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Arzonus, the City of Werewolves

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Arzonus, the City of Werewolves - Page 4 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 4 Empty Aid of Arzonus

Post by MorbiusMonster Fri Nov 05, 2010 7:23 pm

"Aid of Arzonus" is the first quest of the Werewolf Diplomacy Series and the Fifth in the Myreque Series. It simply starts by talking to a figure shrouded in a heavy cloak named Donicus Whitearrow.



This character wishes to venture to Burgh De Rott to aid the Myreque on their quest, but is reluctant in case they won't accept him. He wishes to know who he should ask to see whether he can join the Myreque and a simple solution is to ask Drezel. After entering Paterdomus, Drezel says he is more than happy to allow Donicus to join, until he lifts up his hood to reveal that Donicus is a werewolf.



Terrified, Drezel commands you to leave, but you need to convince him otherwise until Donicus plucks up the courage to say that he is a Saradominist sent by Father Aurora of the Icyene to join the Myreque. Hearing Aurora's name, Drezel eventually allows him to, under the condition that he finds out what sinister act is taking place.



Local rumour of Morytania is that Drakan has hired someone to design a powerful weapon, so that Mithalin can be conquered and the human rebellions destroyed. Inevitably this spells disaster so Drezel wants it stopped before it is too late. With your new companion, you must venture into the swamps on a Burgh De Rott ramble.



You cannot expect to get to Burgh De Rott without trouble so prepare yourself for a fight with some Vampyre Juvinates. You won't need to worry about Donicus as he will hit accurately and carries his own food. When the vampyres are down to half health, Donicus casts a spell and then unleashes his Hunter's Blade to finish them off once and for all.



Questioning him about the spell won't provide any answers, so it will be best to continue. Towards the end you will make another encounter which is very different from the norm. You will see and armoured creature impaled by large spears, slowly dying. Feeling sorry for it, you try to comfort it in its dying moments.



Whilst talking to the creature it says that it was being ordered to fight, but fled in the hope of being free once again, but failed and was killed by the Myreque. It doesn't identify its real name, giving only the rank "Delta 50", commenting that "We were not meant to fight." After it seems to be dead it tries to lunge forward, roaring and mouth ablaze before properly dying. Donicus' last words on the subject are "We tell no one what we saw."



Upon arrival to Burgh De Rott, you are welcomed by Veliaf who says he has great news about the prosperity of the Myreque. He says the Vyrewatch are taking fewer tithes and are slowly but surely starting to pull back. Knowing the local rumours, it'd be best not to tell him otherwise it would bring on a new stage of urgency. Instead you reveal a Donicus to Veliaf saying he comes on behalf of the Saradomin Icyene to free Hallowvale. Donicus says that they Icyene are the only people he represents; he also represents Arzonus for a new mission.



He states that Elder Silver wants to make a treaty with the Morytania werewolves so that they can be allies and move closer to freeing them. He is one of the many other werewolves on their way from the West. He also states that if this mission is successful, the Militia will be dispatched and will infiltrate Morytania and shall deal with Drakan.



Word has arrived from the Meiyerditch Resistance. The tunnels unveiled under the Haemology Labs actually lead somewhere of vital importance aside from the Blood Altar. Head over to Meiyerditch with Donicus, but keep your heads down and avoid drawing attention to yourself. If you are stopped, both of you will have to be either sent to mines or give a tithe.



When arriving at the Myreque base, you will discover more werewolves at the hideout who have joined. Safalaan tells you that the tunnels have lead to a strange place which looks suspiciously like a shop. Time to explore.



Venture deep within the tunnels and you will find Vertida with a werewolf who identifies herself as Lyatdos Grimblade; a Zarosian werewolf. They will discuss their finds revealing what they found looked like a nostalgic shop dating back into the second age. Before taking a thorough look, the Vyrewatch attack. Struggling to hold them off, Vertida retreats leaving only you, Lyatdos and Donicus.



One of the Vyrewatch will attack you and the other two will attack Lyatdos and Donicus. Both will finish off theirs by reducing them down to 1 third health and then finishing them off with their own weapons causing the third Vyrewatch to retreat. When asking either of them what they just did, both will continue to remain silent. Best return to the Myreque hideout.



Back at the hideout, more knowledge has been ascertained about the weapon Drakan is using. They are bringing forth an army from another realm or so it is believed. The only way to be sure is to try and get into Castle Drakan and find out what they are really up to. At first, you are sent to take the scenic route and walk along the wall to see if there is anyway of penetrating the Castle. You are asked to bring with you charcoal and papyrus to draw down your findings.



Once obtaining the drawings, you are spotted by some unseen entity that lunges towards you attempting to strangle you, its eyes ablaze. In this tense moment, you need to keep trying to free yourself otherwise heavy damage will be dealt. If you are lucky enough to escape unscathed, the Meiyerditch citizens will start throwing stones at the entity chanting "The Myreque warrior must live!"



Returning to the Myreque base they are concerned about what you tell them, probably guessing that whatever attacked you was possibly a member of this new army that is being formed and was probably sent to destroy you. Hand over the sketches to proceed.



From the sketches, they find an underground tunnel disguised as a chimney. If they can find a way to get into the chimney through the underground city, then it would be able to be used as a surprise attack. Venture back to the underground city with Donicus only to discover that the door is locked, but the window is still another option. The window is frail and can be broken easily using a weapon with a strength bonus over 80. Break the window and jump through it and prepare to walk the streets of this underground ghost town.



At first it seems empty, but then Donicus spots another one of those creatures seen dying on the way to Burgh De Rott, only this time, its eyes are ablaze and it is in chains with severe wounds. Trying to talk to it, you get no response other than angry roars and demands to not fight. Donicus spots a coal chute which is probably where Castle Drakan gets the coals for its fires so it could be used as an entrance.



The coal chute can be climbed and so you should try climbing up, but be wary that if you fall down, it will reduce your run energy (the higher you go, the more it is reduced) and you end up a short distance away. Once you get up, you will be in a hallway and you overhear voices in another room guarded by two vampyres. It looks like it will be no good trying to go near the door, so the next best bet is to find some other way of listening in.



Head towards the room adjoining the chamber where a conversation is being held. By searching the wall you can find a loose brick which can be moved revealing who is talking. Lord Drakan and a mysterious figure. Listen in for very important details.



What they discuss is the army being formed. Natural cowards; a race designated the Lonely Ones are being captured from lands afar and kept as slaves, trained and exposed to massive quantities of Daeyalt Ore; a mineral that coaxes their aggression from a normally peaceful mind making them perfect soldiers.



Drakan reveals his supplier of the army to be a mysterious Theta Magnus. Demanding payment, Drakan refuses to hand it to him and the two engage in an argument forcing Theta to call upon a shadow which lunges at Drakan slowly stealing his life and the enraged Theta teleports away taking Drakan with him.



Ranis and Vanescula find their father gone and find a note from Theta demanding payment or Drakan will suffer and the armies will destroy all of Morytania. It is only a short matter of time before they both discover you and Donicus and they teleport you into the room and send Vanstrom Klause to dispatch with you two.



Vanstrom knocks out Donicus who hands you the runes for a spell called "Psychic Block" which can be activated and work effectively once he is down to one third health. Defeat Vanstrom who will vanish before you deal the final blow and help Donicus come to and return to the Myreque base.



Tell Vertida what you have learnt and he will say that a small group was sent to the city earlier and discovered that it is the remains of Hallowvale and the city disappeared when the Icyene refused to back down when their queen and king were killed. As a punishment, the ground shifted; making the city fall beneath the ground and a large of earth covered it, leaving the city forever trapped in the dark.



Whilst a team was there, they discovered the corpse of the chained Lonely One and tried to analyse it for clues, only discovering it to have dangerously high levels of Daeyalt ore in its blood. This comes to the conclusion that in some doses; Daeyalt ore makes them aggressive, but too much can be fatal.



Vertida concludes that there was a small shrine in the city that had the name "Pride of Hallowvale" on it and images of mighty warriors fighting vampyres with an ancient sword. Donicus says he will venture back there to find out what it could be shielding and if it might help.



Upon entering the city, there is an eerie sight. The streets are empty and somehow the lock on the door of the Shrine to the north is glowing. The lock is somewhat strange, with a shape that looks like the Flail of Ivandis is supposed to fit there. By placing it into the lock, the door opens and inside is a coffin.



After opening the coffin, you find a sword with the words "Pride of Hallowvale" engraved into the blade. Standing outside is Theta Magnus who looks ready for battle. He gloats about how he finally got Drakan to hand over pay, but will continue to have the land ravaged by the intoxicated Lonely Ones. He admits that he targets the land because he knows full well about Elder Silver's plan for diplomacy and wants to prevent it so that his plans will succeed.



But before going he leaves you to fight one of his failed soldiers; the Rabid Lonely One. It is level 210 and can hit up to 23 with melee and 30 with range so will prove to be a formidable foe. It attacks by throwing large chunks of rock or by using the giant stone pillar attached to its arm. To defeat it, you need to use the Pride of Hallowvale and finish it off using its special attack; "Power of Daeyalt". Once defeated return to the Myreque base to report.



After you tell them of what Theta intends to do, they suggest taking the sword to Drezel and to Veliaf to find out what it really is. Drezel will say that the sword was originally a type of Icyene blade used in the God Wars in order to hold back the vampyres. This particular sword belonged to the King, who was saving it for Drakan before he was captured and his Queen surrendered.



When handing it to Veliaf, he believes similar versions can be made and they might have a profound effect on all kinds of vampyres and the oncoming threat of the intoxicated lonely ones. After this, Donicus finally has his dream come true of becoming one of the Myreque and Quest Complete.



Requirements;

Legacy of Seergaze

Wolven Traditions

65 Mage

57 Thieving

52 Construction

60 Attack

55 Agility

Able to defeat a level 210 monster which is immune to most attacks.



Rewards;

2 Quest Points

15K Thieving exp

10K Attack exp

7.5K Agility exp

5K Construction exp

Pride of Hallowvale

Access to Hallowvale which includes General Store, mining spots for coal, a bank and several other features.

Ability to use "Psychic Block" spell.

Lonely One event on Temple Trekking/ Burgh De Rott Ramble

New characters to escort to Burgh De Rott



Additional Notice



If you have completed Revenantly Harmless before this, your character will say "Theta Magnus. I've heard that name before" when they overhear Theta and Drakan talking.



Lonely Ones on the Temple Trekking/ Burgh De Rott Ramble are level 120 and fight with a mix of all three combat styles which can hit up to 18. They can be fought without the Pride of Hallowvale sword, but need to have either Psychic Block applied when down to 1 third health or have powdered Daeyalt ore thrown on them (made by using Daeyalt ore on Pestle and Mortar.).



The fact that Vanstrom isn't killed suggests he shall feature further quests.



Lyatdos will make another appearance in a future Myreque quest.

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Arzonus, the City of Werewolves - Page 4 Empty Draconis Force

Post by MorbiusMonster Fri Nov 05, 2010 7:24 pm

At the heart of the Beasts' world is the scourge known as the Draconis Force. This organisation commits crimes on massive scales as a demonstration of their renegade lifestyle.



Originally its members composed entirely of Dragonkin and Dragon Riders, it has slowly changed. Nowadays it is made up of numerous species, known for numerous crimes. The majority tend to be Demons and Sarcoform although law abiding species such as Icyene and Aviansie are known to be present; enemies in the eyes of their people. The exception being werewolves and humans or so it is believed.



Leading this group is the mysterious Theta Magnus. He is mostly unseen even by his only allies as he strategically works out planned attacks. Although strategically planned, they are for no strategic importance; the attacks and crimes they commit are purely out of spite, or so many believe.



This villainous movement has been the target for the Militia since its very early days, and so far have limited it down to a fraction of its former size, leaving only 23 known members. The Human Hunters have been issued before to hunt them down and pick them off, but such attempts haven't been confirmed.



Various known members include;

Theta Magnus - Werewolf

Edmund Sigma - Human

Darur Arikanul - Dragon Rider (the only accurate definitions available)

Clawhunter (full name unknown) - Aviansie

The Silent One (real name unknown) - Demon

Nicad Lisaxin - Icyene

Xanro (full name unknown) - Sarcoform

Saverick Zedox - Dragonkin

Orala (full name unknown) - Serpent



As well as the known members, there are several others who are unknown.



The Draconis Force will feature in many future quests as the main antagonists. Theta Magnus already has been featured, but his full identity is unknown and Edmund Sigma has been seen before, but as someone you'd least expect.



One of their most maniacal plans yet is to try and assassinate Master Maelstrom. How they will go about this will be not be revealed for a long time.
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Arzonus, the City of Werewolves - Page 4 Empty Arzonus FAQ

Post by MorbiusMonster Fri Nov 05, 2010 7:25 pm

To answer any questions that usually turn up, I have set up an FAQ (Frequently Asked Questions) for Arzonus. This will cover all basic questions and the more trivial and in-depth questions.



Q. What is "Arzonus - City of Werewolves"?



A. Arzonus - City of Werewolves is a thread suggesting a new storyline to RuneScape. It features quests, locations, additions to existing skills and much more.



Q. Where is it?



A. Arzonus is situated south East of the Oo'glog Forest. Its territory spans further out to sea with several islands in the Southern Ocean being under werewolf control.



Q. How does Arzonus differ from Canifis?



A. Canifis is a small town in the dark region of Morytania, under the rule of Drakan who keeps them only to pay a blood tithe to the Vampiric Overlord. Arzonus is a city in a sunnier region which expands beyond the city towards the oceans and beyond. The culture works differently to Canifis, as is evident on the thread. The only similarities are that both communities are werewolf controlled and their dislike towards humans.



Q. How would all of this expected to be fit onto the map?



A. It is very large, but the only areas which should show up on the map would be the city, the S.E.P., the human hunting grounds, Battle Island and Fugitive Island. Areas such as the "Home worlds of the Survivors" or the Wrao Controlled areas could be featured on the map, but being inaccessible via foot, they probably will be like locations such as Yu'biusk, the Fisher King Realm etc. where they aren't visible on the map, but the do look like they are part of it. Some areas such as the Beasts' Temple will not appear on the map because it is supposed to be hidden. The dungeons and caves would be set out as they are at the moment.



Q. What are the requirements needed to enter?



A. Entrance to the city requires Dig Site Quest and Temple of Ikov quest. Also required is a significant amount of Kudos at the Varrock Museum to board the barge to the island north of Morytania to discover the city exists.



Q. Can I advertise?



A. I permit advertising on only two conditions.

1. You have my permission first.

2. It is relevant to the thread.

I don't appreciate it if you advertise without following the two conditions.



Q. Who else runs the thread?



A. Of course, I, Okikurmi I, operate the thread; keeping it updated and monitored. And numerous others have been known to help out from time to time.



Q. Is it alright if I advertise your thread on mine?



A. The same conditions to advertising apply. You must have my permission and the thread must be relevant.



Q. Will this idea be made?



A. Jagex has a large amount of commitments to deal with. Arzonus has definitely been recognised and noticed, but no action has been taken so far. The idea may last for many more years before a decision is finally made.



In-depth FAQ



Q. What is the significance of the island north of Morytania?



A. The island is Arzonus territory. The island was the location where travellers found the Werewolf Journal which will tell you how to enter the Moonstone Circle surrounding the city. Normally this is inpenetrable, but with the book you can find your way around it. It may serve more purposes in future.



Q. Are the werewolves aggressive?



A. The werewolves within the city borders aren't aggressive unless provoked. The Human Hunters outside may attack without warning.



Q. What are the requirements for Wolf's Pet?



A. Luckily there are none; all you need to do is enter the city.



Q. Is the Heart really Zaros?



A. Who knows? No one really knew what happened to Zaros after he was defeated by Zamorak.



Q. Where is the Beasts' Temple and how do I get there?



A. The Beasts' Temple's location is classified so we can't reveal where it is. You can go there by talking to Master Wisdom who will teleport you there.



Q. Where did the Ressurrection Bracelet come from?



A. It was found on Battle Island several years ago, but its real origin in unknown. The Summon Sea bed has a fissure; which is a portal from other worlds so presumably it came through that and many centuries of tectonic and oceanic movement brought it to the surface.



Q. Can the Reaper's be defeated without Master's Training?



A. They can, but it would be harder once they get to reduced health. Like the giant mole, they can escape when in danger and reappear anywhere. The light feather given to you prevents them from using their ability to fade into the shadows making them easier to fight.



Q. There is already a blood rune altar, why does the demon citadel have one as well?



A. The section on the home worlds was written before the release of Legacy of Seergaze. The new thread was made after that so it might look a little confusing.



Q. Where can I find sections of the Armour of Regeneration?



A. It can be excavated on Battle Island, obtained by defeating monsters in Arzonus territory (the Spiritual Warriors in the Reaper's Pit are known to drop them.) and they can be bought from other players.



Q. Do the weapons given to you after Master's Training have any special effects?



A. The Blade of Life can heal a fraction of damage dealt, the Soul ranged weapons will deal a massive blow to an opponent in a losing battle and the lightning staff can use lightning spells before completing Wolven Traditions.



Q. How do tail enders work and where can I find them?



A. Once Master's Training has been completed a new slot in the armoury is available which allows you to wield a new weapon on your werewolf tail. These weapons are called Tail Enders and can work like a mace or a scimitar. They can be bought or they can be made (using Smithing) and the ability to use the Dragon Mace Tail Ender or Dragon Scimitar Tail Ender is given after the Wolven Traditions quest.



Q. Wouldn't the Great Summoning Artefacts give an unfair advantage?



A. I have tried to ensure there is no unfair advantage achieved through the use of the Artefacts. They can't be used against Players, they can only be used once every 30 minutes, they require 95 summoning and they are very rare to find and the most powerful can only be obtained through completing a future quest.



Q. What are the 13 elements?



A. The 13 elements include Air, Water, Earth and Fire from the standard spell book, Smoke, Blood, Shadow and Ice from the Ancient Spell Book and Magnetism, Lightning, Sound and Gravity in the Arzonus Spell book. The 13th element is the hardest to find, but is featured in the Arzonus Spell Book as one of the higher level elements and require high level mage to use. This element is Time.



Q. What are life runes used for?



A. Life runes are used in some of the Arzonus Spells including spells that can heal, restore or resurrect. They are crafted like Astral Runes.



Q. What runes are used for the element spells?

A. Magnetism uses Body Runes, Lightning uses Cosmic Runes, Sound uses Blood Runes and Gravity uses law runes and time uses life runes.
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Arzonus, the City of Werewolves - Page 4 Empty Werewolf Armour

Post by MorbiusMonster Fri Nov 05, 2010 7:25 pm

Already identified as werewolf armour are the Hunter' Coats, but the Arzonus werewolf make and smith many more. Most armour consists of robes with metal applied where it is essential; mostly around the shoulders and neck.



Mage armour is made of very light but strong cotton. It is imbued with very strong magical qualities. Unlike other mage armour, it doesn't feature a pointed hat of some sort, but a metal helmet that improves the accuracy of the wearer to its maximum; enabling fewer attacks to miss. The traditional staves used are the Lightning staff which is made of metal and can be used either effectively as a melee or mage weapon.



Werewolf range armour isn't made of dragon hide like the humans. Instead, it is made of Shadow Hide; the flesh of Reapers. It is chosen not for its strength, but for the natural shadow capability it has. Any arrows or spells fired at it are shrouded by the shadow that surrounds it making them weaker. It is thinner around the arms to allow free movement.



Melee armour is very similar to human melee armour. It is made out of metal, but the shoulder pads are larger, the area around the arms looser and the gauntlets designed for different shaped hands. They don't use plate legs like humans. Instead they use chain skirts which are a combination of chainmail armour, a plate skirt and plate legs. The plate armour is worn around the lower leg and the chain armour is worn around the thigh area. They choose chain armour for two reasons.

1. It is looser fitting allowing free movement and allows the tail to move.

2. It is lighter.

The helmet is made to cover up the face and neck, but doesn't cover the ears or nose to enhance combat performance.



Werewolves have become a unique race for being the only race to weave summoning robes. These robes are made of spirit silk and are reinforced with spirit stone (the mineral that makes spirit shards and summoning obelisks). The spirit stone is used primarily to enhance the defensive qualities of the armour and it allows less summoning points to be used when using a familiar or using aura. A helmet powered with summoning energy can be worn, but more likely the hair is tied back.



The other kind of Summoning Armour fashioned is designed to enhance the offensive stat of summoning. It bears resemblance to Samurai armour; with elemental metal used to make it stronger. The spirit stone isn't used to reinforce it like the defensive summoning robes, but instead is crafted into spikes or sharp blades and adorned onto the shoulders and around the knuckles.



Werewolves don't normally use gauntlets or boots. They prefer freedom for movement when it comes to their feet or hands. If they do wear gloves, they have open areas for the fingers and toes. Helmets are worn, but there are two varieties for different choices. The usual helmet which covers the entire head and neck excluding the ears and nose is worn more for protection. The other helmet merely covers the top of the head, the bridge of the nose and a small portion of the neck. This one is preferred by some werewolves as it allows the wind to blow through their fur.



All armour mentioned can be bought on Battle Island. They aren't expensive, but they do require higher levels to wield.



The Arzonus Militia wears a special variety of the Arzonus armour. It is much more designed for offense and it is dyed black and has the Arzonus Crest on it.



Normal civilians don't usually wear armour. Instead they either wear standard clothing or just parts of it (some go around with a bare chest as a symbol of freedom or savagery). It is more common to find them wearing armour on Battle Island.
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Arzonus, the City of Werewolves - Page 4 Empty The Stolen Dreams

Post by MorbiusMonster Fri Nov 05, 2010 7:26 pm

Something is wrong in the world of dreams, and Terra Maelstrom has been called in to investigate. But he needs a companion to uncover the mystery of "The Stolen Dreams".



