) and a faster energy restore rate. Carefully pass one set of stone beams to make it to a set of poles. Using a rope located near the jump, throw it towards the pole. Once it has secured itself, you can try and swing on it. Making it across will get you much closer to Terra.

Once you have managed to keep up with him, you’ll find that the guards of the mountain spring path tried to stop Terra, and paid the heavy price. Both lie dead on the mountain path, Terra standing over them paws bloodied. He looks back to you angrily, fires an impressive bolt of electricity from his staff and runs up the path whilst you avoid the blow.

Follow him up the mountain, by tracking his footprints. Once you reach him, he’ll try attacking you to stop you going near the spring. Use protect from melee to avoid taking any damage. You must try and convince him, that you are not here to harm him, but to help him. He will not be easily convinced so you need to prove you actually know him by saying the correct facts about him.

Once he finally recognises you, he will apologise. It is time to break the ice that has caused the spring to stop flowing. Terra will melt the ice and you will have to break it with a pickaxe. Once broken, the spring will start running once more and water will flow freely down the mountainside. However, your presence has attracted some unwanted attention. Some of the Midnight lurkers you fought before have found you and are much angrier than before.

Like the night before, they are level 120 and fight with melee and range. There are a few level 135 specimens, but Terra will be able to hold them off a little better than last time. After you have managed to defeat all the level 135 monsters (there are five in total) and taken blood from at least one level 120 and from one level 135, a cut-scene will show.

The lurkers are increasing in numbers beyond control and it looks as if both you and Terra could be beaten. Until, the creatures’ start leaking a dark substance out of their mouths and begin choking and slowly dying, the same effect is occurring with both you and Terra. Everyone in the near area is being poisoned. Kira then makes her way to the spring, her eyes as dark as the night, exactly like the substance that is poisoning the lurkers. Eventually her eyes return to normal and the poison has stopped taking effect upon you and Terra. The beasts, however, didn’t survive.

“You must come with me you two. We better be quick, your pursuits haven’t gone as unnoticed as you would have hoped.”

Kira will guide you back to her home. Terra will ask her what just happened.

“What you saw was my aura ability. The element of smoke is known for its toxicity and I have learnt how to make that poison transferable by just being in the near vicinity of me. You two have a strong protection around you, allowing you to last a little longer than the foul creatures out there.

It seems you two have been given the infection of the night. You become like the creatures of the night; increased metabolism, strength and agility. However, your strain is different to that of some of the hordes.

As you have discovered, there are two hordes of the monsters. One roams the town’s alleys and streets taking victims, and harming few. The other horde is vicious and attacks at will if they ever make it down to the town.

But because of what you have done, you will gain the trust of the townsfolk. Think about it, the morning after two strangers turn up, the fountain is running once more. They’re bound to think that you’ve had something to do with it, seeing that it hasn’t been working for months.”

The following morning, the townsfolk gather around the fountain and begin thanking you and Terra for making the waters flow once more. If you ask any of them if you can take a shard from the statue in the mountain pass, they’ll happily allow you to do so. It is an evil piece of work and they couldn’t care less if it was vandalised. Take a chisel into the pass and then use it on the statue and you shall receive a dark shard.

Only one thing remains on Maelstrom list of tasks. All that is required is to allow a proper boat service to put into action. By law, no boat is allowed to enter or leave Lupine, so you’ll need someone who barely pays much attention to it, Mentor Pisces. Head back to Arzonus to ask Mentor Pisces about a boat service.

Asking Mentor Pisces about the boat service, she’ll be insistently reluctant about doing a service to Lupine.

“I, under no conditions, will ever send my ship into Lupine.

I have no issues with the town and my ship is sturdy against the beasts, but I have a valid reason to not going there.”

If you ask Maelstrom about why Mentor Pisces won’t send her ship to Lupine, he’ll give you the “valid reason”.

“You see, Mentor Pisces ex-boyfriend works in the port there and they have refused to speak to one another since before Lupine was closed.

This ultimately, she’ll never enter Lupine until he no longer works on the docks. This is one of the only ways she can avoid him entirely. This is to our disadvantage you see.

However, if we can convince Eve to actually dock in Lupine the rest is very easy. Your mission is to find her ex-boyfriend in Lupine and try and convince him to get another job in Lupine and if he has, we need to convince Eve to dock there. I believe the young man's name is Adam.”

At the same time, you can offer to give Maelstrom the sketches, the sample and aura sphere; which you collected earlier from the statue. He will take time to properly analyse them. To now progress further in the mission, you need to return to Lupine. Terra will be unable to join you for this session, he says that he might as well do favours for the locals.

At the docks in the west of the city, you have to ask the longshoremen if they knew Adam. Some may take bribing, but don’t pay them because they still won’t have the answer. One will finally tell you what you need to know. Nathan left the docks shortly after him and Mentor Pisces broke up. He now works in the Arena of Three. It is closed at the moment, but the guard outside will tell you that the spectators have all been sent home until the night-beasts are under control.

If you go and find Kira, she will tell you where Adam lives. He is staying in the vicinity of the Arena of Three. His house is one of the only one that is locked. Pick the lock until you are finally given access and you shall find him upstairs looking out of the window, once in a while throwing a large mass of air creating a small storm. Go up to talk to him, but use Protect from Summoning, because he will throw a ball of air towards you if you try to walk towards him and they will deal damage.

After a while, he will stop and talk to you. You have to ask him about Mentor Pisces.

“I used to work at the docks, but I left after I decided I needed to move on from Eve. I then moved into this area of town and took up another job to avoid remembering what I did to Eve.

It was my fault really. I lost control of my aura during an encounter with Brassfang and ended up sinking our vessel. I couldn’t pay her back and so we both fell out. I could pay her back now, but she needs to know that I am sorry for what I did.”

Adam will give you a package with a note attached for Mentor Pisces. You mustn’t immediately say it’s from Adam otherwise she won’t accept it at first. Return to the Arzonus docks and hand the parcel over to Mentor Pisces. She will read out the note attached.

“Dear Eve

I am sending this package to say “I’m sorry for destroying your first vessel.” I know it was special since it was a present to mark your adulthood.

Within this package is a sculpture of the vessel, which I have made myself and the money to pay you back for the destruction of the real thing.

I hope you can forgive me.

-Adam”

Mentor Pisces will unwrap the parcel and take the sculpture, but asks you to return Adam’s money telling him to keep his mouth shut and never speak to her again. She will happily offer you travel between Arzonus and Lupine.

Go back to Adam and hand him over the money along with Mentor Pisces reply. Angrily, Adam will whip up a storm, throwing you out of the window (luckily dealing no damage). Kira will find you and quickly escort you to her home just as it reaches sundown.

The Raizahka statue’s eyes light up again, throwing two beams. One is aimed at you, the other, presumably at Terra in the town. Kira watches as you become the same creature you became the night before. Terra is in the town area and could be spotted if he’s not careful. Unlike the night before, there are no tracks to lead you anywhere, but the beam has left a trail of glowing dust in its wake. Follow it as best you can.

You will be led into more enclosures where you will have to face hordes of the night creatures again. Attack them as you did last time and proceed onwards into the area around the Arena of Three. As you enter, Adam will leap from his window and engage you in combat. He is level 220 and attacks using mostly aura and sometimes range. His aura allows him to whip up storms that can vary in combat type and have other effects. Deal with him how you see fit.

After facing him, your bestial nature gets the better of you. Having already been enraged by him, you attack him further by trying to goad out his throat. Kira will stop you by using her poison to get you to stand down. The poison has only enough effect to hold you back, but is dangerously fatal to Adam and he is unable to cope with both poison and wounds.

Faster than sound, several lurkers emerge from the mountains to clear up the mess. With them distracted, you can carry on looking for Terra. The trail of dust will lead you towards the docks to another agility course, like the first only an awful lot bigger.

Terra will be at the other side dealing with some guards. Once you reach the other side, more guards will appear and arrest both you and Terra. Kira will also be arrested and try to poison the guards, but they make her ingest a potion that knocks her out. All three of you are taken to the jail cells, but you and Terra will be put in a separate cell to Kira.

Without warning, the guards lead you outside to a set of pillars, you are due to be executed. Before you and Terra are tied to the pillars, attack the guards. Both are only level 150 and will go down fairly easy. The doors will open and several guards will emerge. Ignore this wave and run through the doors. Keep following the passage to reveal where you are. You and Terra are in a prison camp in the mountains. Surrounding the many buildings are banners of Triann and to the fall of Lupine. Your only escape is to steal some armour and exit into the mountains. To find some armour, just fight some guards and they will drop some. This armour will prevent you being attacked by the guards, but is very weak.

Before leaving, Terra suggests breaking into the main offices to see who is really in charge of what is going on. In the main office, order forms for large amounts of granite, obsidian are being sent out and master crafters being called in from all Gielinor to craft statues to meet incredible demands. Blueprints are all the same, the ominous statues in the mountain caverns.

Searching the desk, you find a diary that explains far more. The first invasions of the lurkers began some three years ago and gradually the night creatures began to increase in numbers. The lurkers are the beasts belonging to an unnamed master whilst the night creatures that usually hunt around town are in-fact the townspeople who have transformed to hold back the invasion of the lurkers. The people who go missing are also turned into night creatures to increase numbers or armies fighting the evil lurkers. All the fighting will come to an end once the master arrives to clear away all opposition.

According to the signature, this diary belongs to the mayor of the town. It turns out that Adam was also involved in the scheme, handing over the sculpture to Mentor Pisces. The sculpture of Eve’s first ship is a vessel containing energy allowing the lurkers to enter Arzonus.


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Arzonus, the City of Werewolves - Page 5 Empty Nighttime over Lupine Part II

Post by MorbiusMonster Fri Nov 05, 2010 7:57 pm

Essentially, your mission is now to escape from the prison and get to Arzonus, before the sculpture starts working and beckons the lurkers to the city. The only escape route is through the mountains, and at this time of night, it will be dangerous. In one hut of the prison area, you will be able to rummage through crates to find some food and potions.

The gate is at one end of the prison camp, and it is unguarded. Using your thieving level, pick the lock until you manage to open it. Once the gate is open, a covered cart is ready to be wheeled out. Taking a look under the cover, Terra discovers a dead body under the canvas. The guards aren’t interested in taking the cart, so will ask if you will take it (obviously not seeing past the armour). The path out of the camp leads to the mining complex. The guards have been left off duty, so you can explore the area.

In the lower mountains of the mining complex, there is a statue in the same shape of that in the mountain caverns, but more expertly chiselled and with dark rubies embedded into the head and silver hair. Taking a good look at it, it strikes you with fear. Looking down the mountainside, you see the sun slowly rising and both you and Terra return to normal.

It is time to return to the cart and continue out of the camp before the guards become aware of what has happened. At the clearing where the cart has been parked, you’ll come across Adam who has somehow returned to fight you once more.

He’ll have the same stats as he did before, but in your normal form, he’ll be harder to fight. Once beaten again, Terra will come across a small box attached to Adam’s belt. Inside it are vials of blood and Terra takes a good look. He then gives on to an injured miner who is far too tired to work who downs it in one go. Before your eyes, the miner’s injuries heal and feels really perked up and full of energy. It confirms it. The blood Adam has in the box can cure all ills.

It’s time to claim some information from Adam and luckily Terra knows a good form of interrogation as well as torture. He will demand answers out of Adam regarding what is going on, putting his paw on Adam’s skull if he refuses to comply showing him unpleasant visions of his future. Finally you get something out of Adam.

“Fine, I shall tell you. The master is an enthusiast towards “cleaning the slate”. He has come up with a way of re-working the world so that the population no longer fight and live in climate without strife.

As a member of the Shadow Apprentices, it was my duty to help the reshaping the world in any way I could since the great fire, so when the mayor of Lupine had come into contact with the master, I was only too happy to help. I was given my fair share of money along with the potential of being given immortality.

My part was to plant the beacon in Arzonus to allow the lurkers access to the central city. Once they gain access, the rest of the Arzonus territory will fall like dominoes and then the rest of Gielinor will fall under his power.

Your friend was taken to the summit of the mountain where the master shall execute her by nightfall tonight. It’ll teach her to meddle in his great ideals.”

At which point, Terra will punch Adam hard in the face. He will take the box of blood vials, throws it down the mountain, grabs Adam, ties him up in the cart and now all you have to do is kick the cart hard enough to roll it down the mountain with Adam in it, never to be seen, hopefully again.

Time to continue your path back to Arzonus. Keep following the mountain path, avoiding obstacles such as fallen rocks (evident by rocks lurking ominously over the pass). You will reach a cave shaped like an open dragon’s mouth. Inside, you will come across Mountain golems like you did in the cavern near the foothills on the Arzonus side. This ultimately means your almost back.

Open the stone doors like you did before and you eventually reach a clearing in the foothills near Arzonus. En route you will find a large steel door, ignore this until later. The city is just within sight, its time to save the city once again. When you go inside, you will find the lurkers attacking the city. You need not have to attack them, because the Militia have the invasion under control. You need to make it over to Mentor Pisces’ ship.

As you are about to go onboard, three lurkers will attack you. These three can be dealt with however you like. Once onboard, you have to ask Mentor Pisces about the sculpture and convince her that it is a beacon for the lurkers. She will then take the liberty of destroying it and the lurkers will stop attacking. The heart begins to react, sending out a pulse of energy reducing them to dust.

