Questing

Revision as of 19:20, 25 September 2009 by Talan (talk | contribs) (→‎Carai Caroo)

Questing in Lusternia goes well beyond the simple fetch or kill tasks that are common in many games, though naturally, we have these as well. There are dozens of more intricate quests to be completed here, for those who enjoy doing so. Some can be accomplished on your own in an hour or two, while others may take your entire organization days to complete.

General Hints

While many of these larger quests contain unique mechanics, there are a couple of features common enough to merit pointing out as general hints. Speaking of hints, HINTS ON is a good default for questers of all levels of experience. Sometimes, you'll know what you wish to do, but get it wrong on syntax. This is where hints come in handy.

Hidden Things

Just because something does not appear in a location when you glance, does not mean it isn't there. VERBOSE is a great tool for questing, allowing you to see a room's full description each time you move. Many items are hidden this way, in the room's description. You can PROBE these items, and often manipulate them with one or more of the following commands: USE, TURN, PRESS, PUSH, PULL, OPEN, TOUCH. Going one step further, if you probe one of these hidden items and note a particular feature in its description, you can always try taking a closer look there, too!

Puzzles

Logic puzzles appear fairly commonly in quests with varying degrees of simplicity. Variations of Sudoku, Mastermind, Einstein's Puzzle, the Tower of Hanoi, and various square puzzles can all be found. Recognizing these familiar puzzles for what they are when you encounter them can be a big help to solving them.

Influence

The influencing skill plays a prominent role in many quests, though it's generally left up to the quester to follow the hints. If a denizen suggests that someone be chided for their wrong-doing, try using weakening type influence. If you're told to embolden or bolster their courage, try empowering them. Note that paranoia type of influence can be a quester's bane. Denizens who have been made paranoid will not respond to interaction in their normal way. If you don't have the ability to ANALYZE a denizen, be wary of curious behavior and try back later.

Talking to Denizens

In Lusternia, we do not just walk up to denizens and say quest quest quest quest until they tell us that their son has been trapped down a well. Greeting denizens is a great way to get started, as is asking, "Can I help you?" Listen to the replies you get. Though you're dealing with computer-controlled characters, part of immersion is treating them like people! Many quests require a certain phrase which can only be sussed out by conversing with the denizen.

When all else fails...

Sometimes, even when you know you're terribly close, you get flat out stuck. It's okay to ask for advice on our forums. Chances are, someone else has been through the same thing. While we don't give solutions, players are great about giving others a nudge in the right direction.


Honours Quests

Honors quests are one type of the longer, more involved quests that Lusternia has to offer. When you check someone's HONOURS, you'll often see a line at the end directing you to HONOURS FULL (person) and it's here where you may view all of the honours quests they have completed. As noted above, these range broadly in both difficulty and time to complete.

Honours quests may be done for a variety of reasons. Some yield rewards to help an organization or to hinder an opposing one. Some may be considered rites of passage for a certain characters. Many yield historical context in the game world, bits of information or secrets about the world of Lusternia that are available nowhere else. Most grant gold and karma rewards with some giving other personal blessings.

For a completionist, acquiring new honours will be a constant venture throughout one's play, and as you'll see, there are enough to keep one busy for a very long time.

Regarding level suggestions, bear in mind that some races and classes are more adept at hunting than others, and so outside of Newton Caverns these are all sweeping generalizations. If you know that you're out of your depth in a given area, grab a friend to help or return when you're a bit stronger.


Newton Caverns

Honours She has earned the title of Savior to the Gnomes.

She has earned the title of Hero to the Finks.

Start Level 1-21
Difficulty Easy-Medium. A great introduction to questing, though by no means the easiest Lusternia has to offer. Pay attention to the denizens you meet - they're not all there simply for hunting. For a start point, if it seems like you should be able to help someone, you probably can. Jump in anywhere and you'll piece it together as you go.
Notes Once you reach level 21, you'll be unable to return to Newton Caverns, so start early! There are two honours quests in this area, and you'll be able to complete both if you wish. The quests are similar, but by no means identical. Before level 10, you'll have unlimited PORTALS, make use of them.
Reward Gold.


Verasavir Valley

Honours She assisted Kravch to bring vengeance upon the taurians of Verasavir Valley.

She helped the shaman Rynak vanquish the ghost-wolves of Verasavir Valley.