The quest begins when you talk to Maelstrom. He's had trouble with his many test subjects who are unable to sleep after having "the Animal Within" stolen. Although it may seem harmless, Maelstrom fears the worst. The Animal Within is a natural occurring force which defines people; makes them stronger, makes them braver, makes them smarter etc. in accordance to the animal it takes the form of. Without it, people would be unnaturally average. It is part of the soul and by tapping into that can endanger lives.



He has called in his grandson Terra to solve the problem, but in his latest adventure lost his companion so needs another one. He is the best to call in for the job, because he, like other Senntisten descendants, has a supernatural ability; the ability to enter peoples' dreams. Terra is insistent that more evidence needs to be found in order to confirm that the Animal Within has been stolen from the test subjects. This therefore involves visiting various people with the subject enquiring if they can tell.



The people to be visited are;

Bogrog

Filliman Tarlock

Zavistic Rarve

The Oneiromancer



Bogrog will be able to identify that the subject doesn't feel right and is too average to exist. Filliman can identify that a natural part of the subject's soul has been taken. Zavistic tells that the aura surrounding the subject is weak compared to that of everyone else around it, but it's the Oneiromancer who gives the most conclusive evidence.



In the absence of the Animal Within, a sentient body resets itself in personality and intelligence, going to average settings. Because the subject witnessed its theft, in his dreams it leaves him more damaged as he is aware of it happening. The only way to bring it back is to defeat whoever stole it.



Telling Maelstrom what can be done, he reveals that the task won't be easy. The only creatures that can steal the Animal Within inhabit only a special part of the spirit world; an area where evil and menacing souls are sent to be punished. He is unsure to what could be happening, so a trip into the Dream World would make much more sense than trying to find answers in the wrong place.



Head back to Lunar Isle and perform the usual procedures to getting into the Dream World (with the exception of wearing lunar armour). Just as you are about to enter the Dream World via the Brazier, somehow you feel tired and collapse, but not as part of the Lunar procedure to entering the Dream World, but as an induced sleep bestowed by an unknown force.



Within this dream the bank can be accessed, but if you die it'll be treated as an average death.



You start at Moonlit Scenery where people are gathered discussing the absence of the Animal Within, overhearing that the "Wolf of Time" is missing. Terra Maelstrom joins you shortly after talking to the people and suggests looking around.



By entering the Midnight Inn, you come into contact with the Harpy. She is level 150 and will attack you if you displease her or ask about the Animal Within. The area is multicombat and she fights using melee if you're close by or range if you move away; both are capable of hitting up to 20. Throughout the battle, level 75 spirit stealers will appear at random, but luckily Terra Maelstrom takes care of them pretty quickly. Once she has been defeated, the last thing she says is; "You're missing the bigger picture."



Unsure to what is happening; Terra decides another look around for more clues. Outside the building where you start, an accident has happened. A person named Inspiration has been injured after being thrown off a building by the Harpy. He gives you a part of a picture. It shows very little more than a part of a stage.



A voice is heard in your head just after you receive part of this picture. It says;



"The absence of the Animal Within is dangerous. Without it, I can't reach the world to save it."



Questioning who said it, your answer is;



"I am Karzahni; the Wolf of Time. You must get to the harbour and find a boat back to reality; the stealers want you."



Still unable to interpret what is happening, you ask the voice what is going on. Its final words are;



"You're missing the bigger picture and Triann wants out."



Terra tries to calm you down as you desperately try to get more answers. Although asking whether he heard the voice, he says he didn't. At this point you feel it is best to go the Harbour like the voice commanded and find a way back.



Getting to the harbour will be hard as Spirit Stealers will proceed to attack you throughout the journey. Once you arrive, someone hands you a note. It reads;



"You met someone in my employment at Midnight. I wish to see you. Dig in the sand and look for treasure.



-T"



Following the directions given on the letter, you dig in the sand. Once you uncover treasure you slowly slip off into a different world; a dark, frozen world where spirits lurk everywhere.



In this world, Terra will not be able to help you and the spirits are invisible till you attack them. The same voice comes back into your head, calling;



"Get to the tree! Your life is at risk!"



When you get to the tree, you will come across the Leader Stealer who is level 165 and can hit up to 25 with melee. The spirit stealers will proceed to attack you, but concentrate on the Leader. Once beaten, the other stealers will flee and you go over to touch the tree. Once you do that, you wake up. Maelstrom needs to know about this.



Back at Maelstrom, you tell him what happened. Terra said that when you began digging for treasure, shadows had shrouded around you and you had vanished and he was forced to leave the dream.



Telling Maelstrom about Triann makes his blood run cold. Pulling out a book from a shelf, he reads about Triann. Triann was a beast that sought to release havoc on the world during the formation of it in the First Age. His prison was meant to be guarded by the Gods, but was left unattended during the God Wars. It took all the power of the Gods to cast him into the spirit world, into the part where cruel and evil souls are sent to be punished. If he tries to escape, it will spell trouble. It is unknown to why he'd be stealing the Animal Within.



Then you tell him about the voice you heard; about Karzahni. Hearing the name, Maelstrom is surprised. He flicks through the same book and reads another chapter. Raizahka is the Wolf of Time. She was created to watch over the world, but never to interfere unless the world was in severe danger, setting herself as an example for the werewolves to live by. If she is getting involved with mortals, the world is in certain danger.



Terra Maelstrom makes one final word on the matter. He chooses to have you as his new companion and asks if you want to join him on his next mission. Naturally you accept and Quest Complete.



Requirements

Wolven Traditions

First Invasion

Nature Spirit

65 Slayer

Ability to fight a level 165 Monster



Rewards:

2 quest points

10,000 Slayer experience



Additional Notice



This quest was based on a dream I had. I have edited some parts to make it quest material. Four other dreams based on similar subjects followed.
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Arzonus, the City of Werewolves - Page 4 Empty Theta Magnus

Post by MorbiusMonster Fri Nov 05, 2010 7:27 pm

Theta Magnus was once a proud figure of Arzonus society, but that past has long gone. He was the Master of Melee before Master Valiant, but few records of his legacy remain as most were destroyed when he was mistaken for being deceased.



Theta Magnus was a powerful warrior, his skill in combat matched by few, because of his ability to out manoeuvre any foe, deceiving them at their own sport. As a result, he was due to lead an army to the battle at the Realms Border when a creature from beyond threatened Arzonus. The masters’ council found this approach to be far too life risking and so Master Magnus and Master Maelstrom were given the responsibility of coming up with a way of winning this oncoming war between the realms. His approach was first displayed.



Theta Magnus had visited the other realm and captured a creature which he could use for war, however his use of the word is open to interpretation. Theta Magnus, like all Senntisten originated werewolves, had a unique ability. This ability was to be able to control the minds of those weaker than him. Using this, he gained control of the Lonely Ones who originated on the other side of the realm border. Looking through their mind he found that they were peaceful to the point of ignorance. Lacking any real knowledge, he took one and trained it to obey him.



The presented Lonely One had been exposed to the fury that lurked deep within the mind of Theta; the pure anger and rage of a werewolf. What he'd made was a creature of pure hatred, constant pulling on the shackles that bound it before the council. They feared the product of his mental rage and ordered its destruction.



They feared it not only for the abomination it was, but Theta was prepared to venture behind enemy lines to collect them and transform them, putting his life at risk. Having a Master of Arzonus in their captivity, the enemy's victory would be secured. Theta was outraged by this. The council decided to go for Master Maelstrom's idea. His was simple;



"We seal off the borders and no war takes place."



Sometime after, at the Gates of Separation in the junction realm (name unknown) Master Maelstrom prepared to seal the gates permanently to prevent a war from coming. Theta Magnus refused to have the gates closed, demanding for Maelstrom to stop. The Lonely Ones would be useful as an army, for this war and for any in the future.



Maelstrom refused and insisted on the closure of the gates. The two then engaged in combat at the gates and the armies on the other side were moments from breaching the realm gate. Maelstrom was nearly subdued by Theta until he used his Senntisten power. Transforming into a dragon he lunged forward and defeated Theta who was left standing inches from the gate and was close to falling through.



Maelstrom then gave Theta a trial there and then and he was convicted guilty of war crimes. His sentence was to be executed. Refusing his sentence, Theta stood closer to the gates threatening to hand himself to the enemy unless Maelstrom changed his mind. Close to changing his mind, Maelstrom tried to save Theta, but then Theta was grabbed from behind.



The armies from the other realm had caught him and were trying to pull him in. Maelstrom said he would stop the armies if he accepted that he would face execution, but have it quick and painless. Refusing this he said he would rather be a sacrifice to the enemy. Maelstrom merely replied;



"Then so be it..."



At that moment, he cut of Theta's arm and he fell into the other realm dragged away by the armies, screaming. After closing the gates and returning to Arzonus, Maelstrom merely wrote in the archives that Magnus died in enemy hands and the masters were told never to mention him again.



This was not the end of Theta Magnus though. He was still trapped on the other side of the gate in the hands of the enemy. For decades after, Theta was experimented on to become the ultimate warrior in the creature's future wars.



Theta Magnus was a prisoner of the creatures. They didn't use him for knowledge, just the pure pleasure of his torment and pain. They chained him up, beat him, exposed him to toxic substances used to coax a cruel nature within him and used dark matter as a way of making him obey their every order. Theta was strong, but eventually couldn't take anymore of the seemingly endless contamination of his body.



The final straw he could take was when they separated him from the Heart of Arzonus; an act which would very much endanger his life. They cut out his second heart and killed it. This final experiment drove him utterly mad; drawing to him powers of unimaginable strength and he murdered all of them. The years of torture and experimentation have left his body severely traumatized; most of his flesh was badly scarred and undergoing continual necrosis, only being counteracted by the werewolf’s natural ability of accelerated healing, with metal casings to cover most of the damage and an artificial arm and hand was later installed. Even his aura became tainted and warped, his power becoming unimaginably strong and complex, compensating for the extensive damage done to his physical form.



Theta Magnus will continue to feature in a variety of future quests, performing a variety of notorious plots and dark schemes
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Arzonus, the City of Werewolves - Page 4 Empty Summoning Guild

Post by MorbiusMonster Fri Nov 05, 2010 7:27 pm

Distant from the competition and treasure hunting on the shores and far from the caverns is Battle Island's capital; the Summoning Guild. It is the gathering point of all Summoning Masters and Experts requiring a 68 Summoning to gain access.



The Guild is always full of activity as many gather from across Gielnor to be amongst the crowds of other elite enthusiasts. It is considered the best place to train summoning in all of its forms. Firstly, the Obelisk on the top floor is special because it will craft pouches with only half the needed shards, provided the crafter creates a pouch which is lesser than their summoning level.



The second training facility is the Metamorphosis chamber. Here one can train their combat as a familiar by defeating monsters, negotiating obstacles and trying out their skills. The difficulty of the challenges varies depending on the familiar and the summoning level. The rewards from this room are mostly just experience, but it is a fast way of training. Also, you can combat other players who too have become familiars in a bid to show how powerful they are.



The third training room is the aura obstacle course. Using your aura, you need to solve puzzles and reach the end of the track. It is divided into the three levels; Easy, Medium and Hard.



Easy just involves obstacles and can give 1000 exp as a reward plus and extra 750 for the skill that the aura associates with (i.e. having the aura of fire will grant smithing experience).



The medium course consists of both combat and obstacles and will give 2000 exp as a reward plus 1500 exp for the aura associate skill.



The hard course consists of harder obstacles and much more intensive combat. To end the course, you would need to defeat a boss using aura only. The reward from this is 10,000 exp and 7500 exp for the aura associate skill. You will lose your items on these courses should you die.

One of the final ways of training Summoning is by being challenged by various members to summoning duels. Overlooking the shore line and the games below, some members become ever watchful of talent. If you show some good talent then one member might challenge you to a summoning duel.



It can vary to how they choose to do it. They can either use a familiar duel; where the opponent summons three familiars to combat three of yours, or they can have an aura duel; where they use the power of aura to combat you. The following members will challenge you to duels if you win consecutive summoning battles in the island arenas.



Balrog (Summoning master of Gu'tannoth)

Pikkupstix (Summoning master of Taverley)

Kaluria (Summoning mistress on behalf of the Icyene)

Flightus (Summoning master on behalf of the Aviansie)

Candro (Summoning master on behalf of the Demons)

Maya (Summoning apprentice to Maelstrom)



The stronger will give a greater amount of summoning exp when you defeat them. They are as follows.



Bogrog - Gives 3000 summoning exp when beaten

Pikkupstix - Gives 4000 summoning exp when beaten

Kaluria - Gives 5000 summoning exp when beaten

Flightus - Gives 6000 summoning exp when beaten

Candro - Gives 7500 summoning exp when beaten

Maya - Gives 10,000 summoning exp when beaten



When all six of the duelling champions are beaten, a challenge will be given by Master Maelstrom. If beaten, he will grant 25,000 summoning exp. If you die whilst fighting one of the summoning champions, you will lose your items.



The Summoning Guild has become world famous with all these latest facilities. Naturally to use the aura training facilities, you would need to have completed Wolven Traditions.
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Arzonus, the City of Werewolves - Page 4 Empty Battle Island Rewards

Post by MorbiusMonster Fri Nov 05, 2010 7:28 pm

Battle Island is very rewarding when it comes to summoning. Not only is there high numbers of experience to be gained at the Summoning Guild, but there is also a fair amount to win through simple competition.



When you win a duel on the island, you gain 100 summoning exp as a reward. If you win consecutive rounds, you gain more experience. This means that if you win one round, the reward is 100 exp, and if you win a second round consecutively, you gain 200 exp as a reward and so on. You will continue to receive rising experience through consecutively won rounds until you lose a round or complete 20 consecutive rounds. In the event of either, the experience reward resets to 100 exp again. However, the rules on Battle Island insist that if you wish to receive rising experience, you must battle a different competitor each time. If you fight the same competitor, the maximum you can receive from this method is 1000 exp.



As well as receiving experience, every 5 competitions you win consecutively, you can receive a Charm Casket or a random summoning pouch (you can choose which you want). The Charm Casket contains 100 gold charms, 75 green charms, 50 crimson charms an 25 amethyst and blue charms. To receive this as a bonus reward, you must battle a different competitor each time. If you fight the same competitor, you shall receive a small charm casket using this method, which contains half the charms as normal size.



In the rare event of winning a high volume of battles, you will be rewarded with one of the summoning artefacts. Because this is such an honour, a champion of the Summoning Guild comes to meet you after the duel to present it to you in person. You will still receive this reward even if you face the same competitor numerous times over.



When excavating the sands beneath the water, you can find all sorts of rewards. Common to find are all kinds of charms and small quantities of shards.



Occasionally, you may come across small chunks or large slabs of a mineral called spirit stone. The pieces you find can range from between 500g to 10kg. If you hand this to someone in the Battle Island shop, you can either sell them it, or give them a small fee and they small break it into spirit shards. The quantity of shards you will receive will be 1 per every 10g grams e.g. a 500g piece will yield 50 shards.



A rare find in the ocean sands are fossils. Because there are many levels to the seafloor, you can find more as you venture deeper into the water. They can range from poor condition (25% in tact) to incredible condition (100% in tact). Its condition and the variety will affect who will buy it in the shop. If it is poor condition, the price offered will be low and only certain wolves will want to buy it. If it is in better quality, the asking price will be higher and more wolves will want to buy it. Alternatively, you can hand good quality (75% or 100% in tact) to the shop owner and he shall frame it for a small fee. This can then be displayed in your player owned house to show how good an excavator you are. Alternatively, you can keep the fossils until Maelstrom comes up with a way to bring them back to life.



The caverns are as rewarding as the shore line, but if you follow the right path, you can uncover the Fiducia chamber. In here you can defeat purple or adamant dragons so you can get your hands on the Fiducia artefact. Or if you aren't into dragon slaying, you can follow the clues and paths to uncover treasure. You can find gold or gems, but what the Shop owners on Battle Island really want are Aura Spheres. These glowing orbs contain summoning energy. If you collect some and bring them back, they will not only give you summoning experience from them, but also experience in another skill based on the colour or aura within it.



All items dug up or collected aren't tradable between players.
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Arzonus, the City of Werewolves - Page 4 Empty Celestial Mirror

Post by MorbiusMonster Fri Nov 05, 2010 7:29 pm

During the second and third ages, the Celestial Mirrors were forged. At normal times they would reflect the world around them. During an eclipse, they would no longer reflect what was around them, but provide a passage to another world.



The sentients during the second age used them as passage ways to other worlds. Because they were very powerful, only the skilled craftsmanship of higher beings can make them. Their main purpose was to explore and cultivate beyond Gielnor.



When the third age arrived, they served a new purpose. Creatures from the other realms were taken and used in warfare. It reached to such an extent that all the mirrors were ordered to be destroyed. Few still remain.



One mirror that still works is atop Battle Island's tallest mountain. The mirror situated there wasn't of werewolf origin, such craftsmanship is beyond them. When the moon is in the eclipse position, the mirror activates. On the other side is the dark realm of Extopa.



Extopa is a dark expanse. There is nothing to find there except many millions of grave stones, untouched by time. The only other things to find are the teleport structures. Following the correct order will direct you to the arena of the Extopic Dragon.



This dragon draws its power from death itself making it a powerful foe. It has similar abilities to that of revenants but its power cannot be limited by Restrict. Its breath is quite fiendish and it not only can freeze a foe, but can drain their health, so it is advised to supply well for battle.

Surprisingly, no other life exists on this side. Legend says the Extopic Dragon was to be used only as a last resort, should the war have turned against Zaros. Luckily, the war never reached to such a level.
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Arzonus, the City of Werewolves - Page 4 Empty Mock Knowledge Base Entry

Post by MorbiusMonster Fri Nov 05, 2010 7:30 pm

This chapter is only a mock entry for the Knowledge Base. It isn't a real extract.



Arzonus - City of Werewolves



Warning - You must have completed Temple of Ikov and Dig Site quest and found a book to gain entry.



Introduction

Arzonus is a city ruled by werewolves and humans are forbidden to enter unless they pose allegiance to the werewolves' gods. With science beyond normal limits and several soldiers armed and ready, the city can overcome any enemy that dare try to invade.



Guided by the Masters, protected by the Militia, kept prosperous by the Mentors and maintained by the Heart, Arzonus has become a paradise in its own right, expanding its borders beyond the Southern Sea.



There is never nothing to do as the city is thriving with activity, within and outside its walls.



Location

Hidden far from humanity, Arzonus has its foundations in the tropical prairies south west of Oo'glog.



The gates are watched to make sure humans or potential threats don't enter.



Points of Interest

The city is a hive of activity. Trade occurs on the southern half across the Acuity stream whilst Master Maelstrom works in his lab on the Northern half. If you take a ship, you can visit some of the islands in the Southern sea. The reapers' pit and the Hunters' Den are located just outside.



Personalities

Master Maelstrom - This old scientist is beloved by the city for his kind contributions to putting the city ahead of its time. At first encounter, he appears grumpy and awkward, but to his friends he may seem more benevolent and caring. His aims are to perfect summoning arts and to answer the rhetorical question of "Where did I leave my reading glasses?"



Master Maelstrom usually paces his laboratory in the north of the city.



Maya Sigma - This eager apprentice is Master Maelstrom's closest friend and indispensible companion. She lives a quiet life under the guidance of Master Maelstrom, helping out with experiments, coming up with medicines and translating her Master's lectures.



Maya is usually sat at her desk in Maelstrom's laboratory.



Elder Silver - Rarely seen by the public, yet still beloved by them, Elder Silver rules the city and watches it age and grow. She remains in her chambers during the day, only emerging when summoned by the Master's Council.



Mentor Pisces - This scurvy dog (or wolf) has seen her fair share of days at sea and now runs the fish trade in the city. She offers any traveller passage to the many islands in the Southern Sea for a small fee.



Quests

The following quests can be started in Arzonus;

Wolf's Pet (members)

Master's Training (members)

Beyond Death (members)

5000 Below (members)

Mask of Law (members)

The Stolen Dreams (members)



Wolven Armies



Human Hunter (level 88/94/100)



The hunters of the city will have no trouble chasing down a human and catching them. They can attack on all three sides of the combat triangle (depending on their combat level) and may hit through prayer with merciless excellence. You won't be able to out run them for long.



Human Hunters patrol the prairie outside the city and hang around in packs.



Militia Guard (level 93/99/105)



The guards that patrol the city are a social bunch unless you decide to cause trouble. They also fight using all three styles of combat. You must be careful, because if you fight one, more might come to their aid.



The Militia patrol inside the city, keeping an eye on all the citizens.



Ocean Mounted Guard (level 154)



These guards watch the trading ports to ensure no unwanted vessels turn up. Being in the water, they can only be harmed by magic or range. They will only attack if you attack them first. Riding their graceful ocean guardians, they use water spells to deal with unwanted pests.



Warning - Simply defeating their ocean guardian won't finish them off. They'll dismount and attack you up close if they have to.



The Ocean Mounted Guards can be found keeping a watch over the docks.



Miscellaneous



A conveniently placed fishing rod can be found on the docks.

A Grand Exchange Branch can be visited on the Southern half of the city.

South of the City is the S.E.P; an agility course for both beginners and advanced users of agility.

The Hunters' Den is the gathering place for all creatures who fancy a good hunt. If you wish to take part, make your way over there.

A charter ship at the docks becomes available after Wolf's Pet.