Mentor Pisces will ask for an explanation about what has happened. Terra will fill her in.

“Adam gave you that sculpture as a beacon for the lurkers, inviting them to the city. He told us some master gave him that duty in the promise that he will “clean the slate”. Adam says he was a Shadow Apprentice and wanted nothing more. Can you fill us in, seeing as you knew him well?”

Mentor Pisces will lower her head and reluctantly tell you the story of the Shadow Apprenticeship.

“There was once an order named the Shadow Apprenticeship some many decades ago. It was a recent order that sought out to unite the world regardless of religion or species. At first, it appeared to be a step forward and that it may have been different from an order of a similar name originating in the past., but then occurred the great fire.

News travelled fast that in the east, the Zamorakians burnt the Saradominist tower of magic to the ground, purely on the condition that both chose to follow separate gods and one saw the other as too inferior to have the use of magic. This sparked an internal conflict within the apprenticeship.

The Chancellor at the time thought that it was best to “clean the slate”, technically meaning wiping out a large number of the population, to grant those that would survive the oncoming slaughter the opportunity to make amends and start anew. I turned away at that point, but Adam was far too enthusiastic towards this so-called humanitarian order and wouldn’t turn back.

Adam eventually reached a point where he intentionally sank my ship in a bid to stop me from causing further trouble. He failed in destroying me and so I told the Elder of Arzonus of what I discovered. She then set out to find all the members of the Apprenticeship and had them dealt with.

They were eventually defeated by order of Arzonus and what remained were scattered and eventually exiled. It seems Adam survived and remained in league with them along with the mayor of Lupine. As an individual, there is little he can do, but he mentions a master of some kind.

I just hope that they haven’t released the experiment they called the ultimate weapon. Undoubtedly, if they are following some kind of master, they could have activated it.

Maelstrom is guaranteed to have the answers. You’ve given him sketches of this deity they worship, as well as the stone it’s made from and the energy of the surrounding area. If he can confirm what it is, then we might know how to stop it.”

Following Mentor Pisces’ advice, go to Maelstrom’s laboratory and he shall have the results. He is pleased to see you.

“What I have deduced is that these lurkers follow an ancient monster whom is known as the Nightmare. The Nightmare is a servant of the unnamed beast and has been woven history as a foe that’s been known to torment generations. From what our ancestors have passed down to us, the Nightmare, in theory, should no longer exist. If the Shadow Apprentices plan to release it, then either it is a false demon or we are all in trouble.

We need to defeat the beast in-order to free the town of Lupine from tyranny. I must inform you that its power is extensive, and is able to use his powers to lull you into a state of sleep where his powers can take effect, but it is not indestructible. Naturally, a monster resurrected is weak and gives an optimum opening to attack.

You will have to engage it in combat and once its defence is down, stab it through the chest. This will be enough to force it to surrender and leave by your demand. The mayor will require special treatment. He has rapid cellular regeneration so one of the ways to defeat him is to fire a silver bolt directly into the back of his head.

I know from experience that a silver bolt, aimed at the right part of the brain would kill. If it remains in his head, it won’t heal and the part of the brain that controls the heart and lungs will not function, killing him. I’m certain Kira can help if the fight turns brutal.”

Stock up on supplies at the bank as the next battle may be taxing as well as taking some silver bolts and a crossbow. Follow the path up to the mountain cavern, which leads to the mining complex. This time, take the sealed path, by picking the lock on the steel door. Once opened, follow the path up to the summit and you will emerge in a snow covered clearing that is signposted as the Torn Mountains.

To reach the summit, you’ll have to cross a frozen agility course to reach the winter outpost. Even harder than the second you’ve encountered, this will cost you some food, but the outpost has a rations-stop that works like a bank.

Once you have reached the outpost, you will encounter two guards, protecting the entrance to the summit caves. They will not let you pass at first, but after you give them some food, they will let you pass, unaware that you are the “enemy”. The caves are set out in a complex maze, not so different from the random event. When you reach the centre, you will find a strange rift, glowing dark purple. When you enter it, you will be at the summit, where the mayor and some guards have Kira as prisoner.

The summit has six granite towers around the edge with a pillar of dark crystal in the centre. The mayor will begin a ritual to summon his master.

“The lord of the Torn Realm, my master and the future ruler of this world has been sealed away by Raizahka since the dark days of Gielinor. But that shall soon end!

This supreme creature of immense power promises the way out for this world, to clean it of corruption and give those that survive the chance to reflect and renew what they have done!

I now come here, as his loyal servant to set him free. With the six statues in place, aligned with the six granite towers, the energy of the Lupine mountain range shall be channelled to this core to reawaken the master!

Let us bow down and let me rule alongside the Nightmare!”

From a distance, you and Terra watch as the granite towers charge up and all direct beams of unholy energy to the crystal mass in the centre. The ground around this centrepiece begins to quake and crumble as a dark purple haze emerges from fractures in the stone. The crystal turns black and then shatters as the demon known as the Nightmare emerges from its prison. The mayor comes to greet his great master.

“You are now free. I believe my reward is in order.”

The Nightmare turns its emotionless head towards the mayor and glares at him. It pats the mayor on the head.

“Your reward is that you get to live. You are no servant that will rule beside me. You are merely a slave that shall do as I command or suffer.”

The mayor protests in anger, and turns his back. Now it is the time to equip the crossbow and fire the silver bolt. It may take several attempts to aim it correctly in the back of the head, but once you hit, get ready for the following battle.

The mayor dies seconds after the bolt impales him in the back of the head and the Nightmare turns to where the bolt was shot and laughs at your attempt at killing the mayor.

“Two servants to Raizahka. How wonderful!

The mayor was of no use to me after my re-entry into the mortal world so you have done me a major favour.”

Terra leaps into the crater along with you and challenges the Nightmare.

“I know full well of what you are monster and I will stop you before you carry forth your threats on the world.”

You set Kira free as the Nightmare mocks Terra’s bravery. It accepts your challenge. As the challenge begins, two bright beams fire at both you and Terra, transforming both of you into the night form.

The Nightmare is level 320 and will be very hard to fight. It uses a combination of shadow spells that can hit 300 and melee, with a variety of secondary effects, but its real power lies in its combat ability. It can reduce your speed and slowly sap your health away. Terra will aid you only so far, before he is weakened too much by the Nightmare. Prayer does work in battle, but it is advised to have good food and armour. Once you have managed to weaken it, it will fall to the ground.

But it isn’t defeated for long however. It quickly rises up, stronger than before and throws you and Terra to one side before Terra can implant a dagger in its chest and threatens to destroy both of you. However, Kira steps in quickly and begins to use her aura ability. It has little effect on the Nightmare, but hurts you and Terra. Terra has an idea.

“Kira, grab the Nightmare’s hands and concentrate all the poison you can into it. It can take an awfully large amount, but it is not indestructible. If you thoroughly concentrate it, we’ll be unaffected.”

Kira then forces the Nightmare’s hands into her own and starts forcing her poison into its veins. It takes a while, but soon it starts to feel the genuine effect and it begins choking, eyes inflamed with darkness. But while she is concentrating, she fails to notice the Nightmare’s third arm empowered with what shadow power he can summon in its state. It strikes Kira fatally hard, but not before it has reached the lethal point and falls to the floor and vanishes amongst the purple smog.

Kira is mortally wounded from the Nightmare’s strike and might only last a few moments. Terra pulls out a vial from his pocket. It’s one of the vials of the mayor’s blood. He pours it into Kira’s mouth and the injuries heal right before his eyes. Kira will then awake and teleports you, herself and Terra back to Lupine.

The townsfolk see you and Terra in the bestial form, before it wears off and at first fear you, but they then look to the skies. The dark cloud that has surrounded the town for three years has long gone. The granite and obsidian obelisks and statues that for a long time emitted dark energy have crumbled to dust. Kira explains what has happened.

“The Nightmare, a great enemy of Raizahka has been controlling the town through the mayor and local resident Adam, but no longer.

Terra, (player name) and I have finished off the Nightmare and the mayor is now deceased. The creatures of the night will return to their previous forms and the lurkers will no longer be a threat.

The creatures of the night were those chosen by Raizahkai to defend the town against the lurkers. When the Nightmare was due to be freed, Terra and (player name) came to this town and Raizahka made them our saviours. With the lurkers being no longer a threat, the night creatures will return to normal.”

Kira thanks you and Terra for your hard work and happily rewards you. Afterwards, a few cut scenes are shown.

The first shows Adam, crippled in the mountains after the cart has crashed. After coming to, he shuffles in the dirt and comes across one vial of blood in the dirt. He downs it in one go and he begins clicking his joints and bones back into place and his bruises and cuts heal. However, he cannot use his ability and he discovers a symbol scarred onto his left paw.

Another is shown following the Nightmare, who crawls out of the purple smog, coughing up a sickly black substance. It reaches towards the corpse of the mayor, summons the last of its strength to rip open a wound and starts drinking the blood and slowly begins to heal. It then fades away into the purple smog with the corpse.

“My child needs resurrecting. One life for another, it seems you’ll be useful after all.”

In the third and final cut scene, Terra is in another trance, painting more pictures in his study. He eventually slips out of the trance to reveal a painting where he has predicted his own death at the hands of Triann. He destroys this picture in fear only to look around and see different angles of his death illustrated all over the room.

The text reading “To Be Continued…” is displayed on a dark screen.

Quest Complete

Requirements;
200 Quest Points
Scream of the Sirens
The Stolen Dreams
Underground Pass
65 Agility
65 Crafting
65 Thieving
Ability to fight several 100+ foes
Ability to fight a level 320 foe

Reward;
3 Quest Points
42,000 Summoning exp
40,000 Agility exp
38,000 Crafting exp
38,000 Thieving exp
Access to the Lupine Agility Courses
Access to the entire town
Access to Arena of Three

Additional Notice

This quest was the first Arzonus quest released in 2009.

This quest also marks the 1st Anniversary of Arzonus (the actual date is 16th February)

Mentor Pisces’ first name is revealed to be Eve.


Last edited by MorbiusMonster on Tue Nov 09, 2010 1:57 am; edited 2 times in total
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Arzonus, the City of Werewolves - Page 5 Empty Truth and Law Part I

Post by MorbiusMonster Fri Nov 05, 2010 7:58 pm

Some time since the Mask of Law was recovered and repaired, the truth comes to light. In a search to find the new owner of this elite icon of power, odd happenings occur following those who try finding the new owner. Who is the new owner of the Mask of Law and what is the possible explanation for several strange events?

This quest starts by talking to Mentor Libra at Militia HQ. He has been over viewing the statements over the last few months and comes across one that is most interesting, yours regarding the recovery of the Mask of Law.

“I have reviewed the statement you gave us (player name) about the Mask of Law. From what I have read, I can see you’ve made one almighty mistake. The mask you handed over was a fake.

The real mask, you see, is made of a particularly rare mineral that is deemed unbreakable and your statement said that the mask was found in three shards. Another interesting point is that the fake is dull and powerless. The real thing shines brightly and has a particular glow about it.

Since this is the case, I want you to retrieve the real mask and return it to me. Since you have the trust of the (Aqua/Arctic) clan on Fugitive Island, their commanders will presumably offer some more information about it or you can try and get it out of them if you wish.

But remember, both the Hydromancer and General Frost are known conmen; they will try and divert you away from the real thing. If that is the case, take this piece of equipment with you. Activating it in their presence will shock them.”

Once you’ve finished talking to Mentor Libra, he will hand you the apparatus. Mentor Pisces at the docks will take you Fugitive Island. Once ashore on the island, visit your respective commander (General Frost for Arctic Clan or Hydromancer for Aqua Clan).

An official guard, who will not allow you entry, will guard their offices. He can’t be bribed by food or money and the Ring of Charos won’t work (if you have it), so there are only two ways of getting the key off him.

If you have 68 Thieving, you can pickpocket the guard for the key, but you’ll need to get him out of the way of the door. You can move him by finding a stone/snowball on top of a barrel nearby the entrance of the commander’s office. Pick this up and, out of the guard’s field of vision, throw it at him. Once he’s hit by it, you’ll have a brief moment of time to run towards the door, without him seeing you, and use the key on the door. If you’re spotted, he’ll stun you and deal between 120-150 damage.

The second method works well if you do not have 68 thieving. Using the apparatus Mentor Libra gave you, threaten the guard with it, however he won’t take you seriously. Activate it and it will shock him hard, but he won’t give you the key. Keep trying and he’ll eventually give in and unlock the door.

Your respective commander will give you a long story about the mask, so wield the apparatus to try and get him to tell the truth.

“Well, I must admit (player name), I don’t have the Mask of Law, you handed it over to Mentor Libra. I’m sure you’d remember.

SHOCK!

Argh! Okay, so the shards were false and the copy you sent to him was a fake, but we have never come across it since.

SHOCK!

Ouch! Cease that at once!

SHOCK!

Argh! Fine. I and (opposing commander) were in ownership of the mask ever since it came to the island. After you came looking for it and put up a good search, we kept it under lock and key and none would be allowed to see it again.

SHOCK!

Ouch! All right! We never kept it! Shortly after you left with the fake, we sold the real thing to another wolf. She offered us good money and said she needed it for private use.

SHOCK!

What did you do that for? I was telling the truth!

SHOCK!

