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In
order to advance beyond certain levels you are required
to solve some quests. For each solved quest you are
awarded some quest points. The "quest" command
in the adventurers' guild will tell you how many quest
points you get for each quest listed and how many you
will need to advance beyond certain levels. It will
also tell you which quests you have already solved.
You will gain additional experience points as a reward
for solved quests.
Although
Alatia is a very social MUD, and there are friendly
people who would be pleased to help you solve a quest,
please keep any "hint gathering" to a minimum.
Furthermore, if you are a player who has solved the
quest previously, please help us to preserve the thrill
of questing by keeping your hints generic, if you choose
to give any.
Thank
you!
Quests
are a particular form of adventure on the MUD, usually
structured rather narrowly around one specific adventure
or area. Quests generally take the form of either combat
quests, where you need to go and kill lots of monsters,
or puzzle quests, where you need to figure out which
actions to perform in certain locations in order to
fulfill the requirements for completion. The best quests
- the ones that are the most fun to do - generally incoroporate
both combat and puzzle elements.
A
description of the various quests available can be found
in the Adventurer's Guild. Each quest that you solve
gives you a certainamount of quest points. Every fifth
experience level, you will have to have amassed a certain
number of quest points in order to advance to the next
level. Many new players have trouble understanding the
purpose and logic behind quests. This document will
attempt to clarify these matters.
Quests
are a method of ensuring that players periodically explore
new areas and try new things. Some players, after getting
over the initial newbie difficulties of learning to
find basic equipment and getting a little money, find
a few areas that they can do and enter a rut, always
killing the same monsters, getting the same items, doing
the same things. While they may find this enjoyable,
it is not the kind of play that the admin wish to reward;
hence the requirement for quest points to advance past
certain levels. Getting these quest points will mean
that the player will have to explore areas with which
they are not familiar, and learn techniques and skills
that they may not have encountered before. Most players
find the process of exploring and finding the secrets
of a new area to be a quite enjoyable one, and it generally
leads to more skilled play, more fun, and a better understanding
of the MUD universe. Embarking on a quest is far simpler
than it might seem. Generally you do not need to 'sign
up' for a quest; simply doing everything the quest involves,
in the correct locations, will be sufficient. You will
also know immediately when you have successfully completed
a quest; the Guild will announce your success on the
cons chatline.
The
logic behind quests, particularly puzzle quests, often
gives new players some trouble, so as an example of
a possible quest, and the types of things players might
be required to do in the quest, let's imagine a quest
where a princess is imprisoned in a magical castle and
the quest is to rescue her and destroy the castle. How
would one go about doing this quest? The first thing
is obviously to find where the castle is; one can't
very well do the quest wandering around in town or idling
in the church. In general it is a very good idea to
explore the MUD as much as possible and find out where
the various areas are; this also lets players compare
various quests and focus on the ones that seem to be
going well. So, suppose we've wandered around some,
found the castle, and maybe explored a little of it.
Now what? Well, remember we're supposed to rescue the
princess and destroy the castle - and the first step
in finding her is finding where she isn't. So, we wander
all around those parts of the castle that we can get
into, we make note of all the strange little objects
that might be lying around, and the various monsters
that live in this castle.
It's
important to notice as many details as possible during
this initial exploration, because many of these objects
or monsters may end up being important later on; or
maybe some of the rooms will be important. For instance,
there may be a tapestry on the wall in the staircase,
that we can't do anything with when we first find it
- but it keeps giving us leading messages; for instance,
when we type 'pull tapestry', it says, 'The tapestry
seems to be caught.' whereas in most rooms it would
simply say 'What?'. Things like that probably mean there's
something that can be done there, we just need to figure
out what, when, and how.
Once
we've done some basic exploration, found various interesting
things, and know our way around the castle, we'll probably
manage to find the princess. But she's locked in a dungeon
cell. Since the door is locked, we probably want to
look for objects that might help us open the lock. Swords
and other weapons probably aren't any good. There is
a rather simple logic here; objects found in adventuring
areas are typically useful in only one or a few simple
ways. Weapons and armor rarely help solve puzzles.
So
we want to look for other things; strange, apparently
useless objects, that might serve some purpose in solving
the puzzle. If we find something strange, like a piece
of twisted wire, it would be a good idea to try to open
the lock with it. But suppose we don't; suppose instead
we find a little monkey, hanging from a chandelier,
playing with a key. Since we've only found one locked
door - the dungeon cell - it's safe to assume the monkey's
key is the cell key. But how do we get it from him?
We can't kill him, he's on the chandelier, out of reach.