If you talk to Master Seeker in the Master's Temple, he will teleport you to the Beasts' Temple after completing Master's Training.
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Arzonus, the City of Werewolves - Page 4 Empty Scream of the Sirens

Post by MorbiusMonster Fri Nov 05, 2010 7:31 pm

Mentor Pisces' last voyage was a failure and her vessel was brought down by the evil spirits of the sea. Now, she needs a new crew to return to the Ruins of the Water Flower and find have vengeance against the spirits, but who can stand up to the "Scream of the Sirens"?



The quest starts by talking to Mentor Pisces at the docks. In a spot of bother, she says she needs a new crew after her last went down with her ship. If you offer to help, she'll hand you a list of people she may need for the voyage. Find all of them and she will make you first mate. The list of crew members needed include;

Medic

Boson

Chef

Navigator

Someone to operate the cannons

Swab

And several other people who will be more than happy to join the crew.



Before setting off, Pisces says;



"I'd prefer it if the crew weren't all human."



If you enquire to Maelstrom if he would come on the ship to be the navigator or the medic, he says he has work to do. However, Maya will put herself forward for the position of medic.



The Arzonus Militia would be the next place to search for a boson. Sadly, no one seems to be up to the job. Mentor Libra does say that the only one up to the job would be Donicus Whitearrow, but he's in Burgh De Rott on a mission for the Myreque. He forgot to take his communication gem with him, so they can't make contact.



Making your way to Burgh De Rott, you discover Donicus was in Hallowvale, but didn't report back. Heading to Hallowvale, you discover that he is cornered by three Vyrewatch and he hasn't any runes for Psychic block spell. This means you'll have to take them out for him. They are all level 120 and will go down easy. Once they are beaten, he will join the crew to repay the favour.



The next job to get is the chef. Recalling Pisces request, you are narrowed to only a few choices.



Visiting Aluft Gianne in the gnome restaurant, he says he is very busy with orders and so cannot be the cook on the ship. However, he recommends Burntmeat, the troll chef, as a cook.



Burntmeat says that he is unavailable, but My Arm can help. My Arm will offer to help, on the condition that you grow him some Goutweed. Once you've grown some, return to him and he will join the crew.



Just as you sign him up, he says he doesn't know what food werewolves like nor knows how to prepare it. Therefore, you'll need someone in the know of what werewolves like. Rufus in Canifis knows very well how food should be made for wolves. He signs up on the condition that you supply him with some oomlie bird. Having heard about them, he thinks a large bird like that will satisfy the crew. Supply him the meat and he will join the crew.



Now a navigator is needed. There are a few you might know of already. By visiting the Seer, he will say that he can plot a destination and know what will come ahead. He will join on the condition that you construct for him a mind helmet and shield. Once you have done so, he will join.



As he is signed up, he says that he wishes to know who else will be on the vessel. Telling him who else is there, he becomes reluctant as he knows that the fellow crew members may be hostile towards him and will only join should you find someone who shall assist him.



Trying to abide by Pisces advice, you need to find a non human who is able to assist Seer. Visiting the Grand Tree again, they suggest one of the off duty Gnome Gliders. Go and visit Daero in the Gnome Cafe. He will say he shall join if you give him his order (varies). Once you have made his order, give it to him and he shall sign up.



Next on the list is a cannon operator. The best place to find someone is in the Hunters' Den. If you talk to the head hunter, he suggests Fang. However Fang doesn't show up, so you'll have to ask different hunters to find out which one is him.



He will join the crew on the condition you give him 500 hunter gems. The gem system works like this.

Blue Gem is worth 1

Green Gem is worth 2

Red Gem is worth 5

White Gem is worth 10

Purple Gem is worth 25

Black Gem is worth 50.



Give him the gems and he will join the crew. He also will notify other hunters who might also join the crew.



The swab is the next crew to find on the list. Pisces suggests a goblin. You therefore will have to go to the Goblin village. You speak to Grubfoot and he says that he would like to join the crew, but Bentnoze and Wartface won't allow it. He has chores to do. If you can convince them to drop the chores until he gets back from the voyage, then he will sign up. Zanik, who happens to be passing by, will be eager and sign up as well.



You finally have the crew needed. Report back to Mentor Pisces where everyone is waiting on the ship. She gives you the job of first mate, and then you're off on the high seas.



En route, you get into trouble. An enemy vessel, the Snake Bite, wants a fight. The captain; Brassfang, demands a fight or he shall sink the ship. The first wave jumps aboard the ship. They can be dispatched with very easily as they are all level 95 and only use melee. Once they are defeated, the next wave boards.



The next wave is much stronger at level 105. They use melee and throw small bombs which detonate after a short time of landing. To avoid damage, stay clear of them. If your range is good enough however, you can throw them back.



Once this wave is defeated, they start firing their cannons. Your job is now to use your cannons and aim at theirs, destroying them before they do the same to yours. If a cannon is destroyed, you can repair it. Once all enemy cannons are destroyed, its time to fight back!



Below decks are some planks which you can fix together to allow you to board the other ship and take it by surprise. When you board the ship, you are ordered to destroy all their supplies.



Attack all the crates on the ship (and collect any food if you need it) and your next mission will be to try and take out much more of the ship.



This time, it will be harder. When trying to aim the cannon, you will be attacked by level 115 pirates who will board the ship. These are much harder because they use melee and mage. They will respawn constantly so in order to stop them coming, you need to destroy the masts on the other ship using the cannon.



Once the masts are destroyed, you discover that the central mast is armoured and resistant to cannon fire. The only way to deal with it is to use the powder kegs and detonate them. Because they are too heavy to carry up onto the deck, you need to use the winches. Occasionally, pirates may attack you, but they are only level 95.



Once all the kegs surround the mast, you need to make a fuse. Collect some wool from below deck, submerge it in rum and light it. Jump back to Mentor Pisces' ship before it explodes.



Now, you must face the wrath of Captain Brassfang. This foe is 185 and uses his large cutlass for melee and a small cannon for range both of which hit up to 25. He is prone to detect prayer and will switch his attacks accordingly. There are safe spots to range or mage him.



If you hide behind a barrel or crate with Protect from Range on, he will soon work out a strategy. He will destroy the obstacle and come up to melee you. The crates and barrels respawn though.



Once down to half health, he becomes much more powerful. Using his aura, he can inflict additional damage and disable prayer. If you hide behind safe spots he will target the power kegs to deal damage if you run near them.



If you are lucky enough to defeat him, you will advance to the next part. If you die or escape at any time during the attack, you must repeat this part again.



As you approach the island, the sirens detect your presence. They start luring vital members of the crew into a trance. Donicus uses Psychic block on one of the sirens revealing its true form; a foul creature that doesn't sing, but scream. Take this one down and more will turn up.



During this point, you must take command of the ship. Maya, Grubfoot, My Arm, Donicus and Zanik are the few members of the crew who are still attentive. You need to give them various positions to keep the ship going. Each will be better suited to a certain area whilst others may be poor at it so choose wisely (Donicus will be better at holding off the sirens, but poor at navigating).



The sirens here are level 110 and use melee and range. Only when you cast psychic block can they be attacked. If you fail this sequence, you must repeat it again.



Once you arrive at the cove, everyone comes to and Mentor Pisces is surprised. She starts to think a little more of you, but this is no time for celebrations. The island is overrun by sirens that will be very aggressive towards intruders.



Your first mission on the island is to explore to see if there is any other way of finishing off the sirens. Most of the island is underwater so Maya will give you a gill strap; a sort of collar which allows one to breath under water.



Exploring the caverns, you discover that the island is part of an ancient technology that has been dormant for many millennia. Although it doesn't specify who made it and what it is for, it says that having its power in the wrong hands will be very dangerous.



The schematics carved into the walls show the central cavern is accessible via activating the four terminals; each in a cavern with different kinds of water. Some are more dangerous to reach than others.



Because you have beaten the enemy fleet and the sirens guarding the entrance, you can return back to Arzonus whenever you need to and not repeat those sequences again.



The four chambers have different types of water, so supply yourself for each accordingly. The fresh water (east chamber) will give no ill effects should you try to venture in. The Terminal Guard at the end is level 125 and easy to defeat.



The tropical water (south chamber) will reduce the effectiveness of potions. The Terminal Guard at the end of this tunnel will lower prayer quicker. The water in here is lined with thick kelp and seaweed, so you'll need to have an axe to cut through it.



The petrified water (west chamber) requires full apparatus, otherwise you'll take 12 damage every few seconds. When you dive into the hydrogen sulphide, it'll be dark, so you'll need a light source. Lanterns won't work here, but a glowing fungus can be found near the entrance. The Terminal Guard here can poison and lower attack. The poison damage starts at 15, so it is advised to bring potions. You will need a strong crush based weapon to break through the petrified wood.



The frigid water (north chamber) will slowly lowers stats and hit points; a similar effect found on the ice path. It is advised you bring good food and potions to avoid too much damage. At the end is the Terminal Guard who is able to freeze you. Some parts of the tunnels are frozen solid, but you can break it by activating levers which will slowly heat up the water.



Once you have defeated a terminal guard, activate the terminal in the area. When all four are activated a portal opens up near the ship. Going through the portal, you enter the central chamber, where the Siren Mistress awaits.



Engaging in conversation with her, she says what the large machine is for. It is the ocean caller. Before the God Wars they were made to make the oceans plentiful with life. The Siren Mistress however, doesn't wish to use it with peaceful intent.



The machine can generate any sea life, even dangerous ones. She plans to create massive creatures so that the Sirens will rise proud onto the surface and seize control. The land would then be flooded to suit the siren's demands and the population to become their meat. Mentor Pisces strayed too far and she was then considered a threat. They took out her ship to stop her from coming back.



The Siren Mistress prepares to attack stating;



"Your fellow crew mates shall be dead within the hour and you shall have the honour of being the first."



The Siren Mistress is a powerful level 250 and uses all forms of attack. She also will flood the chamber and alter the water within it (changing it from fresh, tropical, frigid and petrified). She can hit up to 35 with all of her attacks and when down to half health, she calls upon more sirens to aid her.



Once she is defeated, the doors open again and you can leave. Going back to the surface, you will be greeted by Mentor Pisces who will thank you and say the sirens are retreating into the oceans and will be unlikely to cause trouble again.



Quest Complete.



Requirements;

Aid of Arzonus,

Great Brain Robbery,

Beyond Death,

My Arm's Big Adventure,

One Small Favour,

Grand Tree,

Smoking Kills,

Desert Treasure,

Mask of Law,

56 Slayer,

60 Smithing,

70 Strength,

65 Woodcutting,

Able to take on numerous foes over level 100

And able to defeat a level 250 foe.



Reward:

3 quest points,

Access to Ruins of the Water Flower,

20K experience in Slayer, Smithing and Strength,

15K in two combat skills of your choice.



Additional Info:



When talking to the Siren Mistress this is following dialogue;



SM "What are you?"



Player "No, "It's how are you?" And how are you?"



When the Siren Mistress tells the player of her plans to take over RuneScape, they'll say;

"Been there, done that."
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Arzonus, the City of Werewolves - Page 4 Empty Re: Arzonus, the City of Werewolves

Post by Zectiox Fri Nov 05, 2010 7:32 pm

Like that. Nice done : )

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Arzonus, the City of Werewolves - Page 4 Empty Music II

Post by MorbiusMonster Fri Nov 05, 2010 7:33 pm

Since the previous list of music scores was released, there have been more quests and places released. So here is a new list of the new music.



Fugitive Island;

Deported - Fugitive Island Beach

In Her Presence - Krinos' Cavern

Mystical Waters - Aquarian Temple

Deluge - Deluge in Aquarian Temple

Snow Bound - Arctic Camp

Winter Solstice - Solstice Cavern

King of Ice - Fighting the Ice Guardian

Magma Rise - Corona Falls



Quests;

Vault - Chimera Mini quest

Master's Gathering - First Invasion

Invasion of Arzonus - First Invasion

Invasion of Oo'glog - First Invasion

Invasion of Yanille - First Invasion

Superior One's Theme - First Invasion

Morgue - Morgue in Revenantly Harmless

Learning - Wolven Traditions

Temple Garden - Temple Garden in Wolven Traditions

Heart Beat - The Heart in Wolven Traditions

Missing Maelstrom - Strife of Saranthium

Descending Darkness - Strife of Saranthium

The Mask - Cut scene during Mask of Law

Military - Arzonus Militia

Slow and Painful - Finding the Lonely One in Aid of Arzonus

Ghost Town - Hallowvale

Theta's Theme - Aid of Arzonus

Horde of Hallowvale - Aid of Arzonus

Animal Rescue - The Stolen Dreams

Midnight Inn - The Stolen Dreams

The Bigger Picture - The Stolen Dreams

Escaping this World - The Stolen Dreams

The Stealer Spirits - The Stolen Dreams

Recruiting the Crew - Scream of the Sirens

Snake Bite - Scream of the Sirens

Sirens - Scream of the Sirens

Water Flower - Water Flower Ruins

Fresh Water - Fresh Water Tunnels

Tropical Water - Tropical Water Tunnels

Hydrogen Sulphide - Petrified Water Tunnels

Frigid - Frigid Water Tunnels

Foul Mistress - Fighting the Siren Mistress



Summoning Guild

Summoning Superiority - Main Lobby of Summoning Guild

Obstacles of Aura - Easy Aura Trials

Opponents and Aura - Medium Aura Trials

Intensity of Aura - Hard Aura Trials

Shape Shifter - Metamorphosis Chamber

Duelling the Champions - Duelling Bogrog and Pikkupstix

Duelling the Experts - Duelling Kaluria and Flightus

Duelling the Masters - Duelling Candro and Maya

Duelling Maelstrom - Duelling Master Maelstrom



Wasp Sting - Herbicide

Rabid Gardening - Herbicide

Rose Thorn - Herbicide

Wicked Weeds - Herbicide



Miscellaneous

Extopic - Within the Extopic Dragons' Arena

Eclipse - Near the Celestial Mirror

Prosperous - Beasts' Prosperity Day

This music list covers all the music up to Scream of the Sirens. Should further quests be released, more music lists will be released should a significant amount of music be needed.
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Arzonus, the City of Werewolves - Page 4 Empty Trials of Glouphrie

Post by MorbiusMonster Fri Nov 05, 2010 7:34 pm

The Trials of Glory have begun again. This competition is where many different races nominate their best into two teams to compete against dangerous challenges. But this year, the tournament that has stood fair for many years his being sabotaged by an evil foe. The title of glory is at stake at the "Trials of Glouphrie".



This quest starts by talking to Master Maelstrom in his laboratory. He will tell you of the challenges and if you choose to accept, you will begin. He tells you that you need a companion for some challenges so says you need to call upon someone to help you out (using Human Hunters to send messages or have them with you at the time). When you have your companion, you need to decide the roles.



The major will remain in wolf form for all challenges; the minor will be regressed into a smaller animal for certain challenges. Establish your roles and Maelstrom shall tell more of the challenges.



"The Trials of Glory have two pairs from each race who choose to enter. Both compete and the pair that performs better will have their performance put forward to decide the winner. It's so that if one team performs badly, the other can redeem them.



You have to face monsters, obstacles and aid one another if you are to even try and come close to victory."



Maelstrom then reveals who is the major in the back-up team; Fang. When you are ready, Maelstrom will take you to the competition. There is a banking area there so you can supply yourself before challenges.



The first challenge is to fight an elemental dragon. Its hide is unique as it can adjust its defences to protect itself from certain elements. At the same time as making itself stronger against other elements, it makes itself weaker against another.



The dragon here is level 150 in combat. It uses only melee and dragon breath. When its hide changes colour, you need to cast a certain spell on it to try and defeat it.



If you are using modern spells, the strengths and weaknesses are as follows;

Grey - Weak to air

Blue - Weak to water

Green - Weak to earth

Red - Weak to fire



If using ancient spells, the strengths and weaknesses are as follows;

Dark Grey - Weak to smoke

Black - Weak to shadow

Dark Red - Weak to blood

Light Blue - Weak to ice



If using Arzonus spells, the strengths and weaknesses are as follows;

Tin - Weak to magnetism

Gold - Weak to lightning

Copper - Weak to sound

Dark Blue - Weak to gravity



The dragon can hit up to 20 with melee, and it moves very fast. Both the minor and the major have to fight it, but both will be in normal forms. Once defeated, the first challenge is over.



For the second challenge, Maelstrom gives you a piece of armour he once used when he competed many years back; an equilibrium stimulator helmet (or Agility helmet). He says the next challenge is dangerous, because of the many traps. The helmet, combined with ones natural agility, can allow you to avoid obstacles easier. He describes how it works.



"Equilibrioception is then sense of balance. It prevents us from falling over when standing or moving. What this helmet does is when something is due to come into impact with the wearer; it stimulates the brain, making them slightly lose this sense, causing them to lunge of out of harms way.



Combined with natural agility, you can recover from the sudden jolt of movement, but it takes time to learn."



The next challenge is to collect glowing gems from a large quarry, avoiding falling rocks or objects thrown by the golem in the centre. Because you have yet to get used to the helmet, you may take damage earlier on.



The aim of this challenge is to collect the gems located around the quarry and place them in the correct plinths and you can only carry one gem at a time.



The gems to go into the plinths are as follows.

Sapphire - Turtle Plinth

Emerald - Cat Plinth

Ruby - Dragon Plinth

Amber - Monkey Plinth

Amethyst - Wolf Plinth

Onyx - Scorpion Plinth



They have to be added to the plinth in a specific order. This order can either be value of gem (ascending up) or alphabetical order of gems (starting with amber). Once all the plinths have the gems in place, the golem stops throwing rocks and reconstructs itself into a portal.



When the second challenge is completed, only one remains. This challenge requires both the minor and the major to work together. The minor is now regressed into a small animal (can be a choice of ferret, beaver, mouse, rat or cockroach) and put into the wall of the challenge tomb, whilst the major walks the tomb corridors. Both will have to fight oncoming creatures.



At some points, the major will encounter doorways that are locked. The minor must deactivate them by doing puzzles inside the walls. Sometimes there will be a time limit for the puzzles.



When you reach the end, Fang arrives shortly after with his minor. But before you can leave, an old enemy turns up; the Kin. They make their choice and snatch away Fang before returning to where they came from.



Reporting back to the competition area, Maelstrom asks where Fang is. Telling him the Kin took him, he shouts that it makes perfect sense. He then explains;



"The Trials of Glory have been sabotaged. They should have been harder. The dragon should have been stronger, the golem was supposed to be fought before leaving and the puzzles should have been much more mind taxing.



Someone has been rigging this competition to get hold of a werewolf. The Kin couldn't do it themselves; they only follow orders for a higher power. But I am still confused on two things..."



Asking Maelstrom what he is confused about, he looks at you very seriously.



"I'm confused to who might be rigging the competition and to why they took Fang and not you. He's just a human hunter with the aura of Fire."



You have a plan. You ask Maelstrom if aura has anything to do with anima mundi. He replies;



"It is the same thing. Some creatures have a richer source. Werewolves are known to have a high amount because they are connected to the heart."



You suddenly realise who is rigging the competition. It's none other than vigilante gnome Glouphrie. If he has a werewolf, he'd be able to have access to a near infinite supply of anima mundi and cause trouble. Maelstrom says he will help.



"The Kin can appear and disappear at random because they can use something called shadow travel. They can fuse with shadows or darkness and reappear at another shadow, meaning they lurk in every shadow. But doing so leaves dark matter which can be traced."



Re enter the tombs and search the shadows of the portal chamber to find dark matter. Once you have it, hand it to Maelstrom and he will bond it with a talisman which shall direct you to the dark matter made by the Kin.



It directs you back to the poison waste dungeon and to a laboratory. Inside Glouphrie is talking to another gnome. Listen in by going near the door.



"I now have a werewolf of Arzonus. Hopefully, this one shall be the infamous (player name) who has tried to stop me in the past."



Fang angrily growls at Glouphrie saying that he is not you. Glouphrie is enraged by this and calls forth the Kin. They say that they found both you and Fang in the tomb, but refused to take you because they were defeated by the same wolf 720 years ago in Saranthium. They then decided that Glouphrie needed a werewolf, but any would do as they are all connected to the heart. Glouphrie is enraged by this and orders them to find you.



It is time to get back into action. The door is locked by a mechanism. Luckily the minor hasn't changed back so can still get inside and de activate the door.



Whilst the major is waiting, they'll be attacked by the Kin. The Kin are level 190 and can hit up to 30 with melee that lowers attack (regardless of whether prayer is active). There are no safe spots because even if you hide, they'll reappear right next to you.



Once the Kin have been defeated and the door is open, you enter the chamber where Glouphrie is waiting. He has done enough experiments so far on Fang and has a sufficient amount of anima mundi. He begins another test in which he transforms a simple spirit sapling into a fully grown spirit tree.



Naturally, the experiment fails and it becomes a warped spirit tree and it must be fought. It is level 212 and can use both melee and range, but is weaker than the Kin. The minor on the other hand is attacked by a Warped Terrorbird chick. In their current state, it will be harder as it uses range and melee and the minor is unarmed.



Once both foes have been defeated, you release Fang and return to the competition area. You are welcomed back by Maelstrom and several others. The judges award you for your bravery and skill, but taking into consideration that your competition was rigged, you're disqualified from the tournament otherwise. Better luck next time.



Quest Complete.



Requirements;

Strife of Saranthium

Path of Glouphrie

Heroes Quest

65 Agility

65 Slayer

Able to fight several monsters in a multi combat zone.

Able to fight a level 212 Warped Spirit Tree.