Okay, the wolf’s name is Cheyenne Silver and she bought the mask from us, offering an awfully large sum of pure gold in return. She insisted this information be private and said that if we told, her client would silence us permanently.”

Going by your commander’s word, you decide to tell Mentor Libra this revelation. If you chose to shock the guard to get into the office, at this point five fugitives from your respective clan will attack you before you leave your commander’s office. Once back in Arzonus, visit Mentor Libra at HQ.

“I am familiar with Cheyenne Silver. She had several convictions against her, but the charges were dropped after she assisted the Arzonus armies against a dangerous threat just less than 24 months ago.

I am in no knowledge of where she currently resides, but she used to have tutoring from Master Maelstrom after she learnt to manipulate her magnetism aura in a very interesting way.”

Going by Mentor Libra’s advice, visit Master Maelstrom in his laboratory and he will tell you some more about Cheyenne.

“Cheyenne was a pupil of mine at one point. She had learnt how to perform a strange ability, as you already know. Using her magnetism aura, she could actually transform one metal into another and could analyse an object and take a precise measurement of the metal content.

When I first met her, she was only capable of making metal rust, but then I taught her how to be able to track down ore veins, give precise percentage quantities of even the most complex alloys and even turn metal objects into gold. With this at her disposal, she was able to find the best treasures, just by having a smaller piece to go by as her map.

She always goes by her own initiative, so her having a client is most unusual, but taking the Mask of Law is really very much like her. I can only assume, she’d only want to go where treasure could be found and automatically, she’d want to beat the competition.

I heard recently that the mines on the island north of modern Canifis have come across several new veins of metal in a very short time. I can guess that she has gone there and is taking the role of a prospector, so she can be the first to the ore veins and be the first to have rights on the treasure. Another motive that is very much like her.”

What Maelstrom suggests make sense, considering what you now know of Cheyenne. A trip to the mining island would be best recommended. Once you get there, the island has undergone a complete rework. The camps have been replaced with proper accommodation and the island has now been renamed New Farnadeos. Waiting in the largest building is an old friend, Tandoca who is very happy to see you once again.

“I’m very pleased to see you again since our last adventure with Orala and the Soul Altar. We’ve had a great period of excavation. Nearly all the artefacts have been found have pointed to this place being an offshore fortress to the Empty Lord named Farnadeos. The mines have been shipping out almost tonnes of gold daily since we’ve had the new prospector and we’re are due to test a new innovation in mining.”

Asking Tandoca about the new prospector, her mood changes slightly.

“Well, we’ve made a new tunnel and she has spent a lot of her time desperately making it deeper, as if looking for something important. But she is quite right to, she has probably found another vein rich in treasure and wants to have it mined and shipped out very soon.

If we’re up for another adventure, I’d really be excited since Orala was arrested. In my opinion, all this activity is not as interesting as your last visit.”

From this point, Tandoca will follow you unless you dismiss her. Leaving the island will automatically dismiss her. Head to the mine entrance and you’ll emerge into the underground mining colony. Tandoca will guide you the new tunnel, which is in progress, but something bad has happened, as a large crowd will suggest. Talking to one of the workers, they’ll explain what happened.

“The prospector has been trapped in the deeper caverns. The ventilation system had a leak and the oxygen ignited when it came into contact with one of the lanterns. The resultant fire damaged wooden scaffolding that needed replacing and the ceiling collapsed.

We have sent for some help from the Dorgeshuun, whom just so happen to be experts in mining knowledge that almost rivals the dwarves’ knowledge. However, links with them have become somewhat impossible since the train that used to run from here to Dorgesh Kaan broke down.”

Tandoca will guide you to the train terminal in the underground colony. According to the conductor and a mechanic, it has broken down beyond the skill of the mechanics hired. Taking a good look at it, you assess the problem with the engine. It appears it hasn’t broken down, but sabotaged by someone who clearly knew what he or she were doing.

By the engine are some tools that can be used to repair the engine. According to the mechanic, the train’s exterior is made of steel and iron, and the engine requires some coal to be fired up again. The mining colony cannot spare any, for the demands are incredible. Once you have about five bars of steel and five of iron, you can start repairing the train. Luckily, with your construction level, it shouldn’t be too hard. Once the train itself has been fixed, its time to fire up the engine. Using about 20 pieces of coal and a tinderbox, fire up the engine.

Whilst firing up the engine, an interface shows displaying a meter and some switches. Gradually add coal to the furnace to increase heat slightly, and control it with the pump and water options. The pump increases the heat and water-cools it. Using all the coal you have, you need to put the temperature into the optimum region, using no more than the water provided or ruining the bellows. Once you have used up the coal and adjusted the heat correctly, the engine will work again.

Just as the engine works again, you and Tandoca are hit by a wrench, knocking you both unconscious. When you wake up, you find yourselves tied to a track and a train coming up the tracks. Using your agility, try and squirm out of the rope. It may take several attempts and may use up your energy, but you eventually will succeed quicker with higher agility. Using a knife conveniently found on the tracks cut the ropes binding a still unconscious Tandoca and get off the tracks quickly.

The train passes by smouldering in flames, but the carts following are perfectly in tact. Using your agility, leap to one of the passing carts. You will always land in the cart, but there is a chance of landing on your feet carrying Tandoca or landing flat on your face (which deals 50 damage). Jump forward from cart to cart, keeping an eye on Black Guard Berserkers who aren’t too pleased with hitchhikers on their train. They may attack, but they aren’t much of a concern.

On one of the carts closer to the flaming engine are several unusual looking machines. Suddenly, one of them roars into life, just as Tandoca finally comes to. It attacks with melee, which is easily blocked by prayer, but you cannot do damage to it. In order to finish it off, you’ll need to pick up a stick of dynamite from the box on the same cart and use a tinderbox to light it (you should still have one from the lighting the engine) and you’ll throw it at the machine.

Whilst quite destructive, it does the job. At the same time, the engine is destroyed as well, but there is still enough forward momentum to keep the train moving forwards to its destination where it finally, at long last, stops. The destroyed machine still carries a tanker of water on it. Tandoca takes a look at it before assessing what it is.

“This stuff is particularly nasty. It is known as Unholy water or just chaos water. It is used as a weapon, like holy water on dark creatures, but most springs of this substance have dried up. Presumably, this gave the machine the upper hand by making it indestructible.

You should take one tank of it (player name) for analysis. If we get a good enough look at it, we might be able to find a better method of destroying machines like those again.”

The train seems to have come up to an empty cavern. Listening carefully, you can clearly hear conversations taking place in an adjoining room. A berserker dwarf who appears to be sleeping on the job guards the door. The risk of being found out is too high to creep past him, but luckily Tandoca spots a path upwards to another room. This path has some gaps where the rocks have broken away, but easily passable by jumping them (you may fail some steps, but little damage is taken).

Once in the upper parts of the cavern, you enter the doorway where you see some dwarves talking. Two appear to be in very smart, red uniforms while another is a mechanic, standing next to another one of the machines seen on the train. It’s the Red Axe! Both you and Tandoca listen in to the conversation.

Dwarf Mechanic – “…So you see boss, the unholy water provided by the Chaos dwarves will work like ordinary water, running the mechanical “miners”. They work twice as fast as living hands or three times as fast as werewolf paws.”

Hreidmar – “Of course. These werewolves are built more for hunting and use their modern techniques to mine rather than good old effective labour. Do carry on.”

Dwarf Mechanic – “But working is not the sole purpose of the Mechanical Miner. It is built very well for combat uses. As well as working faster than the competition, this machine can just as easily eliminate it. With (player name) and Tandoca out of the picture, we can finally go through with this plan with no faults whatsoever.

Hreidmar – “At last, the Consortium will feel the wrath of the Red Axe!”

Player – “Somehow I sort of remember a scene like this. And round about this point it all becomes a blur.”

Just as you get up, Tandoca fires a Psychic Block spell at you, just as an ogre shaman attempts to strike you and she swiftly deals with him, without the dwarves below hearing her. You resume listening in to the plan.

Dwarf Mechanic – “The main Mechanic Miner as displayed here is controlled by a dwarf and he in turn controls all the others using telepathy. Another trick the ogre shaman taught us. The unholy water also taints the metal framework so makes it inpenetrable.”

Quietly, both you and Tandoca crawl out of the cavern and you’ll find yourself coming out of a manhole in the town square. Knowing how the unholy water makes attacks ineffective on the machines, you need to go to someone holy who might give you some help on how to deal damage to them. Tandoca will remain behind to warn the underground mining city of the danger that will happen.

Taking the Unholy tanker with you, head to the Monastery and give it to Abbot Langley and he’ll tell you what can be possibly done.

“The unholy water can give the machines immunity to attacks, unless of course you use a weapon comprised of something that can be associated with machines, blessed with the power of Saradomin. I’m sure you can find something you can use.”

What Abbot Langley seems to describe bears a striking resemblance to the Holy wrench. Find it and bring it to Abbot Langley. After taking a good look at it, he’ll shake his head.

[size=12]“This is the sort of thing you could use, but although it is holy, it won’t be strong enough. For it to work on the machines you described and fully counteract the effects of the Unholy water, you’ll need to bless it to have it fully exert powerful holy energy.


Last edited by MorbiusMonster on Tue Nov 09, 2010 1:30 am; edited 1 time in total
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Arzonus, the City of Werewolves - Page 5 Empty Truth and Law Part II

Post by MorbiusMonster Fri Nov 05, 2010 7:59 pm

To do so, you must take this wrench to each of the major monks across RuneScape in a specific order. You’ll need to take it to the Head monk on Entrana, and place it in one of the indentations in the mysterious ruins. Second place you’ll need to go is Paterdomus and hand it to Drezel before submerging it in the waters of the Salve.

Third of all, you’ll need to take it to the jungles of Karamja to Trufitus, and then present it to their tribal statue. The fourth priest you must see is Brother Tranquillity and then you must bake it with the flour from the island. The fifth you should see is the werewolf priest Master Embrace and you must have it make contact with the heart in the centre of the city of Arzonus.

The final priest you must see Ungadulu from the Kharazi jungle and have the wrench finally left to rust in the pool of pure water. The final step is to take it back to me and then hit the wrench with a hammer to break off the rust to finally unveil the true blessed power within it.”

Following Abbot Langley’s directions, take the wrench to Entrana and hand it to the Head Monk who will bless it. Take the wrench to the mysterious ruins and place it in one of the crevices and it will become a 1/7th-blessed wrench. Take it Drezel at Paterdomus and he will bless it. Using a rope, attach the wrench to the rope and submerge it into the well. This will make a 2/7th-blessed wrench.

Trufitus will bless the wrench, but asks for some herbs in return and you will require a cut opal, jade and topaz to offer to the tribal statue to receive a 3/7th-blessed wrench. Brother Tranquillity will bless the wrench and tells you to grind down some flower at the mill. With the pot of flour, stir the wrench in it and bake the wrench in an oven. In order to remove the wrench, you’ll need gloves or you will take damage, or you can use Telekinetic Grab. This will give you 4/7th-blessed wrench. You’re over halfway there.

Take the wrench to Master Embrace, who will be in a state of meditation and the gems on the statues in the temple garden will be in need of replacing again. Replace the sapphire, ruby, emerald and the diamond on the statues. Once the gems have been replaced, Master Embrace will wake up and bless the wrench. Take it to the Heart and it will become 5/7th-blessed wrench. The final priest, Ungadulu will bless it for you and you must take it to the large pure water pool deep within the caves under Kharazi jungle (those you visited in Legend’s Quest) and put the wrench in the pool of water.

Unfortunately, the current will drag away the wrench. Luckily, it will re-appear at the pool on the surface, fully rusted as a 6/7th-blessed wrench. Take this rusty tool to Abbot Langley who will give it the final blessing and then you need to use a hammer on the Rusted-blessed wrench. The rusted wrench will then explode into a field of light and dim down as a Blessed wrench, a wieldable holy weapon.

Return to the underground mining city and you’ll find that it is under attack. Tandoca has already made the emergency call to the Militia, but it’ll be a while before they can arrive. Wield your Blessed wrench and defeat the Mechanic Miners. They are level 142 each and only use melee, the Blessed wrench is the only weapon that will work. After defeating about five, you can enter the main discussion hall, where the Main Miner is causing trouble.

The Main Miner is level 216 and uses melee when you are close, or range when you try blocking melee. The Blessed wrench is the only weapon that will work on it, so you must have it wielded to have deal damage. Once defeated, it shall break down and cease working. A large pulse of energy rushes through the city echoing the words:

“Cease to be, foul Zamorakian crafts!”

The Militia arrive and deal with the remaining renegade machines and banish them into the mines so they no longer can cause harm.

A meeting is called at once for all figures of power to discuss why the machines raged war on the workers, instead of working with them. Mentor Libra makes an appearance on the basis that some of those injured were Arzonus workers. Before the interrogation, he suggests you bring the apparatus he gave you earlier to make sure they are telling the truth.

The interrogation begins and Mentor Libra attaches a specific medal to all those being interrogated, including you and Tandoca. It begins.

Mentor Libra – “Now, Dwarven mechanic. You built these machines to aid the miners in their work. How exactly do they work?”

Mechanic – “Like all steam powered machines, the are built using pistons and run on burning water.”

Mentor Libra – “Who controls the machines or do they run on their own?”

Mechanic – “They run on their own with a main miner to keep an eye on them…

SHOCK!

Mechanic - …Ouch! Okay, so the main miner who in turn is solely self-operating operates them…

SHOCK!