Well, again, there is a rather simple logic here; if
a monster has something you want, there's almost certainly
an object *somewhere* that the monster wants. So if
you find a banana, you know what to do.
Often,
if you have several problems - for instance, puzzles
that makes no sense, objects that seem useless, or things
along these lines - the problems can be made to solve
each other. Apparently useless objects will often found
to be useful in rooms where it seems like you should
be able to do something, but can't.
Now,
back to our castle-and-princess example. You've freed
the princess, and she's following you wherever you go,
even outside of the castle. But nothing more seems to
be happening; you haven't gotten any special messages,
and the quest is still marked as unsolved in the Adventurer's
Guild. This is because you haven't done everything required
to solve it; you haven't destroyed the castle yet. So
you will need to go back to the castle and figure out
how to do that.
Destroying
the castle might be tough. An obvious course of action
might be to find some dynamite and blow the building
up; but we don't have dynamite, and it's not likely
that we're going to find any in a swords and sorcery
world (though certain twisted wizards might put in a
fake dynamite object as a decoy, or might actually make
you use a dynamite object). Far more likely is a magical
or simple physical method - such as, removing a keystone
from a central arch, or digging out some tunnels underneath
the castle so that it collapses; or killing the evil
wizard whose magical power has kept it standing throughout
the centuries.
In
any case, the specific method needed to destroy the
castle should not be too hard to figure out, once we
think about all the objects, monsters, and actions we
have available to us; and once we've done that, we've
completed the quest!
Of
course, not all quests will resemble this example in
style or substance. But the general thought process
required, the method of approaching the various puzzles
presented, will often be very similar from quest to
quest. Low-level quests - usually, the ones that give
only a few quest points in reward - are typically much
easier to solve than the higher-level ones, and once
a few have been done, the logic behind quests often
becomes clearer.
These
are the available quests.
1:
Doethan needs help finding his wicker basket. (5)
Doethan,
a young boy, has lost his wicker basket. It is unfortunate
that he did because it is an important tool for his
berry picking. When his mother grew ill a few years
ago, his father ran out on the family, leaving him and
his sister to care for their mother alone. His only
means of supporting his family is through selling the
berries he picks. If you could find his basket, he'd
be as grateful as his poor soul can.
2:
Restore the unicorn's heart (10)
Once
Long ago, a very powerful wizard was out trying to catch
the unicorn. He lured her to a secluded little alcove
and cast a powerful spell over her separating her soul
from her body. He trapped her body in a beautiful statue
and left with her soul. After many years the wizard
died and the heart was lost. Until the heart is found
again, she will never be free.
3:
The CloudMaster seeks an adventurer with battle experience.
(15)
The
CloudMaster Arkazar requires the assistance of a battle
hardened adventurer so that he may continue the construction
of his sky fortress. Seek him out near the town of Celest.
4:
The druids of Calwin need your help. (15)
Larry,
the default druidmaster of Calwin has a problem. He
has accidentaly trapped his order and himself in their
tree home. He needs your help before he goes insane.
You don't need to bring your sword, just your mind.
5:
Help the gnomes (15)
The
gnomes in a nearby village seem to have a problem. Even
the youngest of adventurers should be able to handle
this one. Can you help them out?
6:
Help the monks (15)
The
monks have fallen into a rut and can't seem to get out. Sad monks are walking around
the monastery not tending to their work. Figure out what their problem is, and see if you
can help them out, before their order falls apart!
7:
Slay the ancient giants of Velaria. (20)
The
ancient giants of Velaria reside inside a hollow mountain
protected by others of their kind. Only the most powerful
adventurers will be able to do battle with them. Are
you mighty enough for the challenge?
<<
This quest is intended only for the highest levels of
adventurers. >>
Minimum
recommended level: 43+ or maximum stats
8:
Return the orc slayer to Leo! (20)
Retrieve
the Orc slayer from the orc shaman and give it to Leo!
But since the wizard Gorf built his tower next to the
orc valley things don't seem to be like they were before...
9:
Help the Brotherhood of the Disciples. (25)
The
Brotherhood of the Disciples is hiring a mercenary to
do a minor task. Volunteers please report to the inn
by the sea shore.
10:
Help the shepherd, he seems to have lost something.
(25)
A
little east of the great open plain you can enter the
Sheeplands. Look for the shepherd's shack and find out
how to help him out of his despair. There's no need
to fight, just use your brain. 8)
11:
Find Padrone's walking castle and return it to him.
(30)
Padrone
is sad. He built a beautiful walking castle, but a gang
of pirates stole it and now he cannot find it any more.