Rewards;

Agility Helmet

2 Quest Points

15,000 Agility exp

15,000 Slayer exp

Access to Warped Terrorbird Chicks and to Warped Spirit Trees.



Additional Notice;



If you talk to Fang before challenges in the competition area, he will tell you more about himself.

Other competitors include; Icyene and Demons.
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Arzonus, the City of Werewolves - Page 4 Empty Herbicide

Post by MorbiusMonster Fri Nov 05, 2010 7:35 pm

The Rose Petal Institute brings beauty to the volatile land surround the S.E.P, but lately it has become as dangerous as the land that surrounds it. With gardeners going rabid and plants on the loose, it looks like some "Herbicide" is needed.



The quest starts at the S.E.P when you talk to the main operator who says that the Rose Petal Institute has ordered some of the S.E.P's variation of compost and they need someone to take it to them because the delivery crew are off duty. If you offer to take it the delivery, you'll start the quest.



Heading over to the Rose Petal Institute isn't too hard. It involves crossing some obstacles. Once you make your way there, you hand it to a gardener who tries to shoo you away once you have given him the compost. When you ask why he is so desperate for you to leave he will not say.



If you convince him to tell you he will eventually tell you.



"We're having problems with our gardens and none of our staff seem to be able to take it on and people from outside the Institute won't take us seriously."



Whether you choose to take him seriously and help him or mockingly assist him, you'll be taken inside the institute and shown to the main foyer. It's only till you take a peek inside the three chambers do you see what it is really going on.



The first chamber has giant wasps, the second has intense bind weed and the third has rabid gardeners; all of which have been sealed in for the safety of the public. Asking the gardener what happened, he makes his statement.



"It started some time back. The wasps began reacting to something in the plants, the bind weed became very malign until it grew aggressive and the rabid gardeners followed shortly after.



That's why we have this compost. It controls the problem, but its not potent enough".



He then offers you the choice of stopping the problem or leaving. If you choose to stay and solve the problem, he'll assist you.



He first of all asks that you get in touch with Mentor Scorpio to let him know you're here. If you talk to him, he will open up the bank within the main foyer for your convenience. He will then tell you how you should approach the situation.



"The dangers are susceptible to different things. The bind weed cannot tolerate cold (water, ice or gravity), the wasps can't take a heavy blow whilst they are in the air (earth, shadow or electricity) and what ever has driven the gardeners made can't take heat (fire, blood or sound).



It is also to be noted that in one of the chambers is a sphere that is vital to the Institute. It must be found before the plants work out what it is."



Each area is opened for you and you can attempt them in any order.



The wasps in the Insect Section are level 94, aggressive, poisonous and fight with both range and melee. When they hover just above the ground, they can be fought normally, but when in mid air, they can only be taken down with range or mage. The first wave can be taken down normally to gain access into the hive, but when inside, they become much stronger and have a high defence against any other combat style except earth, shadow and electricity spells.



You have to defeat waves of wasps to enter another level of the hive. Once all waves are defeated, you enter the centre where the wasp queen is.



During here battle, she is level 169 and fights with range and magic and in turn can only be fought with electricity spells. Usually she will call upon numerous wasps throughout battle to help her. Once she is defeated the remaining wasps will leave you alone.



After leaving the Insect Section, it is revealed that some strange force first mutated the queen and then she began producing spawn very quickly. Although it looks like that the invasive force could be the sphere, it, however, doesn't appear in that chamber.



The area is the section overrun by malign bind weed. It has rooted itself around the infra structure; creating many obstacles. Search the maze till you find an empty flower patch. Due to the weed's invasive nature, it will be drawn to growing plants.



Plant any seed above limpwurt and the bind weed will react as soon as it starts to grow. It will merely send vines to deal with the growing plant. These are level 112 and attack only weak melee so are easy to defeat. When the plant is fully grown, the weed will become aggressive and the bind weed root will emerge.



It is level 170 and uses only melee but if it can't reach you it will use vines to deal damage. It is susceptible to water, ice and gravity attacks. Once finished off, the bind weed roots will retreat back under ground and the vines will leave you be.



The plant has become malign due to a new found sensitivity to radiation being made by the environment outside. It is now essential that if radiation is getting in through the glass, it needs to be fixed.



You'll have to leave the Institute and scale across the narrow cliff side to replace the glass pane. To make it, you'll need a flat pane mould and some molten glass. You will have to bring multiple amounts of molten glass because it shatters very easily. Also, you'll need to carry plenty of food because the radioactive bombardment can cause damage to your health.



Once fixed, a proper look for the sphere begins. The sphere has been in that section of the dome, but was removed before it caused any harm. Therefore, it is still unfound.



The third area is the chamber with the rabid gardeners; who've been locked in for their own safety. Before going in, you are advised to wear a face mask to prevent contamination. The gardeners will react very much like afflicted. By talking to them, you hardly get any sense from them, but perhaps there might be a way of saving them?



If you talk to the gardener in the main foyer about their afflicted state, you mention that they seem like they aren't rabid, but possessed. He then comes up with an idea.



"If they are only possessed, then they can be freed. I've heard of a potion which can help and it might help to understand what has taken them over. I think it's called Serum 207."



When offering the rabid gardeners the Serum 207 to the gardeners, it is appears ineffective. If you report back to the gardener in the foyer, he will try and work out the missing link.



"Serum 207 is only intended for ridding invasive spirits. Therefore, the ashes need to be replaced with whatever might be infecting them which might be the dominant plant in there. It is best to go in there and see which plant appears to be most prosperous."



You'll need to search around that section and see what plant appears to me most dominant. By checking certain plants in there to see what is healthy, you find all of the plants are dying and decaying. Telling the gardener what you have found out, he seems confused until he asks whether there were mushrooms in there at which you reply that they are very plentiful. He then comes up with an idea.



"If mushrooms are very dominant there, it means that we need to use mushrooms instead of ashes. This should be able to release them from their current state of mind."



After preparing the potions and using them on the gardeners, they'll begin to see some sense. The head gardener will tell you what happened in here.



"The plants in here have become weak and have begun to die. The compost we gave them has had a profound effect on the fungi that decay them and they've started becoming quite vicious.



The giant mushroom at the centre has developed a spore spray which, when inhaled, can be infectious. If you can take out the giant mushroom, we will no longer have problems with gardeners turning rabid.



Oh and watch out for Zygomites."



The Zygomites here are similarly levelled to those in Zanaris and fight in a similar way. However, you cannot reach them as they are surrounded by rings of mushrooms. Peeking through the mushrooms, you see that the zygomites can cause the mushrooms to wilt just by going near them, which hints at their fungi being able to destroy others.



Using a woodcutting axe, break through the weak spot on the outer ring and defeat the Zygomites. Once you have the fungus they drop, hand some to the gardeners who will work out how you can get past the fungus. By grinding up the fungus and mixing it with fungicide spray, it becomes more potent at ridding fungi.



The new potent fungicide spray is the only thing that can break down the mushroom barriers on the rings and finish off the level 130 Zygomites. Normal combat will not be as effective against these Zygomites, but fire, blood and sound spells work very well.



Once you reach the centre, you must fight the giant mushroom. It fights with all three styles of combat and can poison. The only way you can deal damage is with fire, blood and sound spells. When down to low enough health, use fungicide to finish it off.



When returning victoriously from that section, Mentor Scorpio has some bad news. In the largest chamber above the main foyer, is a giant rose and that is where the Geosphere has been taken. It has now grown beyond natural levels and all the gardeners fear to prune it.



Mentor Scorpio says that the only way to approach it is to wear his rose petal amulet and then fight it with a woodcutting axe and seculars. Once you supply for fighting the rose, talk to Scorpio again and he shall give you the amulet. When rubbed it provides a teleport to the rose chamber above the foyer. He insists that you don't kill the plant because it belonged to his late wife and he doesn't want to lose it.



Before going up to the rose chamber, the gardener gives you the S.E.P specialised compost which should render it harmless.



The fight with the rose is hard, because it fights with all three corners of the combat triangle, each hitting up to 25. The rose head is level 232, but this cannot be fought. The only way to defeat it is to fend of the level 150 thorny shoots and use secateurs on them when they have been reduced to minimal health or else the whole plant recovers. Only when all the thorny shoots are gone can you attempt to go near the rose head.



After applying the specialised compost, it returns to normal and the Geosphere is revealed. Collect this and return to the main foyer. Hand over the sphere to Scorpio and he will thank you and let you keep the Rose Petal Amulet and the gardeners will reward you with some fairy ring spores.



Quest Complete.



Requirements;

Back to my Roots

Strife of Saranthium

Fairy Tale Part II

Shades of Mort'ton

55 Crafting

60 Agility

Ability to defeat a level 232 with only a woodcutting axe



Rewards;

3 Quest Points

Rose Petal Amulet

Fairy Ring Spores

Ability to buy Fair Ring Spores

Ability to grow Fair Rings

Ability to buy Specialised Compost

Ability to make Glass Panes

Access to the Rose Petal Institute

Access to Potent Fungicide Spray

5,000 Herblore Experience

25,000 Farming Experience

40,000 Slayer Experience



Additional Notice



Before handing over the compost, you have the option to smell it. Doing so will cause you to pass out and loose 350 life points and end up back in the S.E.P with a firm warning;



"Do not smell that stuff! It's direct from the magma and swamp pits."



The track name "Wasp Sting" specified on the Music List 2 was changed to "Vespula Gigantica" (Latin for giant wasp).

If you ask the Scorpio what the sphere does, he says it provides an atmosphere and environment suitable for mass growth of plants.
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Arzonus, the City of Werewolves - Page 4 Empty Mentality of Murderers

Post by MorbiusMonster Fri Nov 05, 2010 7:38 pm

An ancient race; the Teleform, were a peaceful, powerful and prosperous race until they knowingly caused their extinction. Now, they have decided to return, but can we tell? Are we able to understand the Mentality of Murderers?.



The quest starts on Battle Island in the major summoning shop. A statue of some strange being was stolen from the shop's display before it was unveiled. The thief has been believed to have left to be hiding away on Fugitive Island. It's time to venture there to claim it.



If you ask the leader of which Fugitive group you are in, they'll say they saw a shifty figure running with a heavy load and heard him complaining that it was "...getting heavier, but never changed." He was seen to be headed to a cavern near the beach to rest. What the leader means by the load "...getting heavier" is unclear, but the cavern on the beach is none other than Krinos' cavern.



When entering Krinos' cavern, you are greeted by the Mahjarrat herself. She is concerned for the criminal who calls himself Dax. He was scared by something and claims that it is after him. Talking to him, he is very afraid, but if you reassure him, he'll give back the statue on the condition that he is protected from what ever wants him. Hand the statue back to the Mentor in the summoning shop and he'll unveil it.



The statue looks strange. Its appearance is something to behold, but it is puzzling. At the same time as being unknown, somehow it is recognisable. They suggest Master Maelstrom come see it to work out what it could be. If you ask Maelstrom he is very eager to come so that he can work out what it is. Oddly enough, he doesn't recognise it either, but, at the same time, he slightly does. This scene is disrupted by an urgent message from the Militia. Dax was found deceased in his cell, killed by unknown means.

You need to rush there as soon as possible.



Arriving there, you find Maya already performing forensic work, but is getting nowhere. The victim has been choked, but there are no signs of pressure around the neck where he or someone else could have strangled him and there are no obvious signs of choking on a solid object. She examines it further to discover that the throat just closed and was held shut by some strange force.



Maya asks what might have caused this and you recall the statue. When Dax was carrying it, he was undergoing some strange mind state, believing something to be following him and trying to attack him. Perhaps that was what killed him. The only way to be sure is to find someone who knows creatures well. This would be a slayer master. But not just any will do; it would have to be one that knows ancient creatures well.



The Mentor at the Summoning Shop will be happy to lend you the statue if you provide him five purple dragon hides (they can be bought or obtained by defeating purple dragons in the Battle Island caverns). When handed the dragon hides, he will hand over the statue; which is to be taken to Chaeldar. When she examines it, she says that it is a Teleform Grade I. Asking her what exactly that is, she explains...



"The Teleform were a species that were born with telepathy, telekinesis, teleportation and any other forms of projecting them selves, mentally and physically.



They once started out as something different. The first had the ability to read minds, but wished to share that power. It read the mind of a friend and worked out how it could transfer a thought from its mind into another. Both then had these powers and began to share them further.



Eventually, they began to develop more of their powers; allowing them to communicate, transfer their mass or move the mass of other things. Because of these abilities, they named themselves the Teleform.



As they began to get older, they lost the need for larger bodies they eventually regressed into smaller, mouse-like creatures. But, regardless of their power and success, they seemingly died out.



After the age of conflict, they came into contact with humans. They began to understand the coding behind their own DNA. When they met humans, they began mixing their DNA with the DNA of humans to create something new.



They then named the off spring "Teleform Grade II" or the "Teleformic Human". Whilst inheriting the logic and powers of the Teleform, they had inherited personalities and behaviours of humans, with their physical form being a combination of the two species.



Some of the Teleform Grade II were content with their knowledge and aided the existing Teleform, but others had been flawed. When they gazed at their appearances, they considered themselves to be hideous, deformed and disgusting creatures.



They had human form, but were incredibly thin around the torso, but oversized near the abdomen with a long tail. Their faces were sickly, vacant with cold grey eyes forever held in the position of anger and merely tiny holes for nostrils and it barely fit with the rest of their bodies. They considered themselves to be freaks of nature and turned against the Grade I Teleform.



Whilst Grade I had a sleek and elegant shape, Grade II wasn't as graceful. They raged war in their anger against their creators for making them like this. The Grade I, in their defence, wiped all trace of their existence from the minds of all beings and became extinct."



Chaeldar then says that if the statue has appeared near Battle Island then it means their fortress has returned to Gielnor for another battle. Maelstrom sends a message to you to via Human Hunter to return to the lab for further forensic work. He has an idea that might allow the victim to help.



Maelstrom suggests that he and Maya use the Ressurrection Bracelet to try and bring back the victim long enough to tell them what happened. At the same time, he explains how the bracelet works.



"It has a reverse-time effect on the body; resetting the body's clock to a certain time before death. At the cost of having more time left to live, the mind is in tact; meaning the victim experiences death once more.



This is helpful to us, because then we can find out what killed poor Dax. It relies on empathy as well. If you feel strongly towards them, then you can bring them back.



However, resurrection gives me the creeps. It's alright if the dead don't speak and it's for discovery, but when the dead start talking, it sickens and frightens me. But when you are as old as I am, I try to get used to it."



Maya dismisses this notion, saying it is not helping. She moves herself towards Dax's head and begin resurrecting.



The dead live again! Amongst the chaos, Dax is still experiencing his last moments before dying until Maya calms him. Asking him calmly, you try and ask him what happened, but he cannot recollect.



"I was in my cell, able to sleep and rest myself every since I had that statue. It would leave my alone, getting heavier. Literally weighing me down further.



I was in my cell, then I heard someone creeping outside and ghostly shadows moved around. But I can't remember what happened, because I next found myself choking and couldn't breathe."



Desperately seeking answers, Dax still has trouble remembering, but then Maelstrom points out something strange.



"His heartbeat is fine, but something is interfering with the mental activity. It's interfering with memory, some kind of psychic emanation. We need to block it."



Taking Maelstrom's advice, you should cast Psychic Block on Dax. He then remembers further.



"It was a horrible beast. I glared at me with cold eyes and presented its three-fingered hand. It then clenched it and I then began choking."



His description was conclusive; both for finding the killer and to the extra minutes of life Dax was granted. It was a Teleform Grade II that murdered him, but for what?



Recalling Chaeldar's words about the fortress coming back, an adventure beckons. Maya says she doesn't want to miss this and asks Maelstrom for permission to leave so that she may go to the fortress to discover more. A good start is by finding a ship.



Mentor Pisces says she'll go to the fortress for no charge at all, because she is keen to see if there is anything worth plundering, but she cannot leave till she has a map. The best thing you can do is contact Chaeldar via slayer gem to see whether she has found anything further about the statue. When contacting her, she is very upset and asks that you go see her.



Heading to Zanaris, you discover the statue was stolen and Chaeldar's assistant was drowned. Maya takes a good look at the assistant, but can't see how she could have drowned, until she takes a better look.



Her water supply has been removed from her blood and put into her lungs, so she quite literally drowned. The only creature that could have done this was the Grade II Teleform that killed Dax. Willing to help, Chaeldar will give you the map and also come with you to avenge her friend's death.



Heading back to the Arzonus harbour, Mentor Pisces takes you to the Teleform Fortress. She can't make a clear access, so says you'll have to enter via the caves. But there is something with in the caves. It is a Teleform Grad I and it appears to be injured. Maya says she left her medical kit on board the ship and asks if you can fetch it.



Going back onto the ship you are attacked by three Teleform Grade II who have seen you coming. They are all level 104 and fairly weak with melee so they will be easy to take care of. Recovering the medical kit, hand it to Maya and she begins helping the Grade I. It then confirms what it really is.



"I am a Teleform Grade I. But you cannot be seeing me. None of you should be here. I cannot be seen, it's not allowed."



The Teleform Grade I flees; leaving you, Maya and Chaeldar perplexed. What did it mean by "not allowed"? There is still a mission to be done. The tunnels that lie ahead are full of traps, so you'll need to carefully lead the way and disable a few so that your companions don't come to harm. Should you fail to defend Maya or Chaeldar from significant harm, then they'll retreat back to the ship and you'll need to repeat the sequence again.



Once reaching the end, you come across ancient hieroglyphs which list the history of the Teleform. The vital clues are listed.



"We, the Teleform, have lived for millennia within our fortress, travelling across realms native only to the fortress, but never to any realm.



Once, we had human form, but the fore parents gave it up for knowledge. They shed their human skin for elegant down, exchanged the dominant shape for marsupial form and removed humanic lifestyles such as anger, rage, hatred and our armour and robes for a simpler lifestyle.



Our brethren are Teleform Grade II. Out of our curiosity, we brought them to life; out of our kindness, we raised them; and, in spite of their cruelty, we cannot bring ourselves to hate them.



The conflict they rage with us is our own. No race must see it, no race must aid it, and no race discover it. It is what they must never know."



What the Teleform Grade I said starts to make sense. The war they fight isn't meant for anyone else to fight, but for themselves. They want to fight and win or lose on their own. Maya refuses this.



"It seems unjust, letting these graceful creatures lose a war that their own brethren started. We must help them regardless of what their history says."



Also with the historical account, are the blue prints to the fortress. It shows where the controls are and how to operate them. Judging by the maps, they aren't too far away.



The blue prints show that the control panels are at a point further up the fortress mountain. Further in the tunnel is a stone door. There is no other way out, so you'll need to pick the lock on the door and go through.



Regardless of your thieving level, you will fail to pick the lock and an alarm will sound and three level 112 Teleform Grade II guards will appear. Chaeldar will give some helpful advice;



"Teleform can block all forms of attack except for aura. It'll be the only way to defeat them."



This battle should be easy, because Maya will recharge your summoning points and heal you, if you are in danger. Once defeated, another alarm sounds and something more ominous happens. The statues around the tunnels start to move; their moves open wide and they begin to flood the chamber, you need to escape and reach higher ground.



The next stage, you'll have to jump from pillar to pillar, bearing in mind that the pillars get higher as you go. If you slip, you'll start from the first pillar, but will take no damage. After making it to the end, you find a locked gate. You'll have to pick the lock to pass through. Should you fail a lock, a Teleform Guard will appear. Once you pass through all three gates, you are safe, for now.



Following the tunnel, you make it to the minor control room, where a level 156 Teleform Grade II Captain has been watching your every move since you have arrived and has been trying to stop you. You'll have to fight him, if you want access to the controls.



He may be only level 156, but he has roughly about 300 hit points. Whilst all kinds of combat can be effective on him, aura is the only way to deal harder damage on him. If you get too close, he grabs you with telekinesis and throws you across the room, dealing 25 damage every time he does so, but this is only if you come too close for too long.



Once he had been defeated, the minor controls are at your command.



First of all, you create a proper docking point for Mentor Pisces' Ship and next you try to find the controls for the exit. To open the door you'll need to complete a small sequence where a clue is given. It goes either;



"ISotM, IAotM, DoH, ... (clue; Vampyre)",

"PC, B, UP, ... (clue; Disease)",

or "LT, DttD, ASoH, ... (clue; Goblin)".



Give the correct answer to the sequence and the door will open. Get it wrong and you are given a massive shock dealing 15 damage. Luckily they are all multi-choice.



In the adjoining room, you find something that looks familiar. It is the statue! Just as you go up to touch it, seven level 134 Teleform Grade II Sergeants, led by a level 156 Teleform Grade II Captain teleport into the chamber and have you surrounded.



"You have desecrated a holy sanctuary and violated the law of the Teleform Grade II. You will leave and never tell anyone of this place. Do you understand?"



Instantly, your only option at the moment is to fight the captain, who will quite easily defeat you. You do not die here, but neither can you win. Even when apologising to him for trying to attack him, the Captain doesn't see reason.



"Hostility will not be tolerated when demanded to leave. You will be destroyed".



Just as he and the sergeants are about to attack, you fall through the floor and escape. A Teleform Grade I has saved you, but is clearly not impressed.



"This is our war and not yours. We do not want you to fight this battle for us; your primitive kind is not welcome here. Leave now and not come back."



The Teleform Grade I leaves you again and Maya finds another door. If you go through it, you find yourself outside of the fortress and there is a path leading to the summit; which is guarded by Sphinges. To advance further up the path, you'll need to answer their questions. Answer them correctly, you'll pass. Answer them incorrectly, three Teleform Grade II Guards will appear and you must fight them.