Mechanic – Argh! Fine, the main miner is operated by a living person who controls all the others by telepathy.”

Mentor Libra – “So, you’re saying the operator could perhaps have caused the controlling error? Unfortunately, we cannot justify that since he was badly injured when the main miner needed controlling.

So we pass the questions onto you Hreidmar. You commissioned these machines to bd built and so were given blueprints to overview. Were you given an issue about the error margin that these machines could go wrong?”

Hreidmar – “Well, I have to say, that there was an error with the telepathic communication factor and I believe we could control it with the right mind in the pilot’s seat…

SHOCK!

Hreidmar – Argh! I was telling the truth! Turn that machine off!”

SHOCK!

Mentor Libra – “The machine will not be turned during this and it is incredibly accurate. It’ll only shock you if you lie! You of all people would know that, you’ve had this treatment before!”

Hreidmar – “Hmmm. Fine, the machine was built fool-proof so that there we no error margins. Any orders given to the entire group would have to given by the pilot of the main miner.”

Mentor Libra – “Tandoca, what statement do you give?”

Tandoca – “Hreidmar speaks the truth about the machines to certain extent. There is plenty more I believe he hasn’t told. For example, who pays the pilot and who gives him the orders?”

Mentor Libra – “That would be the job of the commissioner. This means Hreidmar that you are now a prime suspect and could face a heavy sentence if you are guilty.”

Hreidmar – “Wait a minute. What about Miss Tandoca and (player name)? How much do they know about the machines? They show up and all of a sudden the prospector goes missing and the machines run out of control. Couldn’t they be jointly responsible for this as well?

Mentor Libra – “He is correct. You two could also be responsible. What do you know that could be of significance?”

Tandoca – “We did overhear a conversation between Hreidmar and the mechanic.”

Hreidmar – “They conspire against us! They were clearly spying!”

Tandoca – “We didn’t mean to listen in, a train with a burning engine car took us the point where they were talking. We first came across the machines on the first cart and one attacked us.”

Hreidmar – “It could have been a fault, not my responsibility. And you shouldn’t have been on that train anyway. It was heavily guarded.”

Tandoca – “We had no other choice. Me and (player name) were tied to the track it was running on and…”

Hreidmar – “What, that is clearly a lie! Shock them!”

Mentor Libra – “Silence Hreidmar, the lie detector will shock them if they and only if they lie. It is not a silencing tool.”

Tandoca – “Well, we were tied to the rails of the track and left in the path of the train.”

Hreidmar – “How could that be possible? The trains were out of action!”

Player – “Well, that’s where I come in. You see, when the prospector was trapped in the mines, we needed a quicker link to Dorgesh Kaan to see if they could offer us assistance in opening up the tunnels again. I offered my help in repairing the trains, but something was unusual about them.

The damage dealt to the train engine looked as if it was intentionally done and done by someone who knew what he or she was doing. When I repaired it and fired up the engine, Tandoca and me were knocked unconscious with a heavy tool.”

Hreidmar – “What? Those are lies! Those are all…

SHOCK!

Hreidmar – Ouch! You shock me, but not them when they’re story is most clearly false!

SHOCK!

Hreidmar – Argh! Stop that now!”

Mentor Libra – “You are clearly covering up something Hreidmar as the lie detector shows. I want you to tell the full truth now or this torture will proceed. I assure you that if you plead guilty, the charges will be reduced slightly than what you’d receive if you continue lying.”

Hreidmar – “Fine! I arranged the whole situation! Someone hired by me to make them fail piloted the machines; the train was sabotaged by one of my mechanics and my berserkers dealt with these two. I plead guilty as charged.”

Mentor Libra – “Therefore Hreidmar of the Red Axe, you are hereby under arrest under numerous charges. As a result, you shall face an extended sentence and be suspended from the Consortium. Your superiors within your company will be replaced within six months and any money earned in that time will be used to compensate the victims.”

Player – “And I suppose you were responsible for the prospector being trapped in the caves I am guessing as well?”

Hreidmar – “Oh, as if. I may be a businessman with a very competitive spirit, but I am most certainly not going to be involved in that sort of business. The incident with her is not my doing.”

Hreidmar is then arrested by the Militia and life returns to normal in the underground city. The train between New Farnadeos and Dorgesh Kaan is now open, so you can now proceed in helping the prospector and finding Cheyenne. In Dorgesh Kaan, talk to Mistag about the incident with a tunnel and he will make his way to New Farnadeos. Once he is there, he will assess the problem.

“What can I say is that rocks have fallen from both sides. As such, it would be required to mine out the rocks on both sides in order to open the passage. Dynamite would just provoke another rock fall.”

The workers will start mining the rocks on one side whilst Tandoca overlooks a map of the tunnels to see if there is another route into the tunnels.

“There is this small route, but it has been boarded up because of the route being unstable. If we are swift enough, we could avoid taking a lot of damage or getting hurt.

The problem not only lies with the unstable structure, but for obvious reasons we had to shut down the ventilation to prevent any more fires and we had all lanterns extinguished. As a result, the air is unbreathable and its pitch black down there.

Once you are ready, I’ll be ready to join you.”

Collect your lantern and your diving apparatus to use a saw to open up the boarded up entrance and Tandoca will join you. Within the tunnel there will be some giant bats, but they aren’t dangerous. It is important to watch out for hanging rocks or paths with cracks in them. If you encounter such areas, you can either scale the near wall or try and jump them. Either way works effectively.

Once through the dangerous path, you’ll be in the main tunnel area, but something appears to be very wrong. The other side isn’t blocked by rocks, but by a solid wall with unusual markings on it. All the workers within this area are long dead, so it is not possible it could have been built. Tandoca takes a better look at it.

“This wall is one solid piece of stone. We can’t break through it either, so we are a bit stuck.”

Make your way back out, which should be easier this time, now that you know your way out. The miners seem to have done their work and they too have uncovered the mysterious wall. In the light of the city, it is revealed to have a giant star of Saradomin on it, suggesting one thing. This wall is a holy barrier.

Tandoca first suggests that Abbot Langley could be able to perhaps disable this holy barrier. Go back to the Monastery and speak to him. Unfortunately, he cannot leave, but instead suggests Brother Borgiss can help. Borgiss isn’t too eager on leaving, even when you suggest it is Saradomin’s wish. However, he like all dwarves, has a soft spot for a little beer. Offer him some Asgoldian Ale (Asgarnian Ale with a coin in it) and he will give in and join you.

The mine carts in the Dwarven Mines can now offer you a mine cart journey to New Farnadeos. Once he is there, he will take a good look at the Holy Barrier. He will give you his suggestion.

“You should try the Blessed Wrench in one of the indentations on the wall. It seems to be designed for it. Either that or you could perhaps use it to knock on that door that just so happened to form in the barrier.”

Taking his somewhat confusing advice, you put the wrench in the indentation on the door that just happened to appear in the barrier. And, it works just like a door handle and you open the barrier. The barrier dissolved and the lights within the tunnel light up and the ventilation system reactivates. On the walls you notice iron panels covered in what appears to be footprints. You are stumped across a large chasm too large to jump across, but Tandoca has the solution.

“The prospector or Cheyenne as you’re repeated calling her used the metal panels as a way of travelling. It may sound ridiculous, but let me explain.

She had these pair of magnetic boots that she could adjust the polarity of. When worn, she was able to charge these panels to give them either a south or north pole. She could change the pole of the magnets in her boots to repel her from certain panels and attract herself to others.

Master Maelstrom made the boots that were manufactured for her. If you enquire about them to him, he might have a spare set or might be able to make you a pair.”

Head back to Arzonus and speak to Master Maelstrom. He’ll make you a pair of magnetic boots if you hand him two magnets and a set of climbing boots. To obtain the magnets, hand him 10 iron bars and he’ll select two that can be made into magnets. He’ll ask you to use a hammer on them in the Rimmington mine to make a proper magnet. Once you have done so hand back all the components to him and he’ll make you a pair for both you and Tandoca. Hand Tandoca her pair when you return to New Farnadeos and you can properly begin searching the tunnels for Cheyenne.

To begin jumping from wall to wall, wield the boots and select the “Jump” option for the first panel. You can then decide where to go by selecting the “Jump” option on other panels. There is also a dismount option for when you wish to climb down, although you may automatically do so, if you remain on one panel for too long or log out. It is advised to go for panels that are closer by to the one you are currently on. Trying to jump for panels further away can deplete you energy faster and have a lesser chance of success.

Occasionally, you’ll come across metal doors that require a challenge to open. Some will require switches to be pressed that can be found in adjoining corridors of the tunnel, or by solving a puzzle. Usually some switches are guarded by Mechanical Miners or failing a puzzle will usually summon one. Keep on jumping from wall to wall till you reach a large, empty, suspicious looking chamber. Once you dismount in here, a large rock golem will emerge from the floor and attack you saying:

“I shall teach you to try and desecrate this holy sanctum.”

The Golem is level 220 and uses range and melee to attack. Unlike the Mechanical Miners, any attacks can work, but a pickaxe is the most effective by far. Once defeated it will divide into two smaller golems, which are both level 110 and fight only with melee. Once defeated, the chasm quakes violently and returns to normal.

Further within the caverns, you discover it has been flooded and in order to get across some areas, you will need to cross them using the metal panels. In some places, the wiring between the panels is broken here, meaning you can’t jump to certain panels. Using the wrench, you have to take out some of the wires and attach new sets. When they are attached, you can jump to them.

In one set of the tunnels, you come across an area that has been eroded away by water, but still passable using the panels. At this point, time is of the essence and you must jump from panel to panel as Tandoca will point out that the water level is starting to rise. If you don’t make it to the top of the shaft in time, you will end up washing up on the surface and will have to repeat the entire tunnels.

At long last, you will come to somewhere where some a shrine has been set up for Saradomin and scattered about the room are several old pickaxes. As you enter the room, you feel an ominous presence about it. Out of nowhere a knight in gold armour appears out of nowhere.

“I am the Guardian of Law, prophet of Saradomin the Just and Wise. I have led his armies onto the fortress of Farnadeos and wiped it clean of the essence that was of the Empty Lord and I take his treasure and smelt it into the mask I wear before you.

I demand that you take yourselves away from here, for this land belongs Saradomin and he’ll deal with you swiftly if you are discovered here.”

Tandoca makes an effort to talk to him, telling him that Farnadeos fell some thousands of years ago and that it is now been rebuilt as a mining village. The Guardian of Law, as zealous as he is, denies the truth.

“You are a creature of deceit and I refuse to believe you. We only took this fortress some days ago and if you continue to desecrate it with your foulness, then I will smite you with the power of Saradomin.”

The Guardian of Law is level 253 and fights with melee and uses Saradomin Strike whilst debris from around the room will fly around, hitting the player for random damage. It is also advised to watch out for the mine carts and crane conveniently placed in the room to cause a hazard. Sometimes, the Guardian of Law will vanish from one position and reappear in another to resume to fight. The Blessed Wrench, if you still have it, will have no effect in this fight.

Once defeated, the prophet will refuse on standing down to you both and will insist on Saradomin coming to his aid, until you take the Blessed wrench out and swipe the calves and boots of his armour clean off. The prophet remains levitating and you explain the situation.

“You’re a spirit. You’ve been dead for many thousands of years. The corpse lying by the shrine is not that of your comerade, but yours. You broke your neck whilst you were here and have been dead since.

And I assure you, I am telling the truth. Your great achievement ended some years ago, but humanity is remembering it.”

The Guardian harshly accepts his grim fate, but asks you but one question.

“Why am I here as a spirit with no memory beyond three days?”

Unable to give an answer, you try to ask the Guardian and important question. With Cheyenne still missing, you ask if the Guardian has seen her within the caves.

“I have met no-one. No living creatures dwell here and nothing has passed through. I have removed any beings that tried to enter this sanctum.”

Once you pass the grieving spirit, you enter a final chamber, where a metal statue is present made from what appears to be solid gold. Cheyenne was here, but was undetected by the Guardian. All is then answered as the statue’s gold coating is shed and a living werewolf emerges from it, clutching the Mask of Law.

“So you went through all this trouble just to find me? I am surprised by your determination and yet pity your dedication to claim back the Mask of Law. I might as well tell you what happened here.

The Mask of Law isn’t truly a mask, but one of the seven gemstones blessed by Zaros. It has quite a history behind it and how I came to acquire it. The Mask of Law was once something called a Zaros Core, a gem of immense power.

According to a diary found here, this fortress was once Farnadeos. It was captured by Saradomin’s forces in the early years of the Third Age and the core was taken and melted down, in the belief it would destroy Zaros’ essence. The mask was sculpted from the molten slurry in this very forge.

The owner of it was the Guardian of Law, who was killed after the mask was made. For melting it down, he was cursed to remain as the sentient force of the mask and would remain so until it was returned to its former glory. It was then taken into various hands, stolen over several years before falling in the hands of the Arzonus Militia to become their emblem.

For several months I have sought out a Zaros Core. At the discovery that this island was a fortress to Zaros that yielded one, I posed a prospector, so I could reach the forge to claim it. When it was discovered that it was made into the Mask of Law, I set for Arzonus and stole it.

Before I was able to take it with me, an escaped criminal knocked me out and stole the mask, before handing it over to the Hydromancer and General Frost. I spent month after month hunting for gold so I could meet their price for it. Whilst I am able to transform metals into other ones, including gold, it would reveal my true identity, as the Militia tried to seek me out for the theft of the mask.