Start Level 30+
Difficulty Easiest. Very simple quests which might offer an introduction to denizens which team up against you. Mostly hunting with some hidden things and hidden locations.
Notes There are two honors quests in this area, and doing either side will get you enemied to the opposing faction. For the ghost wolves, this means little, but for the taurians, it will inhibit you from doing other quests. A good time to learn about amnesty.
Reward Gold, and the temporary disappearance of denizens from the opposing faction.


Toronada Tidal Flats

Honour She did aide the dragon turtles, saving a lost kin in the Toronada tidepools.
Start Level 22-30+
Difficulty Medium-Easy. A clear starting point, with some hunting throughout. The steps are mostly straightforward, and the quest is largely in figuring out how to complete these tasks. A good introduction to learning how to get information from denizens, both sentient and non.
Notes There are multiple quests in this area, though only one gives an honor. There are some aggressive creatures encountered during the quest, though they do not break shields. Be able to cure deafness, broken limbs, and paralysis when fighting the denizens in this area. Despite having to do with dragon turtles, this quest has no tangible impact on any organization.
Reward Gold.


Village of Delport

Honour She is the Matchmaker, having brought lovers together at the Chateau d'Amour.
Start Level 30+
Difficulty Easy. Very straightforward with a clear start point. Requires a bit of hiking around doing village commodities quests as well as some hidden things.
Notes Delport is a village which can be under the political influence of a player-run organization, meaning that the org you belong to may not be welcome by whichever one currently controls Delport.
Reward Gold.


Village of Dairuchi

Honour She is an Honourary Shepherd of the Rocks.
Start Level 1+
Difficulty Easy. Solving a simple maze in a world without the game map. An enjoyable puzzle in itself, you may wish to get out a paper and pencil.
Notes Dairuchi is a village which can be under the political influence of a player-run organization, meaning that the org you belong to may not be welcome by whichever one currently controls Dairuchi. To earn the honour, you'll be completing the small puzzle several times. Your progress is remembered indefinitely.
Reward Gold, increased marble production for the village.


Village of Stewartsville

Honour She solved the mysterious murder at Stewart Mansion.
Start Level 50+
Difficulty Easy. The hardest part of this quest is often considered to be getting the opportunity to begin, given its popularity. A good exercise in both finding hidden things and deductive reasoning.
Notes Like other villages, Stewartsville can be under the political influence of a player-run organization which may or may not welcome you in its borders. Though no hunting is required, the level requirement is noted a bit higher, as it is possible to encounter an aggressive denizen should your sleuthing falter. You can fight this perpetrator off, or simply run away and wait for it to leave before having another go.
Reward Gold.


Village of Estelbar

Honour She is an honoured Caregiver to the tae'dae cubs in Estelbar.
Start Level 30+
Difficulty Easy-Medium. Your choice of influence or doing commodities quests to acquire some things you need. Another mix of hidden things coupled with deductive reasoning, and perhaps a smidgen of guess work.
Notes Like other villages, Estelbar can be under the political influence of a player-run organization which may or may not welcome you in its borders, though the cause of helping these adorable sick cubs has been known to melt hard hearts.
Reward Gold.


Village of Paavik

Honour She did put the spirits of Paavik manor to rest.
Start Level 1+
Difficulty Easy-Medium. A good exercise in both hidden things and acquiring information. Timing is important. The particulars are literally written down for you.
Notes Like other villages, Paavik can be under the political influence of a player-run organization which may or may not welcome you in its borders. The story which unfolds as you work to complete this quest is macabre at its most delightful. Another quester recommends: if you find the cane, be sure to THWAP someone while holding it!
Reward Gold.


Village of Shanthmark

Honour She brought harmony of mind to the Shanthmark Lodge.
Start Level 30+
Difficulty Medium. Hidden things, commodities quests and deductive reasoning, this one can take a bit of time to complete.
Notes Like other villages, Shanthmark can be under the political influence of a player-run organization which may or may not welcome you in its borders. Search for crystals last, so they don't start respawning on you.
Reward Gold, notable karma.


Village of Acknor

Honour In Acknor, she helped the orcs raise a new chieftain.
Start Level 40+
Difficulty Difficult. This quest was once so easy that it had to be changed. It earns this rating because it requires killing loyal denizens in player-org territory. Otherwise, it is a mix of commodities quests, hidden things, and acquiring information on the order of 'easy'.
Notes Depending on who controls it, Acknor may or may not practice slaving. This state of affairs can be altered when the controlling city or commune leader speaks to the new chieftain on the day this quest is completed. Failed attempts will result in an angry orc.
Reward Gold, opportunity to change slaving status in the village.