There are five Sphinges to pass, each will give you a sequence of numbers that need to complete. They will be any of the following. All are multi-choice;



1, 2, 3, 5, 8, 13, ... (Fibonacci sequence),

1, 4, 9, 25, ... (Square Numbers),

313, 335, 357, ... (A tricky one. The sum of the first two digits subtract the third equals one, but the starting number cannot be divided by two),

202, 207, 211, 216, ... (Square root of the sum of the digits should be equal to a prime number)

or 2, 3, 5, 7, ... (prim numbers).



Give the correct answers or face all of the guards until you reach the top of the path. At the top, you reach a teleport terminal which will allow you to travel to the next peak of the fortress.



But it isn't you that's being teleported when you activate it. Someone else is at an opposite terminal and is using it. Teleporting to where you are none other than the seven sergeants and the captain you avoided earlier. They are obviously not happy to see you.



"Like I was saying earlier, you are to be destroyed."



Quickly thinking, Maya activates the teleport, narrowly escaping execution yet again and deactivates the controls at the other end. The next peak will take you across the next part of the island.



Connecting the next part are tall plains the have a plinths in the centre. To activate the bridge to the next plain, you can either complete a puzzle on the plinth or activate the alarm and defeat three guards to activate the bridge. The puzzles are the Rune Sudoku that you can complete after The Feud. You start off with the 4 x 4 puzzles. After three of these are two 9 x 9 puzzles. If think you can finish the puzzles, you can complete them. If you don't want to, just search the plinth and activate an alarm and fight three guards.



Once you have reached the next teleport terminal, you are reunited with the seven sergeants and the captain you escaped from last time. Still, they aren't very pleased.



"I've had enough of this. This time, I won't allow you to escape!"



The Captain then disables the teleport plinth and it appears this time, you won't escape. Just as it seems that your luck has just ran out, a large beam of energy pulses across the sky hitting the captain, bouncing of his chest plate hitting the seven sergeants, slowly reducing them to dust. Turning to find where the beam had come from, you find Maelstrom, all ready for an adventure.



He allows Maya and Chaeldar to return to the ship to rest up so that he can have a go at being an adventurer. First of all, you'll need to repair the teleport plinth. It is very simple to repair. Just search the plinth and reconnect the cables where they should go. Once repaired, you will teleport to the final peak of the fortress. In his chamber is the Teleform Grade II General. Coincidentally, he is not at all impressed.



"You've cause a lot of trouble. Several guards, seven sergeants and two captains have lost their lives because of you. And now, I will ensure that their deaths are not in vain as I will destroy you, so that you may never tell anyone else of this fortress."



Before the General goes near you, Maelstrom stands between you and him and challenges him instead. The General accepts his challenge, but won't leave you without a fight. The General brings forth a Fear Beast which will fight you. This beast is level 285, takes the form of a random quest monster that you've faced in the past and can hit up to 35. Maelstrom won't be able to help you at this point, but prayer can be used to defend yourself.



When the Beast has been defeated, you see that Maelstrom has been beaten by the General who stands triumphant. He now sets his sights for you and tries to attack, but then starts screaming in agony when Maelstrom bites off part of his tail.



Maelstrom struggles to stand up, holding up the severed end of the General's tail as a small memento.



"Maybe I can't fight you as a werewolf, but I might be able to as your own kind."



Maelstrom holds up both the tail end and his aura crystal. Combining them together, something new is made. Combining something of his own DNA with the compatible DNA of a Teleform, Master Maelstrom becomes a Teleform Grade III. He then stands up triumphantly and lunges at the General, defeating him very easily, but leaves the final battle for you.



The General is level 215, but can only be fought with aura or melee and can hit up to 300. Maelstrom will heal you throughout the battle and restore your summoning points. Once he has been defeated, the General decides he cannot carry on. He activates a lever on the control panel and both you and Maelstrom are teleported back to the ship.



Back on the ship, Maelstrom slowly changes back to a werewolf.



"The DNA was only borrowed; so as soon as I leave, I change back.



Let us give the Teleform their private war and never speak of them again."



Quest Complete



Requirements;

The Feud

Underground Pass

Strife of Saranthium

Beyond Death

Mask of Law

58 Summoning

50 Agility

Ability to defeat several level 112 foes.

Ability to defeat a level 285 foe.

A good knowledge of puzzles.



Rewards;

2 Quest Points

Access to the Teleform Fortress

24,000 Summoning Exp

12,000 Thieving Exp

12,000 Agility Exp

Ability to summon and make Spirit Teleform Grade II pouches.



Additional Notice



The original ending to the this quest was changed at the last minute and the rest was written two days after.



If you talk to Maelstrom after the quest, you can buy the severed tail end from him which makes fighting Teleform easier.



The ingredient used to make a Teleform Grade II pouch is a mind talisman.
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Arzonus, the City of Werewolves - Page 4 Empty Sky Sapphire

Post by MorbiusMonster Fri Nov 05, 2010 7:39 pm

A simple routine of gnome innovation slowly becomes the discovery of an ancient relic. So ancient, that the crew seem to be suspended in time. It becomes obvious that an adventure unfolds on the fabled "Sky Sapphire".



The quest begins by talking to the gnome pilot on the top floor of the Grand Tree, who has made a new version of gnome glider that soars higher than ever before. He would like to test the model with an actual passenger so offers you a ride. If you take it, you start the quest.



The flight is very good as you watch the world pass beneath you. You enjoy the flight, right up until the point where you crash into some large object in mid flight. The Gnome can only compare the impact with hitting a slab of ice or an iceberg. While it sounds logical because of the ice around you, it seems completely strange to have a large iceberg in the sky.



From the surroundings, the glider has crashed on some sort of landing pad, littered with ancient writing. The glider is quite damaged, but can be repaired. They'll need supplies, so it is advised that you go look for life form, provided there are any. Follow the path from the landing pad and you'll come across a small teleport hub, each signposted to where each pad will take you. The north pad will take you to the main operation station; which, at the moment, is locked. The east and west will take you to different regions of this large block of ice.



When activating the east or west teleport pads, you'll be taken to a different region and a certain path will direct you to a generator. Activating one, you discover that this large slab of ice has power, so it is artificial in origin. Activating the second, you hear some form of door opening. Head back to the gnome pilot to tell him you have found a way indoors.



Returning to the gnome pilot and telling him of the teleport hub, he will go to the north teleport hub in search of life and discover that there is some form of building, with living people inside. Following him, you find yourself in the main control room of the giant block of ice.



The occupants are all werewolves who are surprised to see someone new onboard. They appear to be very welcoming at first.



"A wolf and a gnome? Real people in all these years? At last, we've been waiting for someone new for ages."



Introducing yourselves, the werewolf operators seem very glad.



"We've asked Master Conscientia so many times for new recruits, I thought he'd forgotten about us. It's clear he still cares."



An awkward silence occurs when you fail to recognise the name. The gnome doesn't recognise it either. One of the operators tries to remind you.



"You must have heard of Master Conscientia. He is the latest summoning Master of Arzonus. He issued the construction and the launch of this vessel."



The name doesn't click and you try and say that Conscientia is no longer in power and Master Maelstrom is the summoning master of Arzonus. The operators look at you in disbelief and all think you have outstayed a welcome and consider you to be a stowaway instead of an issued officer.



"Stowaway or legal operator, you still need to be introduced to the major operator; Melissa Majoria. She is very eager and ambitious to greet you. We can't say that she is looking forward to seeing you; that would be a terrible joke."



After activating a switch, Melissa enters the room and she doesn't appear to be pleased with being summoned into the operation chamber.



"Will anyone care to explain why I have brought here so abruptly?"



"Sorry to disturb you, but two people have turned up on the Sapphire, but have not been issued as operators."



Melissa shows signs of concern.



"Describe them then! I can't stand here all day trying to picture them without any clues to how they appear! And how can you tell they aren't official workers."



"One is a human and the other a short green guy. Neither of them knows about the Summoning Master Conscientia and the kid is coming up with stuff about a Master Maelstrom being in charge. If they have no knowledge of Conscientia, then they surely must be stowaways."



Melissa snarls briefly and orders to talk to you herself.



"Right. Confirm your identity. I need to know who you are."



Indentifying yourself she starts to look confused.



"Well then (player name), how can you not know of Conscientia and know of the Sky Sapphire? It is a secret project to be kept within the council. And you must be mistaken. There is no such person on the council named Maelstrom."



Stubbornly, you try to correct her by telling her who is on the present council; which only aggravates her all the more.



"You are clearly lying! None of those names exist on the council. We were present at the last council back in 1820 of the Fourth Age and no such names were present in Masterhood, Apprenticeship or Novice rankings!"



Hearing the date, you tell her that the date she recalls was nearly 350 years ago. Trying to prove her wrong agitates her all the more.



"Cease this at once! It is clear you're not only lying, but delusional! You are trespassers; which is enough to have you exiled to Fugitive Island!"



The gnome pilot plucks up the courage to speak against an enraged Melissa.



"Please see sense. We came here by accident whilst testing a prototype gnome glider and we crashed into... whatever this place is."



"Prototype? You mean they are sending more "gliders"? I must contact Conscientia at once!"



Melissa reaches over to a communication point in the control room to try and report to her long deceased Master.



Getting in touch with Conscientia, she can only seem to get Maelstrom on the monitor. They begin a brief conversation.



"Is Master Conscientia there? We have two trespassers on the Sapphire and we request permission to have them removed with force."



"Sorry, Master Conscientia is no longer in power. He died in the fourth age 1943. I am available however; Master Maelstrom at your service."



Melissa refuses to prove she has made a mistake.



"How can this be? Who are you? Conscientia can't be dead, that date is in the future. Why can't I find a proper official around here?"



Maelstrom then decides he doesn't want to take such abuse and so starts to hoarsen his tone.



"Is that Melissa Majoria? The commander of the Sky Sapphire? I thought you were dead. Last we heard of you was after the last full scale invasion of the Wrao. I can easily recognise such arrogance, even without meeting you."



Melissa suddenly feels embarrassed having been on the receiving end of Maelstrom's criticism. She stands down her anger when hearing his aristocratic voice.



"Now then, tell me who these trespassers are, then I shall determine what to do with them."



Melissa hesitantly indentifies you to Maelstrom and what you claim to be doing on the Sapphire.



"In that case, let them go. I know (player name) very well and (he/she) has no intent of being hostile. If they say they arrived by glider and it is damaged, give them the tools and equipment to repair it and provide them the hospitality they deserve and the assets they need. That is an order."



Maelstrom signs out and Melissa retreats back into her quarters in shame. One of the other operators apologises for Melissa's behaviour. She is only so arrogant, because of her important duties.



This operator says he shall make it up to you by telling you more of the vessel in question; the Sky Sapphire.



"The Sky Sapphire is a giant lens composed mostly out of ice. It was made by Conscientia back in the Fourth Age, like Melissa said. It was made for enhancing light over darkened land to make crops more bountiful, but its true purpose is penetrating the photo-phobic force fields the Wrao generate when invading.



Although we have spent a lot of time here, we still do not understand a few things about it. For example, we have no idea how it runs, what maintains it and how it somehow supports life and has a climate of its own.



I'm more confused to how we lost track of, or even survived, about 349 years. It's impossible for any wolf to live beyond 275.



But that sort of thing can wait. I mean, 349 years. What has happened in that time?"



Answering the eager operator’s question, he seems to be more impressed by what is going down on the ground than what happens in the sky. Just as you finish, the gnome pilot returns with news that the glider has been repaired and he has to make a full statement to King Narnode.



Before leaving, the operator gives you something for telling him about what has happened on the ground. A teleport crystal. It will return you to the Sky Sapphire in times of crisis.



Back on the ground. King Narnode fails to believe a word of what just happened. What you must do here is show him the teleport crystal to prove to him that what was said in the statement was true.



"If this is true, then it is slowing the process of the new gliders and it must be moved to avoid slowing down production."



Leaving the Grand Tree, you are suddenly whisked back to the Sky Sapphire by the crystal. Trying to tell the operators that Narnode wants the Sapphire moved, they aren't concerned by the King's orders. They have detected massive Wrao movement that was heading towards that area.



The Wrao movement is moving at a faster pace than normal. The Grand Tree would be the perfect fortress and the spiritual energy in the trees would feed them for many years to come. What's worse is that they are generating a force field that is significantly stronger than normal meaning the Sapphire would have to be called in to break through it if a rescue force is to approach the Gnome Stronghold.



Melissa enters the control room and instantly takes control and pilots the Sapphire above the Stronghold without saying a word. She then approaches you.



"Maelstrom says you are a hero. If this is so then I'd like to have my co-workers watch you in battle as describe every minute to me.



I can penetrate the force field with a minor beam of light and channel you down that same beam so that you can try and work out escape routes for civilians and the Arzonus Militia will do the rest and take out the Wrao leader."



Before you can answer, she escorts you to her quarters where a light chamber is activated and you are requested to step into it. Before leaving, she salutes you.



On the ground, several Wrao are attacking the Grand Tree. You must fight about 10 grunts (who've taken the form of Infected Terrorbirds) or 10 soldiers (who've taken the form of Infected Tortoises). Once they have been beaten, try and evacuate key gnomes. The bank near the tree patches is open for your convenience, even at this time.



The vital members include;

Brimstail

Gnomeball Coach

Terrorbird Trainer

Tortoise Trainer

and Aluft Gianne.



Once all have been rescued and teleported to the Sky Sapphire with the help of the Teleport Crystal, it is time to find the King and defeat the Wrao Leader here.



Going down the ladder in Glough's house (the same ladder from Grand Tree), you find King Narnode trapped behind rocks and a Wrao Warlord is threatening him. This just won't do, so it is time to fend him off.



The Wrao Warlord is level 185 and can only be fought with summoning, or if you've completed Wolven Traditions, he can be defeated with aura. He fights only using melee and orders grunts to attack throughout battle. Once defeated, the Wrao will leave the Grand Tree and the evacuated will return and Narnode will thank you for your efforts and wishes to call upon the commanding officer to award them for helping you.



Head back to the Sky Sapphire and tell Melissa that King Narnode wants to give you a reward for helping out the gnomes. She says she'll make up her mind about it and tell King Narnode she'll be in touch should she want to accept it.



Going back to the Grand Tree, you discover Melissa there with the operator who gave you the crystal. King Narnode has rewarded them and has permitted that the Sky Sapphire remains in the sky and Melissa suggest that it can be used as a hub should any gliders need to rest. Melissa has a few last words to say.



"I am sorry that I have come across as unfriendly or arrogant. But for the record, you did crash into the Sapphire and even I wouldn't do that, even though I am blind."



Quest Complete!



Requirements;

First Invasion

Grand Tree

Ability to defeat a level 189 foe.



Rewards;

2 Quest points

5,000 Attack experience

5,000 Summoning experience

Access to a Gnome Glider that will take you to the Sky Sapphire

If you have completed Wolven Traditions, you gain access to Sigma Sigma (Sky Sapphire) teleport.
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Arzonus, the City of Werewolves - Page 4 Empty Vengeance will be "Mine"

Post by MorbiusMonster Fri Nov 05, 2010 7:41 pm

The Island north of Morytania has become the topic of several debates; not only in Varrock, but also in Keldagrim and Arzonus. Each city has sent many groups there for their own reasons. But these three groups argue over who owns the land as a fourth buys most of it and workers choose to go work for the highest bidder. In "Vengeance Shall Be Mine", can you resolve this quarrel over this quarry?



The quest is started by talking to the curator at the Varrock Museum. He is deeply concerned by a high profile message that has been sent by his archaeology team. According to the letter, an independent commissioner has bought off the land and has taken all the artefacts with their open cast mine. What's left is being fought over by humans, dwarves and wolves and most of the staff have joined the open cast with promises of higher wages, greater shares and better health coverage. The curator wants you to convince more to stay and try and excavate whatever you can before the commissioner can.



North of Canifis is the barge which will take you to the island. Jump aboard and set sail for the small island. On the island it is pure chaos; mine carts have been crashed, tools broken and a lot of blood has been shed. It's time to find out who's in charge, which shouldn't be too hard as they are all gathered together and are arguing over the land.



All three are found in the Arzonus Discovery Enterprise tent arguing with each other. When they ask who you represent when you enter, mention you represent none of them and that you only want to settle the argument. They will tell you of what happened on the island.



"The Varrock Museum sent a crew here a while back to dig for artefacts. This was allowed as the land was rich in them in certain areas. The museum was given that share of land and they used it well.



The Keldagrim Mining Consortium were next to arrive in search of ores. When they discovered a long vein of runite, gold, silver and large deposits of coal, they began mining it. Because the veins and deposits were going in a different path to the archaeology department, no conflict came between them.



It is speculated that the land belonged to werewolves before the Varrock Museum arrived, but the wolves had no conflict with the land being used for excavation. The wolves returned for their own excavation work when a large comet fell from the sky and crashed on the island. It landed far from the archaeology and the mining crews so it caused no trouble when the excavation for it came under way.



But an independent commissioner was then drawn to the island. Literally overnight, this new team began blasting massive holes right in the centre of the island, exposing ores, ancient objects and was very close to the landing spot of the comet. When they had started, they refused to allow other teams to share the bounty they exposed and so confrontation began.



The open cast needed more workers and so began attracting workers from other groups away with rumours of the caverns being lined with diamonds and higher pay rates. It wasn't long till the open cast expanded further and land was taken by force from their owners until the crews were driven away into the smaller amount of land that was left."



Something needs to be done about this commissioner, but no team dares take action without the support from the others. Outside the tent is a worker who is named Tandoca. She has a plan which would help unite the three weakened groups. It all relies on knowing the teams well. It should start by talking to the team leaders in their tents.



The Varrock Museum team leader can be found in the tent to the west. When talking to him about his team, he'll say this.



"We come in search of rare artefacts, but old fossils and proof of civilisation are suitable enough as the museum will take anything if it completes their records.



You can always tell if the Varrock Museum has approved a notion, because the form is signed by the curator, the historian and the team leader on any forms."



Telling Tandoca about this, she deduces that there is a way to get them to agree to a settlement.



"If the Varrock Museum are interested in any fossils, then you just need to supply them fossils, but say they are from the other teams. If they see it as a kind donation, then they shall probably accept to any agreement."



At this point, Tandoca will suggest you visit Battle Island and dig up some fossils and hand them to the team leader. For a proof of civilisation, just make some jewellery and rub it into the dirt so that it looks like it has just been found.



When you have dug up a fossil on Battle Island, it is time to make the fake artefact. To do this, take any un-enchanted jewellery (this can include god symbols) and grind up some sandstone with a pestle and mortar. Mix the ground sandstone with a bucket of sap (made buy having a bucket with you when using a knife on an evergreen tree). This will make the earthy paste. Use the jewellery on the paste to get a fake artefact. Hand both the fossil and the "artefact" to the leader of the Varrock team. He shall accept these without a problem if you tell him that they are from the other teams.



Return back to Tandoca who will tell you to try and get the leader to sign a form. This form, with all the signatures, will be presented to the fourth team and tell them to leave.

Recalling what he said earlier, the signatures needed for the Varrock team need to include the historian, the curator and the leader.



If you ask the curator back at the museum to sign the form, he will do so with no problems. The historian will, however, not sign the form if it is related with business. To gain his signature, you'll need to convince him by complimenting him and then you can ask for an autograph from him. He shall then sign the form. The leader is too pre-occupied with the "artefact" you handed him earlier, so won't be able to sign. To get his signature, you'll have to look at a form on his desk and look at his signature on that.



After reading it, you'll need to see if you can try and copy it. Before writing it on the form, you'll have to practice on standard papyrus until you get it right (higher thieving gives a better chance at succeeding). Once you have got it perfectly right, you can write on the form. The Varrock Museum team have now joined the union to fight against the open cast mines.



Trying to get the Keldagrim dwarves to sign, they will decline the request. They said they are behind with an order that was given to them some time back. They need someone to fulfil that order before they'll sign anything. The order varies depending on the player's mining level.



There is plenty of ore veins in the caves beneath the island that should fulfil the order. Once you have the ore specified, put it into the mine carts and they shall go to where they need to go. When going back onto the surface, the tent has been closed with a sign nearby saying;



"Keldagrim Consortium Team Relocated to the Mining Village"



Tandoca will tell you where the mining village is. It is beneath the ground near the dwarves' tent, but the route is usually locked in places for safety reasons and live magma is beneath the island as well.



The entrance is locked, but the lock can be opened with a key. If you ask a nearby dwarf, they shall give you a key, but only if you give them some beer. A beer barrel is nearby the supplies tent, so you can grab a glass there.



Upon arriving to the supplies tent, you discover all the beer barrels have been emptied or destroyed. The only beer you can find is a single glass on the nearby table. You have to give this to the dwarf in order to get the key.



When you hand it over, the dwarf will give you the key to the mining colony. The route to the colony is dark, so you will need a light source to navigate the dark maze. Throughout the maze are rock fall traps and steam vents and it is advised to stay clear of these if you don't want to take damage.



When you finally make it into the colony, several workers are on strike demanding beer or they won't work. The Consortium ambassadors are feeling the stress. If they don't supply beer and quickly, the newcomers will take all the workers, but all the new supplies are either being stolen or destroyed, so they need a new supply. If you offer to help, they'll be very grateful.



The workers enjoy a healthy supply of Dwarven Stout, but they have started to try a new beverage that was introduced by the werewolves, Refreshed Spirit. Whilst Dwarven Stout gives a very strong flavour that drives one to perform menial tasks, Refreshed Spirit has a strong vapour that refreshes and gives an instant spur of energy. Sadly, they don't know what ingredients are used to make it, because the werewolves tend to keep their secrets to themselves.