Now that the mask is in my clutches, I can finally melt it down and use the Core to find Giovanni, and you will not stop me.”

At which point, faster than a speeding bullet, Cheyenne leaps onto one of the metal and lunges towards both you and Tandoca, knocking you back and quite easily stopping you. She places the Mask in the furnace and the magma glows white hot, and a colour-less gem emerges from the forge, glowing brightly and powerfully.

“Now with this Zaros Core, I can locate the Core that Giovanni obtained and find him.”

Cheyenne decides it is best to take you and Tandoca with her, seeing as you helped by not interfering. Once you leave the furnace, you’ll be outside the tunnels in New Farnadeos. Just as the three of you follow Cheyenne’s directions, three Black Guard Berserkers grab you and drug you, making you pass out.

You then wake up in the highest office of the central tower tied up. You are prisoners to none other than Hreidmar, former commissioner of the Red Axe. Tandoca points out the room smells very strongly of engine oil.

“It’s time for my revenge (player name)! Thanks to you I’ve lost all my assets, my company and my freedom, but it’s not over yet.

I still have my machines and a large amount of mining supplies. Plus, thanks to Cheyenne, I now have a Zaros Core, a gem that would fetch millions on the market for anyone wishing to buy such an exquisite piece of history.”

Cheyenne struggles to cut of the ropes binding her, but still finds strength to speak back.

“That’s the not the purpose of the Zaros Core. It’s not just an item you can use to sell off and make a fortune!”

Hreidmar cackles loudly.

“I don’t believe the highest bidder would agree. Now, it’s time I left. But not before this city is reduced to the rubble it once was.”

Hreidmar activates a switch, which detonates explosives in several of the buildings across New Farnadeos. As civilians escape into the streets, a larger, much more powerful looking mechanic miner waits for them to gather and is let loose.

“With the citizens running straight to their deaths, there’ll be no-one to stop me and no-one to rescue you. I might just buy you some graves with the money I make from this core. You were worthy adversaries till the end…”

Just as Hreidmar carries on, the Zaros Core burns brightly in his hand and he is forced to drop it, and the heat from it ignites his coat. He throws the smouldering coat onto the oil-drenched floor, revealing Zamorakian robes with the pendant for the Shadow Apprenticeship.

“It’s time I’ve taken my leave. I’ve lost my good coat! To the city of stone!”

With that, Hreidmar and the berserkers teleport away, leaving you trapped in the burning room. Tandoca escapes the ropes tying her to the chair and she unties both you and Cheyenne. Cheyenne picks ups the Zaros Core and the three of you run down the tower.

The building is beginning to collapse around you and fallen beams block the exit. Using a knife on the tablecloth, will give you a sheet of silk. Use the silk on the bucket of water by the table to get a wet cloth. Use the wet cloth on the hot beam to try and lift it so you can escape.

On a lower floor, the floor has given way and there are only a few safe spots to cross. Using your agility, leap from one area to another, being careful not to slip. Falling through will cause you to land in a fiery area, where you can be damaged for 150 life points. Before you are almost free of the fire, a metal cage drops over the door, trapping Tandoca behind you.

The metal door is firmly stuck in place and Cheyenne cannot rust it, because her powers her still being negated by the drugs she was injected with. Tandoca tries to reassure you.

“Don’t worry about me. I’ll find a way out; you just get to the town centre and deal with the giant machine attacking New Farnadeos.”

With that, continue to run down the stairs, crossing the gaps in the floor and smashing beams blocking the exits. Just as you leave the building, a cut-scene showing Tandoca is shown. She cannot find a way out of the building and the fire is inches from several barrels of Refreshed Spirit. She watches as the fire just about reaches it.

“And so it ends, too soon..."

The fire ignites the spirit barrel, which explodes. Outside, you and Cheyenne watch in horror as the explosion engulfs the building. Tandoca didn’t make it out alive.

In the town square, a large mechanic miner has been let loose. The workers are unable to stand up against its might. Luckily a bank is still open, so you can quickly restock here before fighting the machine. Like all the others, you will need to wield the Blessed wrench to fight it.

This giant machine is level 279 and fights using melee, range and mage, all three capable of hitting 300, so prayer and very good armour is essential. At stages when the machine is down to 1/3rd-hit points, it will stomp on the ground sending a shockwave out. This attacks only hits up to 150, but can stun you. Once the machine has been destroyed, the workers cheer and applaud you, but it’s not all celebrations. Tandoca is declared deceased.

The Militia arrive to discharge all the survivors and also come to arrest Cheyenne, handing you the Zaros Core for safekeeping. It is time to return to Arzonus one last time.

In his laboratory, Maelstrom tries to keep your spirits up with Tandoca’s untimely end. You tell him that Cheyenne needed the Zaros Core to find someone named Giovanni. Maelstrom informs you of whom Giovanni really is.

“Giovanni Magnus is Cheyenne’s lover. He was a pupil of mine at one point and he had fallen in love with her. They were inseparable, but the two were forcedly separated almost two years ago.

Giovanni had an unusual ability. His Senntisten ability was superior strength, which made him a powerful ally, but his shadow aura gave him the unnatural ability to feed of the fear of others and turn it into energy. All his life, he’d been used because of it and he wanted a proper life, not one where he was just a tool in someone’s game.

As you might know, he is related to Theta Magnus and therefore had a strong reputation and family title to uphold. Whilst I knew him, Giovanni was bound to do great things. It was just unfortunate that darkness misjudged his real intentions and continued to purge his ability for the worst.


Two years ago, he battled bravely in a war that dared threaten the city's integrity and won and was honoured as a hero, but his past chose not to forsake him and in trying to preserve justice against a vile threat, he unleashed his true fury, in an all consuming explosion of his power. After which, many of us close to him believed he had died, but it appears Cheyenne is determined not to let him go so easily.

Before his time ended. he acquired one of the seven Zaros Cores and used it to discover his full potential. Each core and find another, so Cheyenne sought one out, knowing it would lead her to another and perhaps the one owned by Giovanni. Having known him for a long time, I can sense he isn't gone yet, but his presence isn't here.

I need to tell her the truth, so I want you to take this letter to Cheyenne in the cells below the Militia HQ. I suppose you should be allowed to visit her.”

Maelstrom will give you a letter that you must take to Cheyenne. When in the Militia HQ, ask Mentor Libra to visit her and he will allow you. Give Cheyenne the note and she’ll read it. Enclosed with it is a vial, which will counteract the effects of the power negation drug. With her ability reactivated, she breaks out and runs off. She thanks you and gives you a small token of thanks.

Quest Complete

Requirements:
200 Quest Points
Vengeance Will Be Mine
Strife of Saranthium
Legend’s Quest
The Great Brain Robbery
Recipe for Disaster (Saving the Dwarf)
Mask of Law
Aid of Arzonus
70 Strength
68 Slayer
65 Agility
60 Construction
68 Thieving could be useful
Able to fight several high level foes.
Able to fight a level 279 foe, which is immune to all standard weapons

Reward:
4 Quest Points
50,000 Slayer exp
40,000 Agility exp
30,000 Summoning exp
20,000 Construction exp
10,000 Thieving exp
Blessed Wrench
3 cut dragon stones
Access to the Dorgesh Kaan – New Farnadeos train.
Access to more mines in Farnadeos
Access to Farnadeos Teleport in Ancient Magics

Additional Notice:

This is the first instance in which a main character of Arzonus has died.

The Blessed wrench has a strength bonus of 75 and a prayer bonus of 9 whilst having the same stats as the dragon mace. It also has the special move, “Metal Smite”, which drains a small amount from your prayer to deal a hard blow. The amount drained is 1/5th of the damage dealt.

This quest was released shortly after this thread won "Thread of the Week" award.

The Mechanical Miners are usual slayer assignments from slayer master Gamma. They will reward 166 experience each.

After the quest is completed, most of the cavern is closed off by fallen rocks. The area from the point where you fight the golem is inaccessible. If you search some of the new corridors opened using the magnetic boots, you can find ores, gem rocks, Mechanic Miners or maybe some treasure (should Cheyenne not found it yet).


Last edited by MorbiusMonster on Tue Nov 09, 2010 1:55 am; edited 1 time in total
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Arzonus, the City of Werewolves - Page 5 Empty Music III

Post by MorbiusMonster Fri Nov 05, 2010 8:04 pm

Since the last music list, another batch of quests has been introduced requiring their music to be documented.



Locations

Orion’s Sea – Twilight Refinery

Hidden Fortress – Teleform Fortress

Miner Continent – Island north of Morytania

Mysterious Garden – Titan Realms

Spatial Rift – Cosmic Plaza

Temporal Tower – Temporal Spire

World Abyss – Shadow Pit

Downward Ho! – Barrage Gate

Hot to the Core – Lava Mines

Broken Time – Darkness Rise

Caverns of the Moon – Lupine Caves

Town of the Moon – Lupine

Guard’s Camp – Mountain Camp

Outcrop – Mountain Mining Plain

Torn Mountains – Torn Mountains

Subterranean City – New Farnadeos

Uncharted – New Farnadeos Tunnels



Bosses

Mind Fight – Mentality of Murderers

Wrath of the Warlord – Sky Sapphire

Serpent Strike – Vengeance Shall Be Mine

Time for Battle – Temporal Trekking

Cosmic Conflict – Temporal Trekking

Dark Arts – Temporal Trekking

Hard as Diamonds – Temporal Trekking

Citizen’s Arrest – Mark of Magnus

Fiend of the Furnace – Mark of Magnus

Serpent’s Revenge – Mark of Magnus

Screaming Forest – Mark of Magnus

Dragon’s Challenge – Mark of Magnus

Storm Brewer – Nighttime over Lupine

Pitch Black – Nighttime over Lupine

Rock On! – Truth and Law

Warrior of Law – Truth and Law

Maniacal Mechanical – Truth and Law



Events

Apprehension – Mentality of Murderers

One Hundred Years Back… - Temporal Trekking

Unveiling the Armour – Temporal Trekking

Malice of Magnus – Mark of Magnus

Flight through Time – Mark of Magnus

A Hero Rises – Mark of Magnus

Day on the Mountains – Nighttime over Lupine

Night on the Mountains – Nighttime over Lupine

Night on the Town – Nighttime over Lupine

Escape or Execution – Nighttime over Lupine

Torn Realms – Nighttime over Lupine

Truth or Dare – Truth and Law

Dysfunction – Truth and Law

Wild Ride – Truth and Law

Secrecy – Truth and Law

Mechanical Mishap – Truth and Law

Water’s Run – Truth and Law

The Truth of Law – Truth and Law

Rage of the Red Axe – Truth and Law

A Hero Falls – Truth and Law



Battle Island

Summoning Standards – Beach, Main Atrium and City Centre Arenas

Elemental Arenas – Aviansie Apex, Ocean, Duelling Cavern, Volcanic Crater Arenas

Ancient Arenas – Shadow Pit, Frostbite Plateau, Sulphur Swamp and Demonic Lair Arenas

Arzonus Arenas – Polar Pinnacle, Sky Tower, Oriental Path and Chimera’s Prism Arenas

Elemental Advancement – Deep Ocean Floor, Tectonic Crater, Magma Depths and Stratospheric Heights Arenas

Guthix’s Gamble – Guthix’s Chamber Arena

Kin Chaos – Kin’s Lair Arena

Battle of Darkness – Darkness Rise Fortress Arena



And this just about covers all the tracks unlocked between Mentality of Murderers and Truth and Law.
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Arzonus, the City of Werewolves - Page 5 Empty Maelstrom's Home Improvement Part I

Post by MorbiusMonster Fri Nov 05, 2010 8:05 pm

After 50 years with having the same old style with his laboratory, Maelstrom is insistent on having a good old fashioned spring-clean and have a slight bit of redecoration. But to what lengths will “Maelstrom’s Home Improvement” go?

The quest will begin by talking to Maelstrom. He will ask the player if he or she thinks the laboratory is in need of a clean up. By saying yes, you start the quest. Maelstrom has come up with the bright idea of redoing his entire laboratory, so it is a little more homely. He explains why he asks you to do it.

“Maya is on jury duty, so technically cannot leave the city by law in case she gets called up for a trial. My decision came at the wrong time, but I still would like to carry on with it. You can be of help (player name) by finding the materials I seek and helping with odd errands, whilst I work on some of the laboratory.

By helping me, I’ll pay you well and I’ll give a copy of the Ultimate Designs Handbook as well as a pass into the Construction Convention in Pollnivneach. Does that sound like a good deal?”

You choose whether or not you wish to help out, but seeing that this deal is a very good one Maelstrom will not take no for an answer and so will send you to start out with some work. The first piece of work he asks you to do is to see if you can help him clean the mirrored column in the centre of his laboratory. It has gathered its fair share of dirt, smears and algae from the water and some mirrored facets need replacing.

To obtain a suitable cleaning substance, use some silk with a bottle of Karamja rum, to get a cleaning cloth (as you would). Take this to Maelstrom and he’ll hand you a spare sample of the original mirror to compare whether or not the job you’ve done meets the shine it once had. Using the cleaning cloth on the mirrored facets, you’ll attempt to clean them. When the facet looks cleaner, use the mirror sample with the facet and it’ll say whether it needs more cleaning or is clean enough. The number of attempts needed to fully clean the mirrors depends on your construction level.