Help him to get it back! You don't have to be big and
dangerous to solve this quest, but it's always a good
idea to bring a weapon and some armour...
12:
Explore Captain Greybeard's secret. (35)
Find
the house of the old Captain Greybeard, and try to explore
the secret of the shadows. There's often more than meets
the eye, and sometimes it even is a pleasant surprise.
13:
Loot Kantele's snake pit. (40)
Just
as the line says.
14:
Help Eric to stay in his beloved Union of Knights. (45)
Eric
The Unready, newest member of the Knights Union Local#704,
has not been very lucky on his last few attempts to
prove his worth, to become a real Knight and to lose
his Apprentice-state. The next time he fails, he will
be banished from the Union and will never get another
chance by the rule. Now he is bitterly in need of someone
who can give comfort to him and ... but, go and talk
to Eric by yourself and see what you can do for him.
15:
Help Xanlith's son change the present (45)
Bring
proof to the son of Xanlith the warrior that you have
changed the present by defeating the evil ruler of the
past.
16:
Rid the professor's mansion of spiders. (50)
A
professor from a local university has a spider problem;
a BIG one. He needs your help to exterminate them from
his mansion.
17:
A hidden valley in the shadows lives in fear. (55)
The
valley of Mudra has fallen on hard times. The powerful
wizard protecting them is gone. The people live in a
constant state of fear; can you help them?
18:
The secret police have a mission for you to fulfill.
(65)
The
secret service needs some heroes to join. Apply to Otto
von Bruto, Chief of the Secret Police.
19:
Free the Kessic Knight. (65)
The
last of the Kessic Knights is held captured in a temple
within the shadows. Free him, and he will be able to
continue his fight against the Shadow Lords.
20:
Journey into A Midsummer Night's Dream and foil Puck's
plans. (70)
Deep
in the heart of Shadow World lies a magical realm of
beauty and splendor. The shadowy inhabitants of this
place are called shadowsprites and are now in great
danger. The faery queen Titania has fallen in love with
a human named Rama who lives in Midsummer forest. In
a jealous rage, her husband sent Puck the mischevious
faun to deal with Rama. But as usual, Puck isn't even
capable of handling the smallest tasks correctly. Now
a big green dragon is haunting the village of the shadowsprites.
The dragon burns their crops and forests. The shadowsprites
are in great danger and need to be freed from that plague.
Maybe you find a solution and can make undone what Puck
has done?
21:
Help the priests bring glory to the temple of Ahnold.
(70)
Decades
ago, Cassandra Ajaxaxe, wife of the mad Overlord, commissioned
a shrine to be built under the northern mountains. The
shrine would be dedicated to the worship of Ahnold the
Mighty and would gather the champions of power and magic.
However, some of the priests did not believe in magic,
and thought pure strength and muscle was the way to
go. They rebelled and took over the shrine, causing
more damage in the process.
Your
mission is to find out what happened to the priests
of Ahnold, and to find a way to restore the balance
of power. This quest used to be the level requirement
for HLP.
22:
Father Time needs your help! (95)
Many
years ago, Father Time ruled over a large and peaceful
land, where creatures of all walks of life romped and
played in harmony. A great evil force invaded this happy
land. The kingdom was split into four parts, and each
part became forever frozen in time, one in each of the
four seasons. The carefree inhabitants changed, most
becoming bitter and twisted caricatures of their former
happy selves. Father Time, for his own safety, has sought
refuge in the house of the infamously insane wizard
Songbird, which, since her magic is less than perfect,
can occasionally be seen through a weird rift in time
and weather patterns. Find Father Time, and bring him
proof that you have rid all the land of evil, and at
last reunited the Seasons.
23:
Save the worlds from the Vampire Lord. (100)
Rumours
have it that an evil vampire lord is plotting to conquer
the Shadow World and use its portal to invade all the
worlds of Alatia. Minimum recommended level: 25+
24:
Investigate the intrigue of the eastern island. (110)
The
island home of a scholarly wizard has become the center
of much intrigue and strange events. With the influx
of Royal Guards into the area, rumors have been circulating
of great magic and a renegade mage. Perhaps if you are
experienced and skillful enough, you can investigate
and discover the reasons behind the ominous stories.
25:
The world of Mythos awaits you.... (115)
In
Mythos, deception is a way of life and Chaos looms.
Will you be one who thwarts the malicious designs of
its peoples or one who assists in the moral decay of
the world and the destruction of Reality itself? Janiver,
the mayor of Nexus, can set you on the path to the first
of your trials.
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