However, Tandoca on the surface will tell you what ingredients are used. Unlike traditional ales, it requires two ingredients as opposed to one. These ingredients are mint leaves and Lycanthr Hops. Mint leaves are easy to get hold of; they can be found in the mess hall (canteen). Lycanthr Hops are a little harder. They have to be grown from a hops patch. Tandoca will gives you the seeds needed so you may grow the hops. If you lose these, you'll have to buy another batch.



To obtain the mint, you'll have to go into the canteen and search the cupboards till you find a locked one.



To open this cupboard, you'll have to pick the lock. Once open, search the cupboard and you should find some mint leaves (you can get more this way during and after the quest). To gain the hops, you can grow them from any hops patch. Once the ingredients have been found, you can start brewing.



The nearest brewery is in Phasmatys, but one can be found in the colony, under lock and key. The gain the key to this brewery, you'll need to bribe the brewer who is on strike to give you the key (he'll only ask for some coins or some ore). When you have brewed the Refreshed Spirit, give the glasses of beer to the striking workers and they'll stop.



The Consortium Ambassador is relieved and will do you a favour, sign the form. After this, he will offer you full use of the bank in the colony.



Only one more signature is required; the signature from the Arzonus Ambassador. Tandoca will describe her as very unusual.



"The ambassador has been fairly paranoid since equipment was being stolen and the newcomers unveiled a new mining tool; the rotating laser drill.



It fires intense light on a certain spot, causing it to be eradicated and as it rotates, it bores a perfectly circular and smooth shaft. If there is anything she would want in return for signing the form, it's the sabotage of that machine."



When trying to get into the newcomer's camp, you'll be attacked by two level 102 guards. Deal with both of them and you may proceed. There are three drill heads to deal with and a tool kit near each one. There is a very simple method of disabling the drills. Use the screw driver to take off the panel, use the wire cutters (with gloves) to cut the wires and smash the lens with the hammer.



To properly finish off the job and make the drill unusable, you'll have to ascend to the next level (using the ladder on the side). First, destroy the cable reel by any method, destroy the control panel in the same way and finally try and shatter the hydraulics. Once finished, report to Tandoca.



Tandoca will be very pleased at the progress you have made and says that the Arzonus Ambassador will sign the form if you can find her. When looking in the tent, you discover she is not there, so you should ask Tandoca where she might be. The answer is simple.



Tandoca IS the Arzonus Ambassador, otherwise known as Mentor Gemini. She will sign the form and will ask you to hand it to the foreman at the newcomer's site. He will barely acknowledge the request and tear the form in two.



"Captain Orala wants this project finished. No sheet of paper will change her mind."



Tandoca now fears there is only one option left, you'll have to beat them to the prize. The shaft has been dug, they just need to put scaffolding in and supports, which means they haven't reached the bottom yet. Before going down, you'll need breathing apparatus in case there is little or no oxygen down there, some needle and thread so she can construct a make shift harness and a slayer gem.



Prepare yourself and she'll give you the harness and a gem to communicate to her with. When put on, you can descend into the shaft. From time to time she'll ask you to describe it. The heat from the laser drills have caused the coal lining the shaft to superheat and become diamonds. You'll descend further until you reach a point where the diamonds no longer appear; where the drill's lasers haven't reached.



As you descend deeper, you finally reach the bottom, at about 12 miles down and what you find is very surprising; a rune crafting altar. When trying to get in touch Tandoca fails to answer. And coming down to join you in the base of the shaft is Captain Orala, a serpent.



She is clearly impressed and says she shall take over from this point, although it is obvious you'll refuse. At which point, she shall challenge you. She is level 215 and fights with magic and melee which hits very hard, but it can be blocked by prayer. When you have managed to beat her, try and contact Tandoca.



Tandoca will manage to answer your call and ask about Captain Orala. Fill her in on the situation and she'll haul you up. On the surface, the Arzonus Militia are waiting to collect Orala to be put on trial as it has been proven she is one of the Draconis Force.



The mining groups are thankful of your efforts and each gives you a different set of rewards. The Varrock Museum uncovered a soul talisman and some old ruins which might have been the original altar. The dwarves will provide you access to the colony, the mines and the deposit on a dragon pickaxe. Tandoca will also show you how you can get a Desert Wyrm to burrow for ores up to Mithril and how you can make a spirit Werewolf pouch.



Quest Complete!



Requirements;

Ability to defeat a level 215 foe

62 Thieving

52 Cooking

49 Farming

60 Mining

Forgettable Tale of a Drunken Dwarf

Wolven Traditions

Recipe for Disaster (Saving Pirate Pete)



Rewards;

2 Quest Points

10,000 Thieving experience,

10,000 Cooking experience,

10,000 Farming experience,

10,000 Mining experience,

Access to mining colony and mines,

Access to Soul Altar,

Deposit token for a Dragon Pickaxe

Ability to brew Refreshed Spirit,

Ability to craft spirit Werewolf pouches,

Ability to receive better ores from Desert Wyrm,

Soul Talisman



Additional Notice;



The spirit werewolf pouch requires a soul talisman as the varying ingredient. You can gain another soul talisman by fighting werewolves and vampyres.



Refreshed Spirit Drink restores 7 prayer points, 7 summoning points and 25% of run energy when drunk, but drains 5 from strength and attack.



Because Orala is part of the Draconis Force, it might indicate that the private commissioner might be Theta Magnus or and associate.



The hops used in the quest, Lycanthr Hops are a play on the word "lycanthrope" which is another name for werewolf.
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Arzonus, the City of Werewolves - Page 4 Empty The Teleform

Post by MorbiusMonster Fri Nov 05, 2010 7:41 pm

The Teleform, introduced in their debut quest "Mentality of Murderers", can be considered as a race that eventually encountered their own destruction. What has been found about their race is purely based on ancient carvings in their fortress. The translation is very crude; as each paragraph is written a different language to the last and has some arithmetic equations throw in.



Their origin has been interpreted as them beginning with a family or clan that was born with psychokinetic powers, such as telepathy, mind reading, precognition and telekinesis. Their origin species name has been carved out of their history, but images display some kind of human form.



As the clan or family grew older, they began to advance their mental enhancements, to a point where they were labelled the most intelligent species known to exist, and that they could share their gifts with others, effectively making them new members of their collection. Two different interpretations are present here. One says that their mentality grew to a stage where any menial or physical tasks could be performed simply with the power of the mind, so their larger physical form was reduced to a smaller creature, the other says that they chose to change form, so they could seek enlightenment.



The translation continues to talk about their retreat (either for enlightenment or because of a war that is mentioned within the history), and once they had sought it best to return, they met with the dominant species, humans, once more. The translation becomes ever looser from here. One translation states that the species made peace with the newly dominant species, and merged themselves with humans, creating the next level in their evolution. Another suggests that the two races went to war with one another, and the Teleform created a new form of themselves that was best suited to brutal physical combat. Either way, the Teleform Grade II were given birth to.



The Teleform Grade II were capable of human experiences and their story yet again has two different interpretations, depending which of the earlier translations is used. In the version where the Teleform made peace with the humans, the Teleform Grade II adopted human characteristics and began behaving human. In the other where the two species went to war, the Grade II donned armour, and saw all other races as inferior and if they dared question otherwise, they would be killed.



Following their production, the large majority of the Grade II began to rebel. Two possible reasons why have been thought of. The first reason, in the version of the peace, is that some Grade II chose to abuse what powers they had been given, and the Grade I, being the only creatures of containing them, began to try and stop them. The second, in the version of the war, the Grade II turned on the Grade I once they had been assigned their purpose. They began to take revenge on their creators when they worked out that they were bred for the purpose of fighting a war for someone else, and they saw it justified bringing the war to the Grade I.



In either version, both species engaged in conflict and took it back to their territories. Again, the story divides into two interpretations. Once suggests that the Teleform uprooted their fortresses and took them out to see to carry on their fighting as they went out to the uncharted southern oceans. Another suggests the humans took the Teleform's internal conflict to their advantage and used their most powerful magics to cast the fortresses of their enemies out to sea.



As a final resort, the Teleform released a psychokinetic pulse across the world. In the peace version, this pulse merely wiped the memories of their allies and had all arts and documents of them either destroyed or sealed prior to their departure. In the version of the war, the pulse numbed the minds of the Teleform's human enemies, wiping their memory and removing their magic potency.



The Teleform, now in severe conflict with their alternative forms, proceeded to fight as their fortresses floated out to sea, never seeming to settle somewhere. The carvings have given a battle record, but due to the poor translation of the text, more than one interpretation has been given. The first states that neither side has had the advantage without it being overcome. The second suggests that neither side has made a move, and both await the other to make the first move.



Records found, which are much better detailed, list some of the attempts some sides have had at finally shifting the equilibrium in this war. Some techniques have included using very strong teleportation to shift fortresses around, attempting to create new experiments and even rewriting their own DNA to match that of vital Gielinor persons and using these clones as spies or as to replace the real person, whilst they use the real one for their own purposes.



According to some war records, not all Teleform have conformed to stationary war. They wish to end it so that life returns to normal, but lack the necessary motivation to go forward with such things, or end up being banished or being used for clone flesh (presumably meaning the Teleform they wipe the memories of for the purposes of replacing people or spying). Most of these tablets are hard to understand.



The Teleform make their debut in the quest "Mentality of Murderers", have potential to return, due to curiosity of how they work and any potential techniques either side might employ, which may involve the mainland of Gielinor in some method.
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Arzonus, the City of Werewolves - Page 4 Empty Twilight Refinery

Post by MorbiusMonster Fri Nov 05, 2010 7:43 pm

As far south as the Arzonus Territory is allowed to reach on the mainland is a very quiet region called Twilight Refinery. It was once in operation as part of the S.E.P, until it was closed down and put out of action.



The location is towards the south of the S.E.P fissure, near the very end of the fault. There are only small amounts of magma here, whilst most of the surrounding land is just seawater. It was closed, partially because of the Orion fish that swam in the waters nearby. The Orion fish is said to be something from myth and this is the only place they are known to breed.



The name was given because of the view. The land (like most of Arzonus territory) seems to be in a state of perpetual midnight. It is also the best location to stargaze or find the constellation of Orion (hence why the fish are called Orion Fish). A nearby lighthouse adds to the scenery and the gases from the S.E.P give colour to the sky when illuminated.



The only creatures here are the famous Orion fish and a hermit named Gamma and his pet lynx. In his time, he was a slayer master, who now has left the busy life for a peaceful retirement, but he might still have some assignments to give out, if your summoning is above 50. His assignments are good to train summoning as the monsters he gives you will drop charms more often.



The Orion fish that breed here are considered mystical. Depending on their colour, will affect how much they heal, plus any temporary boosts. Blue heal more, but give less stat boosts whilst red heals less and is more generous with stat boosts. They require level 70 to fish.



The Refinery is made of metal, but you can find sea life thriving very well. Depending on the tide, you can find lost gems from past sea vessels, oysters or maybe some shells that Gamma can make into armour.



The entrance is south of the S.E.P, past two wolven guards and a closed gate. They'll happily let you in if you are an honest person.
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Arzonus, the City of Werewolves - Page 4 Empty Triann's Servants

Post by MorbiusMonster Fri Nov 05, 2010 7:46 pm

When Triann first emerged, during the First Age, he fought alone, but was quickly dealt with by the gods who roamed the world at the time. He learned from this, so during his second campaign in the heat of the Third Age, he created six servants who would lead him into victory over the world and make it his own.



During the second campaign, he was defeated by Raizahka; the wolf of time, who made it her duty to stop Triann from making any more actions to claim the world. His six servants were either; destroyed in battle, banished from the world or hid away. Legends list the following as being his servants.



The Harpy - This foul being has a bird's body with the face of an old woman. She is the messenger of Triann and her duty is to constantly reunite the servants. Her duty is so clearly set in her mind, she couldn't be turned. The only way Raizahka could deal with her was to destroy her or regress her into a form that couldn't reunite the many servants. Now, just a thought in a city of dreams, she has slowly been driven mad from her unfulfilled duty.



She possesses two special abilities. One is being able to find her comrades, no matter what state they might be in. The second applies only to combat, where she can double the use of limited items (such as runes, arrows, special energy etc.).



The Nightmare - This demonic emblem has a very iconic appearance. A being with a feature less face save two large red eyes, a large coat which appears weightless, three clawed hands and a fedora hat that covers his face. His ability is self explanatory. He is able to induce lingering nightmares on a foe, by locking eyes with them. He is the second oldest of the servants and therefore is the second strongest. He is however the only servant that can obtain human form willingly, as it can be a product of his nightmares.



Legend has it that he created the Dark Crystal Fortress now under the power of the Wrao.



However, the Nightmare considered this no loss as his power is extensive enough to make the world his own without Triann's help. This has made him envied by his fellow servants, but also respected.



In fact, his power can be so extensive, if he concentrates on a nightmare hard enough, he can slowly make it more real until it can properly root itself in reality. It cannot be easily explained how, though.



He possesses two main powers. One is being able to create nightmares which can realistic in several details. The second takes effect in combat; which allows him to be the only opponent that can lure a foe to a state that is like exhaustion, where their actions are slowed and he can use his nightmares to deal slow damage.



The Hunter - This insect like creature is incredibly fast and well skilled in combat. At the peak of Triann's campaign, he journeyed alone and saw the advantages. His downfall came when Triann eventually fell and he had to become a simpler being to escape from Karzahni who had set a bounty on his head. The being still exists, but it still bears resemblance to his former self (insect like features and claws). When the Harpy finally escapes, she'll seek him out and try every attempt to restore him to his former glory.



The Hunter possesses two powers. His non-combat ability is being able to track a foe just from one sample of their being (be it scent or just an image). His combat ability is being able to strike multiple hits in one go (landing normally 2 or 3) although; his physical strength means they are poor hitting.



The Commander - The Commander is a worthy adversary. She was skilled in knowing how to counteract her opponent's moves, but also could turn allies against each other. This made her a powerful general in the eyes of Triann, and her many battles were victorious, but also hid the proof by making the armies destroy themselves after they served their purpose.



Her cruelty was so extensive; it was a challenge for Karzahni to finish her off once and for all. He couldn't destroy her because her will was so strong, so he had her physical form transformed into a human and her mind was trapped inside a small vessel, which Karzahni now keeps hidden in his realm, for eternity, always screaming for its release.



The Commander has two powers. She is able to command the loyalty of any creature so that they will obey any order without question. Her second is a similar form of this where her opponent has very little will to fight, unless they have a very strong mind, where it reduces their strength and increases prayer drain rate.



The Brawler - This thug wasn't intended for logical calculations or for planning, just for being able to crush any resistance with his large hands. His lack of any intelligence made him susceptible to many of his allies’ powers. He was usually on the receiving end of the Nightmare, the Commander and the Hunter which has meant he has not so much trust in his allies (with the exception of the Harpy). His downfall came when the three decided to control him so that he would hand himself over to Karzahni as a decoy so that they could escape. This cost them dearly as Karzahni destroyed the Brawler leaving nothing, but, because of his friendship with the Harpy, he might be able to return.



Strange as it sounds, the Brawler does have powers of his own. One is being able find a weakness is anything and adjusting his combat to compensate. The second ability is being able to deal blows that can drain an opponent's health and heal his own, but only when he deals fairly high damaged.



The Logic - This infinitely wise being was the eldest of Triann's servants and therefore was the strongest. He was able to the see the future and predicts an enemy's moves, even before they plotted those moves themselves. This ability was formidable and also played a part in Triann's defeat.



The Logic had discovered Triann's intentions; to shroud the world in darkness as soon as his campaign was successful. The Logic then saw everything that his master and allies really were; monsters who wanted nothing but destruction. He decided to end this by using a method they wouldn't expect him to do; hand himself over to Karzahni so that he could give away their strategies.



Thanks to the Logic, Raizahka had been one step ahead and defeated Triann and had him trapped in the Spirit World. The Logic then began making more plans that would help eventually bring its evil comrades to justice. It suggested to the Commander, the Nightmare and the Hunter to trick the Brawler into Raizahka's paws, it also came up with the plan to make the other two into simpler forms; which could do no harm and drove the Nightmare into one of its own dreams, one where his powers turned against him.



As a reward, the Logic was given ownership of the Fortress of the Dead, a place where he judges whether souls may be at peace or be sent to his former master for Judgement.



The Logic has two major powers. Its first is being able to predict the near future which has made him a good ally of Raizahka. The second is one that it applies to combat. This power is like the Harpy's; where he can double the usage of limited items.



During their peak, the servants would go to finer battles as pairs. The Harpy would usually venture with the Brawler as the two were better at sticking together. The Nightmare usually attended with the Commander as the two were very alike and the Logic and the Hunter would go together. During the series of quests that follow the Triann and Animal Within series, these servants are revealed and at the end of one series you fight alongside the Logic against all of them including their Master, Triann.
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Arzonus, the City of Werewolves - Page 4 Empty Mechanics of Aura

Post by MorbiusMonster Fri Nov 05, 2010 7:46 pm

When you have completed Wolven Traditions, you are given the ability to use aura. This division of summoning can be used for combat and non-combat purposes, similar to magic. But unlike magic, the uses vary depending on the type of the aura that the player has.



When aura is activated, a meter appears on one of the columns next to the inventory menu. As aura is used, the meter empties, changing colour at the same time. At 100% it is green, at 75% it is yellow, at 50% it is orange and when it reaches 25% it becomes red (very much like Hitpoints, Prayer, Run Energy and Summoning Points).



When the meter is completely used up, summoning points will be taken in order to refill it. The uses of aura come in different levels, so higher level functions will drain more than lower level ones.



In regards to combat, the meter will drain depending on which level projectile you use. They come in four levels.



Basic - A fairly weak projectile. Drains very little. (5%)

Low - The next level up, second weakest. Drains noticeable amounts (10%).

Medium - The next level up, second strongest. Drains average amounts (15%).

High - The strongest level. Drains considerable amounts (20%).



Aura alone is fairly powerful with the high level hitting up to 30 under standard conditions. However, there are various factors that can change the potency of aura.



Location - Some locations can make various elements stronger or weaker i.e. a volcanic landscape can make fire stronger, but make ice weaker. Some locations may restrict all elements.



Armour - The armour can either be favourable or can be a disadvantage.



Opposing Elements - If a foe has an element as well (for example dragons have fire as their element) then it can affect the outcome. If you are using water, it will be stronger against fire, and in the same way fire is weak against water, but strong against ice.



As well as being used for combat, aura has other practical purposes, depending on the type of aura you have.



Each element has a respective skill. They are as follows;



Air - Rune crafting

Water - Fishing

Earth - Farming

Fire - Cooking

Smoke - Fire making

Shadow - Thieving

Blood - Slayer

Ice - Construction

Magnetism - Herblore

Electricity - Agility

Sound - Hunter

Gravity - Smithing



Naturally, each element has the ability the restore prayer, health and run energy, but some elements have additional features, which relate with their skill. For example, Fire can be used to cook things without a range or reduce chances of burning, and Electricity can be used to prevent failure of agility obstacles and can be used to provide an enormous burst of energy that allows you to run faster for a short time. One particular Blood power can be used to fight Turoths and Kurasks (like Slayer Dart, Leaf Bladed Spear and Broad Arrows).



The rare element of time on the other hand has a varying ability, meaning its skill can change depending on the location.



As well as aura being used on its own, it can be combined with core combat to enhance its power. Deepening on the element will depend on what combat type it can be used with.



Melee can be combined with;

Earth, Blood, Shadow and Gravity



Magic can be combined with;

Fire, Water, Ice and Electricity



Range can be combined with;

Air, Smoke, Magnetism and Sound



Time, because of its versatility, can be used with any other combat type.



However, in some locations, Aura is either restricted or dysfunctional. The following places can have a significant effect on aura;



TzHaar Fight Pits - The use of aura here is extremely limited to healing only.

The Barrows - The power of the brothers can badly weaken the power of aura by 25%.

Duel Arena and Clan Wars - During fights, Summoning can be chosen on the front menu and be disable for combat.

Mage Arena - The Mage Arena allows only magic to be used, so aura is out of the question.

The Wilderness - Because of the lack of elemental energy, aura's efficiency is reduced to 50%

Combat Guilds - Each guild, aside from Summoning Guild, will only allow one type of combat (their own).

All non-summoning zones - Aura is a part of summoning, so it cannot be used.



The aura trials in the Summoning Guild are a good way to train it up, not only for the summoning experience you get, but also it can unlock additional features. The easy trials unlock a new selection of practical uses for your element, medium trials unlocks the additional effects for your element and the hard trials adds an extra 25% to your aura meter.

50 summoning is needed to complete Wolven Traditions, so the same requirement is needed to activate aura.
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Arzonus, the City of Werewolves - Page 4 Empty Temporal Trekking

Post by MorbiusMonster Fri Nov 05, 2010 7:47 pm

Maelstrom's great grandson is almost an adult and he is at loss at what to give him to celebrate. Maelstrom has come across a good idea; which would be a perfect gift, but it involves a very dangerous adventure. Are you up for some "Temporal Trekking"?



The quest starts by talking to Maelstrom. Ask him if he needs any help and he'll tell you he needs to find something. He'll go on to tell you a little about his past.



"About a century ago, I used to be a warrior. At this age, I was eager for adventure like my grandson is and wore my finest armour; the Temporal Armour and the unique sword; Chronovus.