After all the lower mirrors are cleaned, you’ll need a ladder to reach some of the higher facets. Maelstrom will tell you that you’ll need to build a ladder to reach up to the higher mirrors. He’ll hand you some nails and some oak planks for you to construct and oak ladder. Once it is built, you’ll try to climb it, only to have it fall out from beneath you, because the floor is slippery. If you have an average agility level, the damage when you fall is lessened.

“(Player name), stop playing about! If you hurt yourself badly, it’ll take twice as much time for me to get the job done and you won’t get paid.

I think you should try a better ladder. Maybe one made of metal, seeing as an oak one will just fall apart now that it’s waterlogged. You’ll need five steel bars to make a good metal one. I’ll provide you a blowtorch so you can weld the rungs onto the frame.”

Maelstrom will hand you an Empty blowtorch and a Rubber tube so it can be refilled. He recommends Lumbridge swamp gas to refill the canister. Take the blowtorch and tube to the Lumbridge Swamp Caves and use the tube on a gas vent to refill the blowtorch. Return with the Filled Blowtorch and five steel bars and he’ll hand you some rungs and two long beams. He’ll give you specific instructions.

“The first and last rung must be four inches from the ends of the beams and each rung must be eight inches apart.”

Fix together the ladder according to Maelstrom’s specifications and then prop it against the mirrored column. Proceed with the same steps like before to clean the facets further up the column and then talk to Maelstrom so he can tell you what to do next.

“I need you to take these suction cups and detach the damaged mirrors. You cannot use a ladder, because they are complicated to remove when climbing up a ladder, so you can use these.

Maelstrom hands you a pair of boots with suction cups attached.

These should you climb up while you remove the mirrored facet. Once they are down, I’ll make the new ones.”

Wield the boots and suction cups and start climbing up the mirrored column and when you reach a damaged facet, select the “Remove” option on it and you’ll take it down with one hand. Climb down and give the damaged mirror to Maelstrom, who’ll melt it down and make a new one. Pick up the new mirror and climb up and replace it. Continue this process until all five damaged mirrors have been replaced.

The next thing he wants to do is repair the pump inside the mirrored column. Using the suction cups he gave you, open one of the mirror facets. Inside the pump is broken, but not in a normal way. He tries an ordinary wrench, but this just breaks in two when he hits it.

“This machine has always been cursed. If you could perhaps find me something that might have some holy essence about it, I might just be able to fix it.”

Going by what he says, provide Maelstrom the Holy or Blessed wrench and he’ll hit the pump mechanism with it. Straight away, he gets a response as stagnant, algae filled water pours outs, with a couple of dead fish in it. The mass of foul water merges together into a Stagnant Water Spirit. It is level 180 and very easy to defeat. Once dealt with, Maelstrom will hand you back the wrench

“Quit messing around with that spirit and turn the generator on. I think it might be working properly.”

Activate the switch on the other side of the mirrored column and the pump works properly again. Maelstrom fishes out of one the dead fish, sniffs it, and takes a bite only to spit it out again.

“I think we’ll need some new fish. These ones aren’t fresh any more. Would you be able to retrieve some new Koi from the fishing shop in Catherby? They should have a new shipment of them in by now.”

Head on over the Catherby fishing shop, where Harry is having some trouble. He says he can’t get the shipments of Koi into Catherby, because the ships are at their busiest at the moment and so he has to have them carried in containers over White Wolf Mountain. This is a problem, because the wolves have repeatedly attacked the delivery group. If you offer to help defend the delivery crew as the pass up the mountain, Harry will let you have all the Koi you need for free.

The delivery crew are waiting on the Taverley side of White Wolf Mountain. The leader will give you some words of advice before going up.

“Before you go up, I should tell you something important. None will attack us until they are given the signal. All the wolves will wait until the Big Wolf, the pack alpha, makes the first move.

Take him down, and they will stay well alone from the crew. Don’t worry about the regular wolves, they’ll try and attack us, so the pack leader can take advantage of the distraction.”

Doing as they say, escort them up the mountain when you are ready. When you approach the area where the Big Wolf is, he will attack the nearest worker. When he does so, defeat him as quickly as you can before too many workers run away. Once you make it to the other side, hand the container with the Koi inside to Harry and he’ll fish out some and give them to you.

Return to Maelstrom’s laboratory and you’ll discover that he’s been busy at work. He will ask you to run another errand for him. He’s cleared out his “office” and now needs the documents to be arranged properly. Therefore, he wants you to make him some different wooden boxes for different types of documents. He also requests that the wood be treated to avoid the wood being ruined and for the documents to be protected against the elements.

He requests a box made from ordinary wood, another box from oak, a third box from teak, a forth from mahogany and the last one to be made from elder wood. Visit the sawmill near Varrock and ask the operator about elder wood and treating planks. He’ll have this to say on the matter.

“Elder wood is one of the hardest woods around, but it is also the hardest to come across. Anything made from elder wood is almost indestructible, making it very sought after in construction.

The Ancient tree yields this particular kind of wood, but the major issue is that there are only a few left owned by private collectors and by people considering them to be of historical significance.

I’ll give you a good deal, if you can find some elder wood, then I’ll give you the secret behind treating wood and make the wood into planks for you for free.”

Going by what the sawmill operator said, go to the Varrock Museum. Curiously enough, they do have one planted on the roof in a special exhibit, but they will not allow cutting any wood from it. The Historian will guide you to it. Go up to the tree and read the description about it a few times and just wait. Quite literally wait. After a while, the Historian will offer you something.

“It seems as if you are generally interested in this tree. If you really want to learn about them or claim some wood from it, I’ll give you this sapling that has been specially prepared.

Normally, only the most expertly skilled gardeners can plant the Ancient tree, but thanks to some special Guthixian magic, we have a sapling that requires only a mediocre level to plant a short-lived tree, good enough for your purposes.

The magic within requires activating, so ground nature runes must be added to the compost and to the water for it to grow. When it has fully grown, you can cut it or behold its beauty.”

Use a pestle and mortar with some nature runes to retrieve some powdered nature rune. Add this to both the compost and the watering can to retrieve magic compost and water. Fertilise the patch with the magic compost and plant the tree as you normally would in a vacant tree patch. Water the tree as it grows into the next stage. You will need to watch over the tree yourself, for the gardeners that would normally watch your allotment wouldn’t known where to begin and the payment they demand would be unreasonable for something that rare.

Once the tree has fully grown, use a hatchet to cut it down to receive elder logs. Once the tree has been cut down, the patch will return to an empty patch. Take the elder logs to the sawmill operator and he will fulfil his part of the bargain.

“I never woke up this morning to think that today I would see some elder logs. I must admit you surprise me. Now I must fulfil the bargain.

The best way to treat wood so it is protected by the elements is to use magic tree sap. Being elementally charged, it therefore forms a magical barrier, defending it against certain elements. Water protects against fire, air protects against earth and so on.

The type of varnish to get to thoroughly ensure your materials will survive even the end of the world, as we know it, is a variety, which is composed of a mixture of the sap from four different trees. This mixture is made from the sap from a magic tree from the following places:
· The range guild – It has more air element about it.
· Mage Training Arena – It has more water element about it.
· Thormac’s Garden – It has more earth element about it.
· Grand tree – It has more fire element about it.

What this makes, when all four are mixed together is an elemental varnish that can survive anything. Your client is wanting the best and I am offering you advice for the best.”

To mix up the varnish, you’ll need to use a knife on the trees the sawmill operator mentions with a bucket in your inventory. The final result is the elemental varnish. Make the boxes using your workbench in your house and to apply the varnish, use a strip of cloth on the varnish and use then use the cloth on the boxes.

When you have made the wood, oak, teak, mahogany and elder wood boxes, return to Maelstrom’s lab and hand them to him. He quickly tidies up his office and then asks you to do another errand.

“Terra is absolutely terrible at keeping the study upstairs tidy. I want you now to collect up the canvases that he has left lying around and sell them in town or sort through them.

He likes painting events that have happened, so rummage through his pictures till you find events you already know have happened and sell them off in town to a werewolf named Isaac. Any other pictures can stay in his study.

By the way, if the bed starts shaking, kick it hard. If it tries to bite, only then do you go in for the kill.”

Going by Maelstrom’s odd orders, go up the staircase to Terra’s study. By his word, it will be in an appalling mess. Select the “Observe” option on each of the paintings to determine whether or not they need to be sold. Since Terra hasn’t named some of them, those that you do recognise can be named at the same time using the black paintbrush on the desk.

When observing a picture, you’ll have the option of “Tidy” or “Sell”. By selecting sell, you’ll name it and then it will be added to your inventory. By tidying it away, it’ll be put to one side inside a cabinet and you can still look at them again, just in case you make a mistake somewhere.

Just as you leave, the bed will start to shake and obstruct the way between you and the stairs. Kick the bed when it starts to do this and it’ll become angry. When enraged, it is turned upside down and the monster under the bed is revealed. It is no more than a Kin cluster at level 170. It only attacks with melee, but lowers no stats (you seemed to have caught it off guard). Once it has been defeated, go and see Isaac in the city centre.

Isaac has his own stall, but nothing is up for sale just yet. He’s been waiting for the paintings for some time and so gives you a bag of gold when you hand over the art. Hand this bag to Maelstrom and he’ll give you your next assignment.

“So, the Kin were under the bed were they? They always choose the oddest of hiding places when they are dormant. It appears the smell of food from many of Morbius’ late night snacks appears to have attracted them.

Anyway, since you brought the Kin infestation to my attention, I’ve thought that it might make sense to properly throw out the Kin. They don’t cause a threat, but when I’m working with anything organic or I have food lying out, they are very annoying. More to the point, I can’t charge them rent for staying here.

I’m going to release a blast of light, which will drive them out of the shadows. When they are forced out, be prepared to take them on. It is most likely that years worth of dust would become part of their being when they group, so I would advise wearing a face mask, just to be on the safe side.

When you are ready to drive out the Kin, tell me and I’ll guide you to the light chamber where we’ll sort them out.”

Stock up on whatever you feel is necessary to fight the Kin when they will be evicted. When you are stocked up, Maelstrom teleports you to a room filled with mirrors and some beacons. He will explain the basic rules.

“To get the best effect, I need you to direct the correct beams of light to the specific lanterns by rotating and moving the mirrors. Once they are ready, I’ll activate the beacons.”

Simply rotate the mirrors so that the beam is directed into the correct lanterns. There are three puzzles to do. One features standard light, one features coloured beams and the last is a combination of the previous puzzles. Once they are completed, Maelstrom will activate the beacons and the Kin will be driven out and ready to fight.

The Kin cluster into a dust demon that cannot be approached without a facemask or variants. It is level 210 and fights using smoke spells and melee so it recommended to use prayer as well as anti poison whilst fighting it. Once defeated, Maelstrom will give you your next errand.


Last edited by MorbiusMonster on Sun Nov 07, 2010 10:04 pm; edited 1 time in total
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Arzonus, the City of Werewolves - Page 5 Empty Maelstrom's Home Improvement Part II

Post by MorbiusMonster Fri Nov 05, 2010 8:06 pm

“Now that we have cleared up a large amount of the mess, it’s time to begin adding some ornaments. I’m going to give you a whole list of ideas that I would like done. I can provide you the materials if you cannot find them, but if I don’t have them myself, I’ll tell you how to find them.”

Maelstrom will give you a list of what he wishes to have put in place within his laboratory. The list is as follows:
· Tapestries depicting different elements
· Stone Statues of seven past summoning masters
· A fresh supply of medical/autopsy supplies
· Representations of different types of armour
· Various rune crafting machines (not essentially for practical use, just for show)
· An implement suited for the extraction of vital knowledge from a host (in other words, the most up to date method of torture)

For the tapestries, Maelstrom recommends asking an artist who is qualified on how to create multiple forms of art, rather than Terra who can only seem to paint or draw certain things. One such artist is none other than Sir Renitee in Falador. Go to the White Knight’s castle and he says that he might be able to help.

“I can actually weave tapestries and will happily do so. There are two small problems though.

One is that I don’t have any specially prepared cotton left over and the second is that I can only make tapestries of four of the elements. I have no knowledge of the other nine your client wants.

However, I see that you are a brilliant explorer, so I’ll make the tapestries for you, if you can provide me sketches of the other eight elements and some specially prepared cotton. It shouldn’t be too hard to find.”

If you ask any farmer about cotton, they say it has to be grown. Only Olivia sells the seeds for cotton plants. Olivia has some in stock, but is worried about a particular “player” who regularly robs her store trying to rob the stock when she isn’t looking. She knows someone who is equally as annoyed with the repetitive thefts and would probably help stop this “player” from robbing the store whilst she confirms the deal.

However, this hero of justice is revealed to be none other than the Wise Old Man, and he’s out of business. So, he hands you his defence against shoplifters, the “Lightfingers” Gauntlet. Wielding this, you can knock a foe senseless if they try to strike from nowhere. He recommends that you wield it and try letting the thief believe he can get away, then let loose with it.

Go and start doing the deal with Olivia whilst wielding the gauntlet. When the “player” approaches the stall, an option to knock her out becomes available. Quickly select it before she steals too much and you’ll knock her back some distance, so you can properly fight her fairly.