The armour was polished titanium with platinum trims. The blade itself was pure platinum alone treated to make it incredibly strong. It was an heirloom my father passed onto me when I became an adult and an apprentice.



What was special about this armour was the fact it had the ability to bend time. When activated, time slowed around the user and allowed them a short period of time where they could be unstoppable. The blade was the source of this power.



Whilst I used it to fight evil and do good with it, I became too attached to it. I then duelled a being called the Gemstone Titan, who claimed he was a powerful warrior. When I fought him, he put up a good fight, but I was much stronger.



But at the last moment when I was close to defeating him, the sword wouldn't activate and I lost my grip. The Gemstone Titan then beat me, and so he took Chronovus. Without the blade, the armour is only half as strong.



My father was disappointed with my recklessness and so took the armour from me. After which he handed each section over to the three titans to guard so that one day I would fight them all so I regain the armour.



When I ascended to master hood I never found the time to find the armour again and my apprentices couldn't do it, because finding the armour again was for my family only.



However, I need to find this armour once more, and only you can help me."



Asking why Maelstrom has suddenly changed his mind, he goes on to explain why he asks you to find it now.



"I would like to recover the armour for my great grandson. Very soon he ascends to adulthood, and so I wish to give it to him as a present. It's been over 100 years since I last saw it and I really want back for him to have.



I cannot send Terra after it, because he still thinks that it cannot be recovered. I am trying to keep this a secret between you and me.



All I know is that the Gemstone Titan would send it to his allies; the Temporal Titan, the Darkness Titan and the Spatial Titan. If each was to be defeated in combat then perhaps they might hand over the armour, knowing how honourable and proud titans can be.



What you must remember is that Chronovus is powerful, but only when it used selflessly and for good. It won't use its power when the user intends to use it to display their brute strength."



With no knowledge of where to find the Titans, your best bet is to ask Maya. Without telling her why you need to find the Titans, try and ask her why you want to go find them. She will then tell you where to find the Titan Realms.



"The Titans reside in realm that Karzahni owns. The path to this world is believed to be impossible, but I have stumbled across something that might be a clue.



In an ancient riddle of Karzahni, he gives away the location of the gateway to his realm. He said;



"My realm can be found in the land that spells my name with the absence of one letter. It is somewhat legendary"



I have worked it but I cannot go there myself. Maybe you can."



According to the riddle, the land you should find the portal is Kharazi Jungle. Head there and try and get in touch with Gujuo. He will tell you that the portal had an unusual aura about it, so his tribe has learnt to avoid it. Ungadulu will tell you where to find it.



Ungadulu will tell you that the portal can be found where the jungle trees are warped. When you find the location that fits his description, the portal will be there. Upon entering the portal, you will receive a warning.



"The Titan Realms have a high bombardment of radiation about. While the environment is healthy, you will need a Hit Points level of 70 to survive and a Summoning Level of 67 to summon aura without taking damage."



If you don't have 70 hit points you will automatically be prevented from entrance. If you have 70 hit points, but not 67 summoning you'll be given a choice of whether to enter or not. If you have both the requirements suggested, then you'll enter only seeing this warning once.



When you enter, a local’ll greet you; the Information Titan who will answer any questions you have about the realms. At this point, you can buy a map from him and use him as a bank (with the cost of 20 spirit shards). He will inform you about the Titans you are looking for when you ask about them.



"The Titans you are looking for can be found within their corresponding domains. The Temporal Titan can be found at the Temporal Spire, the Darkness Titan is found in the Shadow Pit, the Spatial Titan can be found in the Cosmic Plaza and the Gemstone Titan lives in his palace.



Each Titan's home is guarded by a series of puzzles, I shall inform you how to complete each one if you wish."



Whether or not you gain help on the puzzles is voluntary, but you can ask if you would like advice on how to solve the puzzles.



"The puzzle in the Cosmic Plaza involves a lot about magnets. Roaming the plaza are magnetic elementals. When they are defeated, they drop a type of magnet. Each magnet has a type of charge and strength. The door to the next part of the plaza has indentations and a number. Fill all the indentations with magnets to make up the number on the door to unlock it.



For example, a door could have two holes and a +2 on it. A space for two +1 magnets."



"The Shadow Pit has a different puzzle. Powering the stone circle that allows you to descend are Light and Shadow titans. An equal number of each is needed to power the stone circle properly.



In the place where a titan should be are four elemental stones; air, water, earth and fire on the Light Side; smoke, shadow, blood and ice on the Shadow Side. When all four are in place, a titan is summoned.



Normally, some of the stones are missing and so have to be replaced. Surrounding the stone circle are chromatic elementals. They are red, yellow, green and blue. When they are defeated, their essence is bound into a coloured stone. When it is placed into either the beam of light or the column of shadow it becomes and elemental stone.



When the correct stones are put in place, a titan is summoned. When the Light and Shadow titans are equal in number, the stone circle descends to a lower level, and closer to the Darkness Titan.



The Temporal Titan's challenge is different. Answer questions based around RuneScape's history to ascend upwards the Temporal Spire. If you know your history well, this will be easy for you.



The Gemstone Titan on the other hand is different. Access to his palace requires defeating the other three titans. When one is defeated, it activates one of the crystal hives in the centre of this realm. When all three are active, the portal to his palace is opened.



Should you need further help, you can speak to me. The maps I sell, if you choose to buy one, will teleport you back here if you roll it up."



If you are perfectly sure of what you need to do, then you can begin searching the Titan Realms for the armour you need to find for Maelstrom. Any of the different locations can be attempted in any order, but leaving them means the puzzles will have to be completed again.



Finding the Gauntlets and Boots



The Gauntlets and boots can be found in the Cosmic Plaza. When you enter, six kinds of magnetic elementals can be found.



The magnetic elementals come in three levels, level 96, level 100 and level 106. Also, there are positive and negative breeds of each level. The level the elemental is at will affect what kind of stone they drop. The level 96 will drop either a +1 or -1 stone, a level 100 will drop either a +2 or -2 stone and the level 106 will drop either a +3 or -3 stone.



Following the advice the Information Titan gave you, use the stones to fill up the indentations on the door and match the number in order to open it and move to the next level.



Once you are at the centre, you will meet the Spatial Titan. After speaking to him, you will engage in combat with him. He is level 207 and uses two types of combat; a lightning attack that is classed as magic and a melee-based attack where meteors crash into you and can lower defence. His maximum hit is about 30, but his power can be blocked with prayer. Once defeated he will give you the Temporal Gauntlets and boots.



Once defeated, one of the Crystal hives will activate and glow a pale pink colour. One down, two to go.



Finding the Plate skirt and Legs



The Plate skirt and legs are in the ownership of the Temporal Titan. She can be found at the pinnacle of the Temporal Spire. To reach the top, answer questions on the stone slabs at the central column. Answer the three out of five correctly to create a set of stairs.



When you reach the top, the Temporal Titan will be waiting for you. Her combat level is 225 and she fights using time spells which can leave you motionless for a short while (unable to attack, but not prevented from healing or using prayer), or she can slam her fist against the ground to create a shock wave that can hit from a distance. Her attacks can hit up to 32, but prayer too can block them.



Once she has been defeated, she will give you the Temporal Plate skirt and legs and activate a Crystal Hive. This hive will glow a vibrant blue.



Finding the Temporal Plate body



The Darkness Titan, ruler of the Shadow Pit, guards the Temporal Plate body. To reach him, you will have to solve the puzzles the Information Titan describes to you. Defeat chromatic elementals, collect stones, bathe them in either the Beam of Light or the Column of Shadow and put them into their correct place to summon Light or Shadow Titans.



When you have an equal number of Light and Shadow Titans needed, the stone circle will descend to the next floor. At the very depths of the Shadow Pit, the Darkness Titan will challenge you to a fight. He is level 215 and lowers strength with every blow he deals. He fights using Shadow Magic or a special move where he temporarily cannot be hit and strikes three melee hits. His maximum hit is 30 and prayer can only block damage and not strength reduction.



When he is defeated, he will hand over the Temporal Plate body and activate his Crystal Hive. This hive will have a grey glow about it.



Finding Chronovus



Once you have defeated all the three titans, the three hives will generate a portal to the Gemstone Titan's palace. Before you enter, the Information Guardian will give you a final warning.



"The crystal hives have only enough power for one trip to and from the Gemstone Titan's arena. If you leave before you defeat him, you will have to fight the Temporal, Spatial and Darkness titans again to power them up again."



You are then given the choice to proceed or not. If you do so, you'll be teleported to the Gemstone Arena. Waiting there will be, his excellence, the Gemstone Titan.



"It has been over a century since someone came to claim the Temporal Armour and Chronovus. Only the Maelstrom family knows of its absence. If you are here to collect it you must fight for it, heir of Maelstrom."



In spite of the heritage inaccuracy, this fight is the most important and easily the hardest battle you will fight in this quest.



The Gemstone Titan is an impressive level 350 and uses all three kinds of basic combat. He will throw sharpened gems for his range attack; coloured blasts of light for his magic attack and use his enormous gemstone flail for his melee attack. The maximum damage he can deal is about 40, and he is slow to change attack styles, but each attack can lower a different stat.



If you lose the fight, you don't lose your items, but you do lose the Temporal Armour and must reclaim it all. If you manage to defeat him and win the duel, he will bow down to you and present your prize.



"You have defeated me in battle and now I must present you with your wish; the Chronovus blade."



After you have claimed the blade and leave the Titan Realms, return to Arzonus with the armour and hand it over to Maelstrom who will thank you for retrieving the armour.



In a cut-scene, Maelstrom hands the armour set over to his great-grandson, Morbius Maelstrom, who tries it on. Aside he will hand you a wrapped gift and asks you to hand it to Morbius. You deserve the honour of doing so he says.



You hand over the wrapped gift over and inside it is the sword Chronovus. Very please with his gift, Morbius would like to thank you for retrieving it especially for him.



Quest Complete.



Requirements;

Legends Quest

Desert Treasure

Wolven Traditions

Full Varrock Museum Kudos

70 Hit Points

67 Summoning is recommended

Ability to fight a level 350 foe.



Rewards;

5 Quest Points

20,000 Hit points exp

20,000 Summoning exp

Access to the Titan Realms

Ability to summon Temporal, Spatial, Darkness, Gemstone, Light and Shadow Titans.

A repeatable reward.



Additional Notice;



After completing the quest, more areas of the Titan Realms can be visited. These locations are ideal for gathering charms and summoning ingredients.



After the quest you can do a repeatable reward. Every week you can fight all the Titans once again. After fighting the Temporal, Spatial and Darkness Titans you can fight the Gemstone Titan again. If you defeat him, he will grant you a wish. You can wish for;

Experience in a combat skill (between 5,000 and 10,000),

Parts of the Temporal Armour,

A large casket of charms containing about 1000 gold charms, 750 green charms, 500 crimson charms and 250 blue and amethyst charms.

A gemstone flail.



The gemstone flail is a very powerful melee weapon. Its special, Power Gem, throws 8 consecutive range shots. After it has fully degraded, you plant the head into the ground and mine gems from it.



To summon some of the Titans you defeated or met during the quest, you will require the following ingredients.

Spatial Titan - Super magnet (randomly obtained by fighting Magnetic Elementals

Temporal Titan - Divine Hourglass (won by answering all five question slabs correctly on a floor in the Temporal Spire)

Light titan - Light stone (randomly obtained by fighting Chromatic elementals)

Shadow Titan - Dusk Stone (randomly obtained by fighting Chromatic elementals)

Darkness Titan - Darkness Orb (made by combining a dusk stone and a light stone)

Information Titan - Realm Map (bought from the Information Titan)

Gemstone Titan - Diamond

All titans above require amethyst charms to summon.
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Arzonus, the City of Werewolves - Page 4 Empty Mark of Magnus Part I

Post by MorbiusMonster Fri Nov 05, 2010 7:51 pm

A typical game is being set, and the pieces are in movement. At one side, good and the other evil. Now this game is being taken to Arzonus and an old villain is about to make another strike on the Wolven world, leaving those that fall with the sinister “Mark of Magnus”.



The quest begins when Militia private finds you and supplies you with a message. The message orders you to return to the city, because of a high profile mission. When you return, you find that Maya, Donicus, Fang and even Terra have also been called forward for this mission. After a brief conversation with all of them with what they know about what is going on, Mentor Libra and Maelstrom begin the meeting.



Arzonus Militia HQ – Chapter 1 Prison Break



“We have grave news. The Militia has hit an all time low by 55 criminals escaping our grasp. This is the worst breakout since the Militia began.



Two of these escapees included known Draconis Force members, Clawhunter and Orala. Both due for execution for many crimes, their freedom will leave disaster in its wake.



But this escape is very disturbing for a few reasons. One is that during this escape, one of the escapees was killed before they managed to get away. According to the information we have, the escapee that was killed was someone named Sierra.”



At which point, Terra recognises the name and takes the information from Mentor Libra.



“I remember Sierra. White and black fur, fairly high intelligence, but most iconic about her was a special ability she had.”



At the mention of “special ability”, the others associate her with being a Senntisten werewolf, but in this case, this isn’t true.



“She originated from a clan from Annakarl. Aside from rapid adaptation, they don’t normally have any special powers. This was different for Sierra. She could manipulate her magnetism aura in a way that is normally unheard of. She could not only produce ions, but isotopes.



This inevitably meant she could quite literally be radioactive. But surely she isn’t a threat now.”



Mentor Libra disagrees.



“It wasn’t her escaping that was of concern, but the way she died. After analysing the body, we discovered a certain gene had been removed. This gene was the part of her DNA that allowed her to generate radiation.



Two other interesting features included a large scar across her neck. The incision was too blunt for a knife and too clean for a sharp stone or tooth. But the most interesting part, was this mark left in the blood on her left paw. This mark is otherwise known as the “Mark of Magnus”. This inevitably means her power was stolen by Draconis Force leader; Theta Magnus.”



There is a wave of panic amongst the other werewolves.



“Another confusing scenario is that during the break out, the Draconis Force left Xanro, unconscious in one of the cells. Quite why they would leave him there is unknown, as they wouldn’t risk losing a member.”



Maelstrom interjects.



“We have tracked about 14 of the escapees to Fugitive Island, including Orala and Clawhunter. With what happened to Sierra in mind, I can believe that Theta Magnus is going to pick off these criminals one by one for their powers in a bid to rise again.



Therefore, to cover as much ground as we can, and team up against Theta, we have contacted all of you and we are going to send you in the crisis zone. Knowing that all of you have had experience with this will make it much safer.



But as a precaution and to abide with Militia and Civilian agent rules, all of you must be accompanied with an official Militia Sergeant. When you are ready to begin, return here with supplies and you shall be put with your partner.”



At this point, you can go to the bank and stock up on supplies or you can return to the bank during the quest to supply. When you are ready, you are paired with a werewolf named Flint. Mentor Libra gives you one last word of advice.



“Each pair will be able to communicate using the special gemstone. This can also be used to keep records of which villains have been caught and which are yet to be recaptured.



Expect all villains to put up a fight, so deal with them anyway you want. When they are down, activate a special militia drone. When set to apprehend, they will teleported back to their cells. In the case of Orala and Clawhunter, set it to execute so we can finish them off.”



You are given 14 drones and a Militia Gem. If you need to replace any, speak with Mentor Libra again.



Chapter 2 – First Catch



Player and Flint – Fugitive Island



When you arrive on Fugitive Island, it is evident that someone has let loose here. There presumably is only one witness to what happened on the beach, Crinos. Enter her cavern and she will explain to you what she saw.



“Fourteen criminals abandoned a ship and go their own ways. It is known that four went each way, to the Arctic camp, to the Aquarian Fortress and deep into the jungle. The remaining two, known for tyranny, escaped south towards Darkness Rise.



Tracking each one will take you to different places; some may be harder to reach than others. But no place is harder to reach than Darkness Rise. It cannot be found on any map. Your journey shall be filled with hardships; the hardest will be fighting the ultimate foe.”



You can now start by tracking in the Jungle for footprints. By searching bushes or foliage and trees, footprints will begin to appear. Follow them and you shall eventually be led to a giant tree. Only when you have found the end of the trail will the option to shake the tree violently will appear.



After several attempts with both you and Flint shaking the tree, a werewolf named Ampturo descends. This werewolf villain is level 179 and strikes with only melee, but his ability enables him to strike 5 times each turn, hitting no more than meaning he can hit up to 75. Protect from melee is advised.



Upon defeating Ampturo, one of the Militia Drones activates and apprehends him. You activate the Militia Gem and alert the other four pairs that you have caught him. Maelstrom congratulates you and Mentor Libra has a valuable lead.



“Xanro has told us that he was in league with both Theta Magnus and Darur Arikanul during the break out. He now believes they left him behind in one of the cells, because he failed a mission. He says he got off lightly.



He knows that both Orala and Clawhunter would head to Darkness Rise for a briefing. Unfortunately, we don’t know where Darkness Rise is. It’ll take a little more to get some information out of him.



In the mean time, we need to track another villain. Your next fugitive is known as Prime. She is known to have enhanced agility which makes her fairly hard to catch.”



Follow the tracks from Crinos’ cavern that lead towards the Arctic Camp and you’ll eventually be led to a clearing with icicles around. It is best to watch you step to avoid slipping or having icicles fall on you. But there is something wrong, blood can be seen around the area. Following the trails of blood you eventually find a corpse. Examining it, you take a full analysis of what the situation is.



“Victim was presumably Prime. Injuries show that the victim had two limbs broken, a large cut in the neck; which is too blunt for a knife and too clean for a sharp stone or teeth. Finally, a large symbol is embedded into the victim’s left hand.”



At which point, the Mark of Magnus is visible gouged out in the ice. The Militia Gem activates and you produce a status report. It’s not good all round either. Another criminal has been a victim of Theta Magnus and Fang hasn’t been heard from since he landed on the island. This is a concern, because if he is alone with Theta Magnus around, he won’t be alive for very long.



Chapter 3 – Comatose



Fang and Jesse – Fugitive Island



A cut scene shows where Fang and Jesse (militia agent) are examining a situation where they are both tracking Orala and Clawhunter.



“We’ll hunt them ourselves. I am good at hunting you see. Superior sense of smell and tracking is a good ability.” Fang muses to himself.



“Oh really. I can’t have that. It’ll spoil my fun,” a sinister voice says.



Rain begins to pour very hard on our heroes as a shadowy figure emerges from the jungle foliage. Theta Magnus! Jesse tries to attack, but Theta deflects with telekinesis and walks towards Fang.



Fang launches a fiery fist into Theta’s chest, but barely makes impact.



“I’m making sure that you won’t go after me and my prey. That’s why I must do this. I’m making sure you won’t use your abilities.



Don’t worry thought. I’m not taking your sense of smell, just yet.”



Theta Magnus then grabs Fang by the neck and applies his metal hand against Fang’s forehead.



“Now you won’t feel a thing when I do this. And until I decide to let you free, you will remain in comatose.”



Fang hasn’t responded since the vessel landed ashore, so it is best to look for him. Trying the Militia Gem will prove futile, but maybe Crinos, who saw everything that happened on the beach, may help. Visit her and she will say that he ventured into the jungle. He may be hard to track, because, like all human hunters, leaves no trace and makes no disturbance when hunting.



There is little evidence to go by that sheds any light on where Fang and Jesse went. Like Crinos said, Fang has left no trace. But she helpfully suggests a special recipe that might help.



“With the right ingredients, I can allow you to look into the past, the future or into other people’s minds. We Mahjarrat have this connection to the spirit world so we can see events that are yet to happen, have happened and even pick up on people’s stray thoughts.



For this spirit search, we are only looking into someone’s mind. For this we require a spirit weed and something that might belong to our subject. Also I may need a new flute for this.



Seeing that Fang is a human hunter, Hunter Gems will work and the flute can be obtained by carving the correct notches and grooves into a simple bamboo shoot.”



There are several shoots of bamboo in the jungle and near the beach. Using a knife, cut at one to get a shoot. Note that if you fail to cut correctly, it takes a while to grow back. At the same time, there is a risk of disturbing a poisonous snake. When you have a bamboo shoot, use a chisel to carefully craft a flute. It is possible to fail this and it drains your crafting level.



To obtain Hunter Gems, you need to compete in the Human Hunter Mini game and to obtain spirit weed, you can buy it or grow it. When you have the parts you need, Crinos will begin the spirit ritual. After she begins playing the flute, you fall asleep.



Within your spirit journey, you are in a spectral style of the jungle on Fugitive Island (if you want to return to the real world, you can by entering Crinos’ cavern in the spectral world). With your hunting skills, track down Fang by searching nearby bushes and foliage. Eventually you’ll be led to Fang, who is trapped behind a barrier, trying to call out, but cannot be heard.



Emerging from the jungle is Darur Arikanul, a dragon rider. He seems to be displeased to see you. You ask him of what his business is and why Fang cannot be heard.



“I am trying to catch all of the escapees and take them to Theta. This wolf behind me was making a futile attempt at beating us to them.



Right now, this wolf is where we are now, unconscious and unmoving. This is how his mind is, stuck behind a barrier and locked away. It was for the best you see.



And if you have a problem about it, that’s tough luck. I am not letting him go nor is Theta until our business is done. And when we have it done, he would be better of this way.”



Trying to challenge Darur, he merely throws you back and into the real world once more. Now it is time to find Fang, before it is too late.



Following the route you took in the Spectral world, you will be led to Fang, who is lying unconscious on the ground with Jesse nearby. Before being able to help them, you need to assess the damage dealt. By analysing them, you discover that Fang has no physical damage, but he won’t respond to any attempts at awakening. Jesse isn’t so lucky. He is seen to have severe scars across the body and he has had a bad blood loss, but he is still alive. Judging by the damage, it was very recently. Your most likely suspect is Darur, whose mental tracks were present in the Spectral world not so long ago.