The player “Cool Mom227” is level 83 and uses all three forms of combat and uses very effective prayer where needed. She summons an evil turnip familiar to help her fight so take it down by whatever methods would suit you best. Once defeated, she will drop a large bag. Inside are an immense number of seeds, which only seems right that you hand them to Olivia. Seeing as you recovered all her seeds, including some of those she hasn’t stocked in ages, she lets you have the cottonseeds for free.

Plant the cottonseeds in any flower patch and, unlike the Ancient tree, they can be looked after by nearby gardeners. Once they have fully grown, harvest the cotton and spin it on a spinning wheel and then use it on a loom to make a sheet of cotton.

For the pictures of the elements you’ll need to go to places where they are normally displayed. The ancient pyramid in the Kharidian desert has symbols of the ancient elements in Azzanadra’s chamber and there are banners outside the Master’s temple in Arzonus. Using charcoal and papyrus, you can sketch the symbols of the elements. Once you have them, return the pictures to Sir Renitee.

With the sheets of cloth and the sketches, Sir Renitee can now make the tapestries. He’ll hand you the rolled tapestries, so you’ll need 13 inventory spaces free to carry the tapestries. Hand these to Maelstrom when you find the opportunity.

Maelstrom also would like statues of past summoning masters, but he wishes them to be made in different materials, so he therefore mentions the stone he requires for crafting the statues. He would like them to be made in the following stone:
· Lacertus – Made from Red granite, which can be found near the Bandit Camp.
· Calliditus – Made from pyrite. Keldagrim stocks this.
· Xi Upsilon – Made from Beryl. Shilo Village may have some.
· Fiducia – Made from Marble, stocked in Keldagrim.
· Lazarus – Made from Obsidian, stocked in the TzHaar City.
· Conscientia – Made from Lapis Lazuli, Shilo Village may have some.
· Maelstrom – Made from Elemental metal, a rich source beneath Seer’s Village.

For ordering minerals from shops, Maelstrom will hand you a special note that will allow you to be allowed to purchase such large amounts of stone.

To obtain the red granite, mine several amounts from the quarry and hand them to Lazim, who shall bind them together into one piece. Maelstrom recommends a 100kg piece will work just fine. Return this piece to Arzonus.

Now, head to the Keldagrim to the stonemason’s shop to order the pyrite and marble stones for Maelstrom. Of course, he will not take you seriously at first, seeing as the order is unreasonably great, until you show him the special note, at which point he’ll completely reconsider, seeing the amount of money it says that Maelstrom will pay him.

For the minerals to construct Xi Upsilon and Conscientia, you will need to travel to Shilo Village. They too will not take your order seriously until they see the amount of money he’s offering. At the same time, you can visit the TzHaar who will give the obsidian when you show them the note.

The last mineral needed is Elemental Metal. Maelstrom recommends five bars to make the statue. Smith them as you would have done during Elemental Workshop and return to Arzonus.

At any random point, a human hunter will find you and hand you a note from Maelstrom.

“Dear (Player name)

I have ordered something that needs picking up from Diango in Draynor Village since I become quickly bored of waiting for you to collect the materials. If you could pick on your way back to Arzonus, that’d be brilliant or I could wait till Maya is available to do it, because she would do the job faster and she’s not being paid!

-Maelstrom”

Going by Maelstrom’s remarks that he thinks you to be very slow, pick up the package Maelstrom ordered from Diango. He’ll stop you to tell you about the range of stuff he’s bought.

“I’ve just got some new stuff in from this company that named itself Fun Orb. It’ll properly be on sale soon, so tell Maelstrom that he is lucky to get just that set. Normally, some people have to wait till the actual release date for this stuff.”

Return to Arzonus with Maelstrom’s “goods”. He unwraps the packaging to reveal what the mysterious parcel is. It turns out to be a proper model of Arzonus, almost perfect to detail.

Using a chisel and searching through Maelstrom’s files for pictures, sculpt the statues to the corresponding summoning master. For the Maelstrom statue, use the blowtorch, if you still have it, on a chisel to smith together the elemental metal and make it easier to smith. Once done, Maelstrom will comment on your work.

“Your craftsmanship is spectacular, but in the time it took, I have put together the Arzonus model, defeated the Elite Frontiers, made the Chimera and ordered the next set.”

The next step that Maelstrom asks you to do is to find some new operation equipment. The Duel Arena hospital has some surgical equipment, but they cannot part with them. They will, however, tell you how to smith the equipment from steel bars. Smith the new equipment and use a cleaning cloth on them to sterilise them. The equipment can now be handed to Maelstrom.

He now wants to have recreations of famous armour on display. He will give you sketches of the armour.

“The armour typically can be duplicated using gold and silver instead of traditional minerals like platinum or titanium. This brush is also suitable for getting the best shine from it.

For some of the armour, silk would be needed for the robes. You can easily buy this from Al Kharid and dyes are fairly easy to get too. The robe colour is specified on the sketch.”

To make the armour, use the gold and silver bars on an anvil to smith the metal based armour. The silk-based armour can be made using thread and needles with multiple sheets of silk. This will make standard armour until you dye it the correct colour. The dragon-hide armour is in a particularly hard colour to come across; luckily Aggie in Draynor can be of some help.

“The dragon-hide you wish to make is particularly easy, with the correct spells. I just so happen to have know how of how to change the colour of the dragon hide, without changing anything else of the dragon-hide.

Any dragon-hide will do fine and I will cast a spell that will change the colour to the colour you want it. It only requires silver ore and about 750gp, but seeing as this is your first try at making this armour, I’ll give it to you for free.”

Hand over the dragon-hide and the silver ore and Aggie will make you silver dragon-hide. All it requires now are the gold hauberk and the golden spaulders to cover the shoulders and neck region. Once they are forged, attach the two parts together using nails and a hammer. All that remains now is to have the models to put them on.

Thessalia in the Varrock clothes shop has the solution. Using oak logs as well a chisel, a knife, nails, a hammer and a saw you can easily make the model for the armour. They are easily made. Once you have the material, the hotspot for the model appears in the upstairs of the shop.

Once the models and the armour are made, hand them to Maelstrom who’ll set them up. Using the armour brush he gave you earlier, polish them till they shine brightly and then he’ll properly put them on display.

Only two things are left for you to do for Maelstrom before he’ll hand over your reward. He wants a torture chair and rune-crafting energy apparatus. The rune-crafting guild is your next destination. If you ask anyone there for the blueprints, they’ll be unable to give them to you, because they are the sole property of Wizard Acantha and Vief. Both will say that they have one half of the blueprints and won’t hand it over, unless you exchange them 1000 Guild Token for their half.

Once you have the two halves, the various pieces of equipment require two elemental talismans and molten glass made into about seven glass spheres. Once you have the supplies, hand over the blue prints to Maelstrom who’ll put the whole thing together.

For the torture chair, you’ll need to go to the Mourner Headquarters in West Ardougne. They’ll tell you the basics about a decent torture chair. You need a good few planks to make the chair component and some steel bars to make the restraints and a winding mechanism for electrocution. They’ll right down the basics for what you need.

Hand the list to Maelstrom and a hotspot for constructing the chair appears for your convenience. Using 3 oak planks and 5 steel bars, construct the torture chair. Once built, a cut scene will show will trick you into trying it out.

“Well, at least we know it works and perhaps the shock might induce something in your head that allows the time-perception region to work a little better.”

Once you have collected all the items Maelstrom requested another cut scene shows. This shows you and Maelstrom arguing over the amount of work that has been distributed to you and the amount he has done in this “Home Improvement”.

Player – “I don’t believe the effort has been well distributed between us. I’ve done most of the work here whilst you’ve waited here commenting on me being slow.”

Maelstrom – “Well I’ve got something to do haven’t I whilst I am waiting for you to hurry up? And besides, I am doing my fair share. As you can plainly see…

Maelstrom activates a control and a large flash of light erupts from the mirrored column. Once it subsides, Maelstrom has completely re-done the laboratory, put everything on display and fully cleaned up.

…I have done more than my fair share.”

Maya returns to the laboratory from the trial and is very pleased with the makeover. And Maelstrom now hands you your reward.

“You did a job, so you deserve your pay and your reward. I hand you this signed copy of the Ultimate Designs Handbook and the Pass for the Construction Convention.

By the way, your work was incredibly slow and Maya could’ve done far better time wise. Seeing as you’re not cut out for the sheer amount of labour involved in apprenticeship, I have but one thing to say to you…

You’re Fired!”

Quest Completed.

Requirements:
180 Quest Points
Toktz-Ket-Dill
Vengeance Will Be "Mine"
Strife of Saranthium
Swan Song
Legends Quest
Mourning’s End Part 1
Enakhra’s Lament
62 Construction
62 Crafting
59 Slayer
50 Rune Crafting
Ability to fight a level 215 monster.

Rewards:
3 Quest Points
45,000 Construction exp
42,000 Crafting exp
50,000 Coins
Ultimate Designs Handbook
Construction Convention Pass

Additional Notice

After you complete the quest, the Handbook and the Convention will give you some new additions to the Construction skill.

The Dust Demon that the Kin form counts as a greater demon. It is therefore both affected by Silverlight or Darklight and counts as a greater demon on a slayer assignment.

After the quest, the armour made during the quest can be forged or crafted for your house or for personal use. Being that they’re just replicas, they’re combat stats are abysmal and so recommended just for show.


Last edited by MorbiusMonster on Sun Nov 07, 2010 10:15 pm; edited 1 time in total
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Arzonus, the City of Werewolves - Page 5 Empty Design Handbook and Construction Convention

Post by MorbiusMonster Fri Nov 05, 2010 8:07 pm

After the quest “Maelstrom’s Home Improvement”, a whole new division of construction is opened up. This new division lists more rooms, more furniture and more decorations for your player owned house. The Construction Convention also functions as a guild for those who have a pass, which Maelstrom gives you as a reward.



The range of rooms that can be built is expanded, if you have the handbook with you in building mode. As a member of the convention, you would automatically be able to have more rooms at one time and be able to have a second floor to both the upstairs and to the basement. Such newer floors include:

· Armour gallery – displays your finest armour. It doubles as weapons storage and display and the bookcase stores record of ALL weapons and armour in the gallery, including listing statistics of weapons, so if you want to find a weapon, this will help you choose.

· Summoning room – this room is a perfect place to store your pets whilst you are busy adventuring. The butler, if hired, will feed them and look after them. You can also purchase special equipment and materials from Battle Island to construct a familiar simulator, which will summon a familiar for a short time using only the variable ingredient so that you can ask it how it fights in combat and see whether you would actually like to try it.

· Trophy room – In this room, any achievements players have done (with mini games, skills, quests etc.) will be put on display. Players can also display fossils found on Battle Island in this same room. It also allows you to categorize your achievements, so you can display your best or your favourites.

· Laboratory (of sorts) – whilst most of the machines are just non-functional, they work very well in convincing your guests that you partake in the experiments of the decent, the unnatural or the downright barking mad.

· Crafts room – In this room, you can have your own pottery oven, furnace, anvils etc. all in the comfort of your very own home. As long as you keep the furnace fuelled with coal, it will be the most reliable thing you can have.

· Model room – Diango has introduced a new stock of models varying in shape and size. Depending on the location will depend on the size of the model. In here, you can put them together and keep them on display, to show off your expanding collection.

· Vaults – Strictly underground. If you have always had the need for a monster stored in a cage ready to pounce on an unsuspecting victim, then this will satisfy your request. A varying number of monsters can be purchased and you can set up the controls from another room, so that you unlock the doors from your throne room, and your guests could never know, until the monsters find them.

· Temporal chamber – Whilst almost obsolete for actual temporal functions, it is very interesting display. Somehow, depending on which room is next to it, it will be able to teleport those who activate the control panel. No explanation can normally be given for this, partially because Maelstrom won’t give anything up about it, but mostly because few people who try to study it have one in their homes.



As well as additional rooms, if you have your convention pass with you when you talk to an estate agent, they’ll offer some new design schemes and locations for you to move to. The new locations and decoration schemes are as follows:

· Arzonus and Moonstone Design.

· TzHaar City and Obsidian Design (additional feature includes water in fountains replaced with magma)

· Lunar Isle and Magic wood house design (additional feature allows one to levitate if wearing lunar armour.

· Keldagrim and Underground Design (additional feature allows 50% of stone based material to be returned when dismantling or removing furniture)

· Lletya and Elven Architecture Design (additional feature allows one to build an altar to Seren when in this location.)

· Wilderness and Corrupt Design (additional feature causes revenants to appear in the house during duel mode).



The handbook has a section on new furnishings and decorations for the home and the garden. When constructing, carrying the handbook in your inventory automatically increases the number of things you can build in a hotspot or at a workbench. The additions to furniture, such as chairs, tables etc. are:

· Elder wood made furniture. Anything crafted from this material requires expertise. When you dismantle or remove anything made of this wood, you will automatically receive 50% of the materials used returned.

· Art Deco. Maelstrom has submitted a chapter into the book on a particular style of furniture. This too requires significant experience, but the experience gained from building it is so much greater than normal and there is a high demand for it on the market.

The handbook also features other instructions for different decorations and various home items. These include the following:

· New statues – The book contains blueprints behind building certain statues. Whilst only a few can be in the garden and in the chapel using only limestone, the book lists a larger number of possible statues of people, creatures or just symbols that can be made from any stone.

· New equipment for the study – The same book shows how instruments can be built to replace the standard globe with far more interesting machines. Impractical, but incredible.