The damage sustained is too intense for him to remain on the island, so you and Flint must gather the two of them and take them back to Arzonus. You must unwieldy your weapons and carry them back to the harbour. Contact the others using the Militia gem. The news is very bad on their lines as well.



Donicus hasn’t reported for a while and the others have found more remains of the fugitives, all taken by Theta Magnus. Round about now, he has the lead with four out of the fourteen escapees. It is to be assumed that he is being lead into a trap, but there is little that can be done, because Maya must return to make sure Fang and Jesse are taken care of.



You must return to Arzonus to Maelstrom’s lab with the bodies of Fang and Jesse. He will put both of them onto a life support and try and work on something.



“Jesse you see has quite bad blood loss, but he should recover. Fang on the other hand is something very different.



Fang has been put into an induced comatose. This isn’t the result of a blow to the head, but by some form of mental block. I don’t know how it can be cured or if we can do much about it, but I will try my best.



In the mean-time, we must continue with the mission.”



It is time to return back to Fugitive Island, where Terra is waiting on the beach for news. He informs you that some more fugitives have been tracked and should be easier to find. They have all been traced to Aquaria Fortress, and inevitably might be lurking in the deluge.



Make your way to Aquaria Fortress and follow the tracks to the deluge entrance. Inside, you have to search the stones and eventually you’ll be lead to a hidden path. Inside this part of the deluge, you’ll regularly come across various forks in the path. And a symbol etched into the mud. It will either say, N, E, S or W, which will instruct you to where to go next. If the direction recommended can’t be used, use a spade and dig downwards.



Eventually, you’ll be led to some ruins with an eerie feel about them. Emerging from the water are two fugitives in hiding, Osiris and Leahra, with the abilities of necromacy and persuasion respectively. You will fight both of them at once.



Osiris is level 203 and Leahra is level 200 and are both very powerful. Their general attacks hit no more than 25, but they use their abilities to their advantage. Osiris regularly summons level 150 Water Wraiths to fight, but these are more annoying than dangerous and Leahra can use her persuasion to disable one kind of combat. She will say a type of combat (including prayer and summoning) and it won’t work against her or Osiris, so it is advised to use many different types against her.



When both have been defeated, two Militia drones will activate and apprehend them. It’s time to inform the others of how you’ve done. Whilst congratulating you, Maelstrom has an idea.



“One of the fugitives that escaped had the ability to read minds and be able to work on them. Whilst a desirable skill to have, Theta will have no interest in him since he has a variation of this already. This means he’s ours for the picking.



But with that ability we can help Fang and perhaps release him from his comatose condition. If it was inflicted with it, then perhaps this fugitive may be able to lift it.



I believe his name is Lindos. If you can find him, make a deal with him. If he co-operates, we shall award him his freedom. See if that deal can be made.”



Terra interjects.



“We have an issue of equal concern at the moment. Donicus still hasn’t reported which is a concern. I don’t think this is a simple lack of communication, but I think he is danger.



I also have leads to where our “friends” Orala and Clawhunter are. Both were seen heading south and vanished. The locals say they travelled through a breach in time that leads to Darkness Rise. I will look into it a little more.



But we should focus our efforts into finding Lindos. He is just what we are looking for here.”
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Arzonus, the City of Werewolves - Page 4 Empty Mark of Magnus Part II

Post by MorbiusMonster Fri Nov 05, 2010 7:52 pm

Chapter 4 – Mind over Matter



Donicus and Dawn – Darkness Rise



Theta plays the hostile host to his two guests.



“I believe we’ve met before Donicus. I believe it was our little scuffle in Hallowvale. How are the Myreque by the way?



Don’t answer that, I don’t care for that heap of mud and dirt. Those Lonely Ones were just a little distraction from what I really want. You will provide it for me, willingly or involuntarily.”



Donicus struggles against the chains that Theta has conjured up.



“I won’t let you do this! The Militia will be on their way soon enough and we’ll execute you there and then.”



Theta shrugs this threat off.



“How interesting. You think they’d actually stand a chance against me. I already have mind control, genetic extraction, deflection, enhanced agility and countless other abilities. I’d be surprise if one of them laid a scratch on me.



But, I will find a use for you. I only need the one of you two, the other I shall throw into the sea. Either one will do, seeing as both of you may die anyway.



Now, who shall I take?”



Theta finds it hard to choose between the two of his captives and finally selects one, Dawn.



“You. You’ll do fine. I want information and you can supply it. If you just hold still…”



Theta then holds his metallic hand out and a red vortex begins forming and he then projects it at Dawn. At which point, you only hear her cry in pain and Donicus shouting at Theta to stop before the scene fades away.



Back on Fugitive Island, the party has reassembled to work out a strategy to find Lindos in order to help Fang recover. However, owning the ability to manipulate minds, he could be using this to slow you down, so perhaps it is time to look ahead.



Return to Crinos’ cavern and she will suggest the solution. Another spirit journey is in order and this time, it requires more spirit weed, some essence of Lindos and a specific tome; which allows one to find the exact point in time they want to find. Spirit weed is easy to find, but not essentially to other two parts.



To get something of Lindos’ it would be recommended to go to the Arzonus Militia as they may have something of his. At first, Mentor Libra will not be so eager to help as he doesn’t want this criminal to be set free. It may take some convincing, but eventually he will give in and hand over Lindos’ headband.



The Temporal Tome is different. To find it, you’ll need to go into the Solstice Cavern (super restore potions highly recommended). By sweeping ice off the walls (this may drain energy and hit points), you can find directions to it. The will lead into the Frosted Bluff. In here is the Tome, but it is guarded by and Ice leopard pack.



This area is multi combat and they are all level 165 and hit up to 23 with melee. At times, the pack leader will use an ice spell that can hit up to 27. It is best recommended to use protect from melee and use food to heal yourself from the pack leader’s spell. Once all eight of the leopards and the pack leader are down, the tome is yours for the taking.



Return to Crinos, with all you need, and she’ll begin another ritual. You’ll be put back into the spectral world, but it is slightly in the future. What you see is Lindos being chased and attacked by Darur. Lindos is unable to put up a fight, and is nearly defeated until; three arrows that came from nowhere, which freeze upon contact strike Darur. Frozen, Darur’s emergency teleport activates.



At which point, you’re put back in the real world. Crinos isn’t too amused.



“I simply send you into the spectral world and you end up painting it all over my cave. I wish you’d be more careful!”



According the paintings, you have pinpointed the location of Lindos to be near a volcano towards the centre of the island. From past experiences, you know that, for some reason, it is off limits and so you ask Crinos what might be going on there.



“The volcano is home to a strange beast. It is very powerful and very dangerous. Whilst posing no threat to the lands outside the volcano, it poses a threat to the fugitives who decide to live and there and have to put up with it.



From all I know, the area surrounding the volcano is called the Lava Mine. It is very uninhabitable, because of the thick smoke in the deeper parts of the mine and the dangerous Magma Hunters that live there. However, it is one of the safest places to hide, because very few people would want to look there.



If you want to find it, you have to pass through the Barrage Gate; which lies at a perfect point of the island where one half has roaring waterfalls and the other is frozen glacier. It isn’t far from here, but I assume there are a large number of traps guarding the gate.”



By following the stony path into the depths of the jungle area, you’ll come across a large clearing, where fresh running water and icy snow meet up. The path towards the gate has some pillars standing on either side of it, but you need to move swiftly, otherwise they may fire some poisonous arrows at you.



Once you are at the door, there is a riddle. It instructs you to find the blood of the Dark Lord, soul of the Empty Lord, Rule of the Wise Lord and the Stars of the Winged Lord. If you think about it, you just need the pouches for the Spirit Demon (blood talisman required), Spirit Werewolf (soul talisman required), Spirit Icyene (law talisman required) and a Spirit Aviansie (cosmic talisman required). When put in place, the door opens.



When opened, a large cloud of black smoke emerges reminding you to wear the correct gear before entering. Put the facemask on or the variants and prepare to enter.



There are magma hunters in the Lava mines, are level 160, but the area is not multi combat. It’s important to note that they use smoke spells; which can poison, so it’s recommended to bring anti-poison. To get through the mine, you’ll need to look for the exits. Fallen rocks usually block the exits. You can find a pickaxe nearby the entrance.



Gradually, you’ll reach a large chamber with a pool of magma in the centre. Lindos can be found in the chamber, but he urges you to stay away, because of a monster in the magma pool. Emerging from the pool is the Coal Titan who is level 221. It throws rocks at the player and uses smoke spells which can both hit up to 22, so it is advised to have food. Once beaten, you propose your idea to Lindos about him having the charges against him dropped if he opts to help. Naturally he accepts and says he knows a quick route back.



The clearing he leads you to is oddly familiar. At which point, you recognise it from the vision you saw in Crinos’ cavern. Like the vision, Darur emerges from the trees, but this time, he is riding a dragon.



“You’re putting up a good fight for someone so futile. But I cannot allow Lindos to make it back to the city. Theta wants the pathetic wolf to remain in comatose until the mission is complete.”



Lindos is taken down very easily, but just as Darur is about to deal a finishing blow, three ice arrows rain down from the trees, just like in the vision. Looking up, you see Donicus firing the arrows. At which point, Darur’s teleport activates. Donicus prepares to fire at Lindos, until you tell him about the deal that was made.



Return to the city and back to Maelstrom’s lab. Lindos will introduce himself and begin to try and get inside Fang’s mind.



“If your friend has been put into and induced coma, I’ll try all I can to let him out. Now let me concentrate…”



The process looks long and harrowing, mainly because you can’t do anything outside of Fang’s mind to help. But, you might be able to. Flint helpfully suggests that Crinos may be able to help, perhaps sending you on another spirit ritual into Fang’s mind to see if Lindos is making progress.



Return to Crinos with more Hunter Gems and spirit weed and she will begin the ritual a third time. Once in the spectral world, you seem to be in Maelstrom’s laboratory, where Fang is chained in a cage.



“It’ll do no good to try and break the chains. They just won’t budge. The doors are all locked, so even if I do break free, what can I do?”



In another part of the laboratory, you see the door to the vaults is slightly open.



“Lindos went in there and didn’t re-emerge since. I can’t do much without him to help.”



Entering the vaults, you see Lindos in single hand combat with Theta Magnus, and the situation isn’t good. Weakening by the minute under Theta’s strength, Lindos could be done for, unless you help him.



“Trying to break my spell won’t save you. It only makes finding you easier.”



Using adequate thieving and agility try and creep up behind Theta and try and attack him. If you make a successful hit, Lindos will be able to escape, but not you’ll be in his sights. Theta will follow you constantly throwing shots at you until you leave. Some of the shots may cause you to teleport back a few paces, so you must be careful and run towards the door. When you finally make it out, you must return back to the city to see if Lindos is alright.



Luckily, he’s mostly unscathed, but somehow the injuries sustained to him in Fang’s mind by Theta seem all so very real. Lindos, however, can suggest a remedy.



“It appears Theta has set himself like concrete into Fang’s mind. One remedy I can suggest is to use a special Spiritual Expel I once heard of. However, I never discovered the recipe for myself, it’s very ancient, but effective. Maybe this Mahjarrat you speak of named Crinos may know.”



Chapter 5 – Darkness Rise



Terra and Morgana – Darkness Rise



After hearing the recent news about Theta Magnus and after finding a route to Darkness Rise, both Terra and Morgana are planning their next move.



“First off, we should re-supply before we begin trying to search for Orala and Clawhunter. If I know them well, they will strike when we are weakest.



Second of all, we need to avoid Theta. He’s struck down Fang, Dawn, Jesse and if we’re not lucky, us.”



Morgana speaks up.



“What I don’t understand is how he can be moving this fast. He’s taken down about five escapees and three of us. In one case, according to the gem, he took down Prime and minutes later, he took down Fang and Jesse, and they were massive distances apart.



It seems to be impossible, because he can’t be in two places at once.”



“Oh, but I can.”



The little light that illuminates this shadowy plain suddenly grows darker, until nothing can be seen. Both Terra and Morgana try to look around, but see nothing. The dim light returns, and Theta Magnus comes into view.



“I think you’ll find I actually can be in two places at once. I can become two of the same person. One runs mostly on logic and the other on instinct.



And now I feel as if you’ve come too far. This is my realm and you are trespassing.”



Theta lunges towards Terra who quickly avoids it, and the two fight one another. Terra uses his Lightning Staff and Theta uses his Razor Sharp Spear. At one stage, Terra is thrown back by telekinesis and Theta targets Morgana. Before he can land a blow, Terra strikes Theta with a lightning spell and Theta resumes the fight against Terra.



The battle turns sour when Theta eventually over powers Terra and telekinetically holds him against a wall.



“Are you going to take my ability then? I doubt you’d find Oneiropathy or precognitive dreaming any good or pleasant.”



Theta shakes his head.



“I don’t want your power. I can easily get a message across with you being dead.”



Theta then slowly telekinetically tries to cut Terra’s throat, only to stop midway to notice something odd.



“How come you have no shadow?”



“Because he is not real.” Gloats Morgana, who is creating this illusion. Distracted by Morgana, Terra tries to land a powerful strike, but is stopped.



Elsewhere, the other version of Theta has been hit by the player whilst he was torturing Lindos. The surge of pain strikes the version fighting both Terra and Morgana and is forced to retreat.



“He won’t be beaten for long. We’d better move in case he returns for a rematch.”



Player and Flint – Arzonus



Recalling what Lindos said, it is best to find Crinos to ask if she knows the recipe for the Spiritual Expel potion. She knows the ingredients, but states that they may be hard to find.



“According to an old recipe, the Spiritual Expel potion requires some rare ingredients. It requires a clean Cinder Herb, a Serpent scale and a wraith stone. All of which can only be found on Darkness Rise.”



Darkness Rise sounds familiar, but you don’t know where to find it. Crinos, however, know where it can be found.

“Darkness Rise is on the other side of a strange breach in the ocean south of here. The only way to travel to it is either to travel by Ocean Guardian or by Ice falcon. I know that some have been tamed in both camps as a way of getting there.



But I must warn you. It is home of the dragon kin and they are very old and dangerous creatures. It is advised to bring the appropriate supplies to protect you. Not only that, it is the lair to the Draconis Force. It will be likely that they won’t look too kindly on trespassers.



A cinder herb is a black collection of leaves growing on the dead trees. They are fairly easy to come across.



A Serpent scale is a different matter. You’re already hunting one down, so you could try and claim it from her.



The Wraith stone requires entering a dungeon called the Sealed Tomb. As you prevail deeper, the wraiths that roam the dark abyss become stronger. You need to go to the very depths and take the stone from the sarcophagus, but be warned, it will be fiercely guarded.



No normal weapon can wound a wraith, unless you were the creature that killed it when it was mortal. The only type of weapon that can affect them is a blade infused with regenerative qualities.



Prepare yourself for this journey, it will be harsh.”



Depending on which group of Fugitives you joined in “Mask of Law”, you have to go to their leader and ask about Darkness Rise. If you are part of the Aqua Fugitives, the Hydromancer will direct you to the harbour, where you’ll meet Galapagos, the Ocean Guardian. If you are part of the Arctic Fugitives, General Frost will direct you to the peaks, where you’ll meet Arteka, the Ice Falcon.



When you are ready, you can mount them and they shall take you to Darkness Rise. During your first journey, Arteka/Galapagos will want to talk to you whilst you ride them. When you have asked all the questions given or say “Are we there yet?” you will travel thought the breach and the scenery will change.



Player: “Who are you?”



Ride: “I am Arteka/Galapagos. I am pleased to meet you little one.”



Player: “Where are we going?”



Ride: “Arteka/Galapagos is taking us to Darkness Rise, a land beyond a rift in time.”



Player: “What is at Darkness Rise?”

Ride: “Evil. Great evil. Arteka/Galapagos fears such a land, but it is my duty to take small beings like you who can’t make it there themselves.



Arteka/Galapagos is of many years and has much wisdom to share. The land was once ruled by fire-breathers and they’re masters. But the land is now ruled by the Magnus Monster.”



Player: “Magnus Monster?”



Ride: “Small ones like you know him as Theta Magnus.”



Player: “What do you know about Theta Magnus.”



Ride: “Arteka/Galapagos knows that the Magnus Monster was like you once. Magnus Monster once walked in the path of the light and fought for good. But sadly, he wanted to fight too much and was defeated.



Those that defeated him did awful things to him and made him the way he is. No longer walking the path of light, he treks the path of darkness, taking out all those who oppose him on either path. It saddens Arteka/Galapagos to know that happened to the Magnus Monster.



Now, Magnus Monster craves power. He has a power that enables him to take it from anyone and then Magnus Monster leaves the prey for dead. He targeted Fugitives, because in the eyes of small law, they receive no pity so no one cares if they are dead.”



Player: “Why do you call me small one?”



Ride: “Because Arteka/Galapagos is bigger compared to you, silly small one.”



Player: “Are we there yet?”



Ride: “Arteka/Galapagos is getting close to the breach. We shall pass through very soon.



After asking Arteka/Galapagos “Are we there yet?” you will pass through the breach. Darkness Rise is a strange appearing land, shrouded in darkness and seemingly in thunderclouds. When you land, you ask your ride about why this place is so very strange.



“Darkness Rise is a paralysed land. Ancient ones came here and left too soon. Time on this land has come to a stop.



There is no soft breeze, there are no running rivers, and there is no calm ocean, no day, any summer or spring. Just darkness. Endless darkness.



Arteka/Galapagos dislikes this land. I shall remain here until your return.”



Venture forth into Darkness Rise. There is little to see except floating boulders, dead forests and Theta Magnus’ fortress to the West. There is no need to go there just yet, so look for the Sealed Tomb. It doesn’t seem very obvious at first, but ahead of where you are, are two cavern entrances.



Before entering, read the signs to make sure you know where you are going. One cavern will take you to the Chaos Chasm (or so it is addressed) and the other will take you to the Vengeance Cliffside. Chaos Chasm gradually leads to the Sealed Tomb and Vengeance Cliffside will lead to the Petrified Forest.



The Chaos Chasm is a deep cave and if you don’t have a light-source, a small orb of light will follow you, but this means you can’t see any foes ahead of you or behind you. It is home to level 165 Chasm Spectres. They are aggressive and fight with Shadow magic, but with a light-source, they aren’t aggressive.



Once you make it through, you can search the dead trees to find Cinder Herbs. Once you have an adequate amount, you can advance onwards to the Sealed Tomb. Before entering you notice the walls have been scorched and still partially molten, indicating that something has forced the tomb open.



Within the Sealed Tomb are wraiths, and they only can be injured with the Blade of Life. Follow the trail blazed into the stone floor whilst trying to avoid the level 192 wraiths. You don’t need to fight the wraiths, but it is to be noted that they do use blood spells and can drain prayer. The blazed trail will lead to the very depths of the Sealed Tomb, where you find a large coffin.



Reading the cracked lid of the coffin it says; Robert the Strong – The strongest of human scum deserves some memory. Presumably, the strongest wraith may be in here. Before opening it, you need to listen to see if no one is home. Listening to it, you hear a roaring slowly getting louder and louder until you decide it’ll be a good time to back away.



Breaking apart the lid of the coffin and emerging is Orala, with Clawhunter and Terra fighting on her back. Enraged with Terra, she throws him off her back and targets you. Terra throws you an anti-dragon shield.



“She has adapted Pyrokinesis by unknown means. You’ll need this.”



A battle follows.



Orala the Serpent is now level 270 and fights with melee and, of course, pyrokinesis in the form of dragon-breath whilst Clawhunter is an Aviansie at level 245 and fights with range. Both can hit up to 30 with their attacks. They cannot be defeated with melee, because both are slightly above the ground.



Once defeated, Theta Magnus emerges with Morgana on his back. He looks at you and at the pile on the ground; which is Orala and Clawhunter after being defeated. He smiles in a very villainous way before laying Morgana on the ground.



“Well done, you’ve defeated the serpent as you did back at the island and the Aviansie weakling was clearly no match. They’ve failed me before and they failed me again and now you know what to do.



Kill them.”



Orala and Clawhunter come to in shock.



“You’ve the equipment given to you, I shall set it and all you have to do is release it.”



Theta moves his right paw and four of the militia drones click into “e” setting.



“One for Clawhunter and three for Orala. Do it now or your friends will be on the receiving end of some of my new acquired abilities.”



Still hesitant at executing the servants before the master, you find it hard to make the fast decision.



“Okay then. Let’s see how much radiation the dreamer can take and what Miss Illusion’s head looks like on the inside.”



Theta starts to use radiation to burn Terra and telekinesis to cut open Morgana’s skull. Your decision has been made. You activate the drones. One exterminates Clawhunter and the other three exterminate Orala.



Theta ceases to torture Terra and Morgana and walks over to Orala.



“And I wasted pyrokinesis on you. You are such a sorry reptile. I doubt Juna would miss you.”



Theta disappears into the shadow and you must tend to Terra and Morgana. Terra is perfectly fine, no more than just a few simple burns, Morgana has died of shock.



“How many have perished at the hands of Theta? How many more will there be? How can he keep on doing this and not feel the sense of guilt hanging over him?



Sierra, Prime, Jesse, Dawn and Morgana are dead. Who will be next?”

Terra is generally badly affected by Morgana’s death, so it would be best to retrieve the wraith stone from Robert the Strong’s coffin and collect the scales from Orala.
MorbiusMonster
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Arzonus, the City of Werewolves - Page 4 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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