· Combat room rings – A small section implemented by several combat guilds instructs how you can build new combat rings exclusive for different types of combat.

· Games – Party Pete has written another section on a new selection of games for the game room, such as a pool table and a Gnomeball table. The room itself can also be expanded for an extra fee when putting it in. Diango also sells some model sets that you can put together and enjoy with friends.

· New display armour – Whilst normally mithril, adamant, rune and decorative armour are the only armours that can be displayed in one’s home, with the handbook, more can be put on display (such as imitation 3rd age and the werewolf armour made in Maelstrom’s Home Improvement).

· Paintings – Sir Renitee has been busy, increasing the range of paintings and tapestries that he sells. With the completion of certain quests, he can paint and weave pictures of the lands you see and the people you meet.

· Portals – The handbook allows you to use more teleport spells on portals (provided you have the essential requirements). Some portals include locations across RuneScape, ancient teleport locations, lunar teleport locations and Arzonus teleport locations.



A general feature that is also introduced when in possession of the handbook is something known as resource conservation. With certain levels, you can dismantle furniture and receive a percentage of the materials used. This is somewhat of talent, so higher levels are more likely to be able to reclaim materials from dismantling furniture.



The convention itself, functions very much like a Construction Guild, with level and quest restrictions. Completion of the quest is needed and therefore all the requirements of the quest too are needed. It feature various features, which are beneficial in the realms of construction, such as outlets for various supply stores, which sell more resources than the normal stores across RuneScape and at more competitive prices. The most notable features include:

· Stonemason – This place buys and sells stone based materials at better prices than in Keldagrim. They also sell granite, sandstone as well as several of the other materials featured in Maelstrom’s Home Improvement.

· Building Supplies – This place sells and makes planks 25% cheaper than the sawmill. It is the only NPC run store that sells all kinds of planks.

· Servant Employment – The range of servants and housekeepers is greatly expanded to suit the tastes of every wealthy homeowner. The range is as expanded as the range of homes and locations.

· Advertising – There is a very large notice board that players can post information about parties, gatherings etc. at their player owned houses. These messages terminate at a set time or after 24 hours of submitting them.

Listed above is just a fraction of what is newly added with the handbook and the Convention pass. Other lesser-explained features are also released (such as a greater number of organic specimens you can preserve at the taxidermist), but the basic gist has been documented.
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Arzonus, the City of Werewolves - Page 5 Empty Winds of Kusanagi

Post by MorbiusMonster Fri Nov 05, 2010 8:11 pm

Enshrined in mountains of Battle Island, is the sword of Kusanagi, wielded by the great warrior said to have controlled the wind with said sword. Nowadays, it’s put on display and it lets a strong, but refreshing breeze blow down onto the beach to calm the visitors to these islands. However, a little maintenance is called for in order to have the “Winds of Kusanagi” blowing again.



This quest begins in the Battle Island shop, where a shop assistant will ask you for some help, provided you have the skills required. He will explain to you about the “divine breeze” that regularly blows onto the beaches below from the mountain.



“For a long time, the combatants have enjoyed the refreshing and calming breeze coming from the mountains to cool down after heated battles, but recently we had a storm here and the breeze has now stopped.



We have come to believe that during the storm, the shrine of the legendary wind sword; Kusanagi, took some severe damage causing it to stop creating the divine winds that blow onto the beach. This isn’t anything particularly important, but our visitors do prefer the breeze.



I’d go, but unfortunately, the storm also caused the path to become broken and littered with plant matter, and my agility isn’t the best there is. If you could perhaps help us by repairing any damage there is up there, then we’ll see to it about you being given a reward.”



The path to the shrine is nearby the entrance to the cavern. Because of the storm, it has been littered with rubble or broken apart in places, so you have to bring with you a pickaxe for clearing the rocks and an axe or machete to clear away the plant matter. Occasionally, you’ll encounter a large gap broken in the rocky path as you ascend further up. To cross these you can either cut a vine from the rocky edges and use for fletching level to make it into a rope or use a regular rope instead on a jagged outcrop that will allow you to swing across the other part of the path.



At the end of the path, you’ll come across the shrine, which looks like it has taken a severe beating from the storm. Waiting near the shrine is a wind spirit that has been tending the shrine as best as it could after the storm.



“I take it you’re here about the divine breeze. I am afraid to tell you that not being physical prevents me from mending the shrine and allowing it to produce the breeze the visitors below want to feel.”



Introduce yourself to the spirit and say that are here to mend the shrine and she will offer you her help as to how do this.



“As you can see, mending the shrine will be time-consuming. The shrine itself will need repairing, the rocks need to be cleared, the bamboo needs tending to and the giant windmill needs to replaced. The list is ongoing.



However, you will need assistance for repairing the shrine, some spiritual help. Therefore you’ll need familiars to repair the shrine alongside you.”



First of all, you’ll need to clear the rocks that have broken away from the mountains. However, the larger rocks cannot be destroyed with a pickaxe alone. You’ll need to summon a desert wyrm to burrow into the rock to weaken it. However the wyrm will refuse to aid you and try and escape when you ask it to, because it accuses of you of just making up this plan as you go. Therefore, you need to prove it wrong by finding some technical knowledge before trying to summon it ask for help again.



Luckily, on the beaches, a dwarf is staying for a while after selling some ore and bars requested by the battle island shop. However, he’s busy resting and says he came to relax on the beach, so won’t help you for free. If you give him money, he won’t be interested, until you offer to buy him a drink from the bar. He will ask for something specific however, so you have to go to the bar and order that particular drink.



The bar on Battle Island is still waiting for their waiter to arrive, so you will have to make the drink yourself. Luckily, this isn’t any harder than making a drink at Blurburry’s bar, and the principle is just the same. Once you’ve made the drink, offer it to the dwarf and he’ll help you by listing the precise points on the boulders you’ll need to mark to strategically weaken it.



Summon the desert wyrm or renew your existing one and give it the strategy and finally it will burrow into the rock at the weakening points, breaking it into smaller pieces that can be mined with a pickaxe. Once finished, you can begin on the other tasks given to you by the wind spirit.



“The rocks have been cleared, but there is still some work that needs to be done before the breeze will return.



The shrine needs repairing after the rocks broke it apart. The bamboo that was here was crushed and so needs to be cleared and a new plantation needs to be grown in its place. Also, the path may need clearing so others can come here to enjoy the view and some extra trinkets will be asked for to add to the beauty of the place.



Finally, the giant windmill blown out to sea will need to be found, and, if necessary, replaced. You will require the help of familiars for all these tasks, for this place needs to have the spirit of the wind, sea and earth put into it to give Kusanagi reason to return.”



You can start by planting some new bamboo shoots. The wind spirit will instruct you to use a dread fowl and a compost mound to help you, but before all that, you’ll need a new bamboo shoot to plant. The shop owner on the beach will provide you one for free to have you started off (if you lose this or the plant dies you’ll have to pay 500 coins to replace it). To plant the shoot, clear the broken shoots with an axe and save them for later. Ask the compost mound to fertilise the soil and it will be happy to, clearing all impurities at the same time. Once it has finished its job, summon a dread fowl, who’ll comb the earth specifically and you can now plant the shoot. Keep an eye on it and water it when necessary for it to grow healthy. While the bamboo is growing, you can move onto the next stage.



Using the bamboo that you saved earlier, you can begin clearing a path up to the shrine. Use your axe and pickaxe to clear away the plants and rocks respectively. To build the bridge, you should take the bamboo and fletch it into the correct shape, however the wind spirit advises you get special help with as bamboo is very delicate if not cut correctly.



Take the bamboo to the shop assistant who will tell you the best person to take this to would be a survival expert, notably a human hunter who knows a fair bit about bamboo. Coincidentally, one such expert can be found on the beach who will cut the bamboo for you, for a small favour. The hunter will ask for some meat, a drink and for a knife before they will shape the bamboo. Provide them what she needs and she’ll cut the bamboo correctly for you.



With the bamboo supports now ready, you can put them in place with a pickaxe to create the correct shape of the support holes and some rope to strengthen them. After which, you can use some planks and nails to properly make a bridge that will allow you to reach to mountain without the need of a rope anymore.



By this point the bamboo should have grown and you can now check its health to finish this stage. The spirit now advises you to begin using the remainder of the bamboo shoots you collected earlier to repair the shrine and build some smaller decorations to add to shrine. For this, she’ll insist on using a spirit termite to aid you in making the shrine. However, the termite prefers to have a guide to run by so it can help you restore the shrine to its former glory. The wind spirit unfortunately doesn’t have anything herself to offer you as means of inspiration, and instead suggests going into the Battle Island village to ask for the locals if they have any.



The Battle Island village is a short distance away from the resort and the locals do say they have some pictures of the shrine before it was badly damaged. However, they won’t allow the book with the image in to leave the village in the fear that it could be lost. For this, you’ll have to use some sheets of papyrus and charcoal to make an accurate sketch of the image in the book. If the picture is very accurate, the villagers will comment it as so real, you’d mistake it for the real thing. Once you have this picture, return to the shrine and ask the termite to help you repair the shrine.



It will now help you when you show it the picture and if you have the materials needed to repair it. With all that ready in place, the shrine can be repaired and restored to its former glory. Next up are the bamboo constructions, such as the wind chimes that require and extra ball of wool for each set and the bamboo water lever, which will require a bucket of water to begin operating. Once all the decorations are in place, all that is left is for the giant mill.



The spirit is very insistent that the wheel isn’t made from scratch, but inspired by the previous design, however the original is now underwater in the sea bed. Using diving equipment or whatever alternative you have, dive underwater at a specific point and swim until you see something oddly shaped in the water. Cut it free from the seaweed and bring it to the surface. It’s the original wheel. Bringing it to surface, you can see that it is in very bad shape, but shouldn’t be too hard to replace.



You’ll need a beaver to help you make the new one using the materials similar to the original, in this case some teak logs for the frame and bolts of cloth and nails for the sails. However, the seaweed has stained the cloth on the original, so the design is impossible to make out. The battle island shop assistant will tell you that the original design can also be found in the same book that the shrine blueprints were in. Using dye and a phoenix quill (acquired from the desert phoenix), paint the design on according to the book onto the sails and prepare to place it where it belongs.



When you return to the shrine, the spirit commends you efforts and asks that you fix on the wind mill. However, just as you fit it on and turn it, she commands you to stop turning it the wrong way, but the wheel begins spinning and draws in a bad wind, along with it, some poltergeists. The poltergeists are harmless, but may damage the shrine more, the longer you leave them to damage it. To scare them off, summon a spirit wolf and use the howl scroll ability on each of them to scare them away. Once they have gone, the wind spirit advises you to not do that again.



Repair any damage done by the poltergeists, if any, with the appropriate familiars. Once finished and cleared up, the wind spirit will tell you how to rotate the mill the correct way. Use you spirit wolf’s howl ability and it will cause the mill to turn the right way and the divine wind is renewed at last.



Down on the beach, the visitors feel the wonderful breeze blowing down on them and shop assistant thanks you for your work in repairing the shrine, by giving you the promised reward.



Quest Complete



Requirements

45 Woodcutting

35 Summoning

35 Crafting

30 Farming

30 Fletching

27 Agility

25 Cooking

Wolf’s Pet

Wolf Whistle



Rewards

2 Quest Points

4500 Summoning exp

3500 Woodcutting exp

3000 Crafting exp

2500 Farming exp

2500 Fletching exp

2000 Agility exp

1500 Cooking exp

Ability to make bamboo wind chimes and pinwheels.

Permission to grow bamboo.

75 gold and green charms, 25 crimson and amethyst charms and 10 blue charms.

Proper access to the Battle Island bar.

Access to the shrine of Kusanagi.



Additional Notice;



Once you’ve completed the quest, the wind spirit will impart with you some very interesting information.



“The divine wind loses strength and speed as it descends down the mountain, but still provides refreshment on the beaches. However, up here it is at full strength and so provides a “spirit lift”, restoring your run energy and boosting your summoning points when you stand near the shrine.



Even after the shrine is complete, Kusanagi will still not be there. The wind spirit explains that; “The sword is serving a higher purpose at the moment, and once it has finished that task, it shall return back to the shrine.”



The spirit can also tell you who the next user will be or who last used it cryptically remarking that the “she wolf of red and made of metal as well as flesh, surviving in the world overrun by demons will be next to use it to smite their king. I cannot say anymore, but I believe her name may well be Shianui.” The spirit also implies cryptically that she may have well been the last user of the sword.



You can make pin wheels using arrow shafts and papyrus according to the wind spirit’s instructions. You can also give the sails different colours using dye. The pinwheels cannot be traded at the moment, but the wind spirit says that someday they might have a new purpose than just a colourful novelty.

Kusanagi is in fact a real sword from Japanese folklore and said to have the power to control the wind, and also goes by the name of “grass cutter”.
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Arzonus, the City of Werewolves - Page 5 Empty Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Fri Nov 05, 2010 8:12 pm

And that concludes all complete exerts from the original Arzonus thread. All work will be subject to editing soon enough, and I shall place an editor's note as to what needs adjusting.
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Arzonus, the City of Werewolves - Page 5 Empty Re: Arzonus, the City of Werewolves

Post by The Empty Lord Wed Nov 17, 2010 12:28 am

For the discussion thread;
Re: Arzonus, the City of Werewolves.
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