Village of Angkrag

Honour She is a Slave Master of Angkrag.
Start Level 1+
Difficulty Easy. A fun little puzzle requiring no hunting or influencing.
Notes Like other villages, Angkrag can be under the political influence of a player-run organization which may or may not welcome you in its borders. CONFIG MAPVIEW ON is quite useful. Similar to Dairuchi, you'll complete the task several times before gaining the honour with your progress saved indefinitely. The very proud will wish to ensure the village is empty before attempting, as the fail messages are rather unkind!
Reward Gold, increased steel production in the village.


Villages of Rockholm and Southgard

Honor She is known to the dwarves as Kingmaker
Start Level 40+
Difficulty Difficult. This is an organization-level quest. Low to higher level hunting is required throughout, coupled with wide knowledge of the prime material plane.
Notes Though low level people can certainly help with this quest, they will not be able to kill all of the various types of creatures which may be required. While the hunting parts are generally in non-enemy prime territory, it is common enough for pvp to occur during the quest.
Reward The village which hosts the king of the dwarves will also be host to all of the dwarf miners (excluding any which may be in Angkrag), essentially ending commodities production in the opposing village, and boosting production in its own.


Arthar'rt Observatory

Honour She sabotaged the experiment of Etil'ck Arthar'rt.

She aided Etil'ck Arthar'rt in his attempt to cleanse the taint.

Start Level 50+
Difficulty Easy-Medium. A mixture of hidden things with some time constraints, coupled with puzzling.
Notes Some influencing may be required to reach a starting point. There are no automatic enemy statuses, though Magnagora is known to not look kindly on those who are assisting Etil'ck Arthar'rt. You are able to complete both sides, if you wish. Be mindful of gravediggers in the Blasted Lands.
Reward Gold.

Hifarae Foothills

  • Difficulty: Easyish - Bring plenty of health if you are lower leveled, and have patience.

Pretty easy, just have to do some mild bashing, as well as gathering small parts at the beginning. Make sure to talk to Huyina before you try to move on with it though. Also contains a small Blackout puzzle. Small gold reward (~2500), decent experience and karma for lower circles.


Carai Caroo

Honoyr She rescued the child Joiya from the machinations of Jeitara.

She did sacrifice the innocent Joiya, thus aiding Jeitara's schemes.

Start Level 30+
Difficulty Medium. The biggest part of the quest is a sudoku style puzzle, which can be arduous both in the solving and in inputting the solution.
Notes Others have noted that finding Carai Caroo in itself is a challenge. You'll need a waterbreathe enchant if you're not a totems user. You can complete either or both sides of this quest without picking up any enemy statuses, though Celest has been known to enemy those who aid Jeitara. May require nominal planar travel.
Reward Kelpies, mutated or not, will flood the seas.

Arysian Isles (gorgogs and merians)

  • Difficulty: Medium - Not hard to figure out, but the crowdedness, political dangers, and high-midbie bashing poses a challenge.

The two quests are exact copies of each other and both require some bashing. You need patience as well since it takes this one guy like five minutes to move like seven rooms. >_< Also, this place is one of the heaviest bashed out places ever. Expect major delays in your quest as people will inadvertently (and sometimes advertently) sabotage it. Be warned, if Celest finds you killing merians or discovers that you released the gorgogs, they will enemy you.

Tosha

  • Difficulty: Medium - The critters are tough even though the quest is easy.

The monks tell you everything you need to know, and the first part is very easy if you know where to look. Part 2, however, requires a bit of tanking. The spirits give out sometimes nasty afflictions and can team up on you. The Spirit Plane also doesn't count for conglutination I think. Even so, the reward is great - a temporary boost to health/mana/ego.

Hallifax/Gaudiguch

  • Difficulty: Hard - Only for the insane amount of patience involved with repetition and the annoying battles between Mesa and Nomads.

These two quests are just doused in history and flavor but at a high cost of repetition. The quest itself is straightforward with some midbie-level bashing included, but it takes an annoying amount of time to pull off. I've heard some people taking whole real life days of nonstop questing to finish it off. The end's nifty little node is pretty sweet as well save for the exploding part when its power gets too low.

Snow Valley (taurians and igasho)

  • Difficulty: Hard - Only for the skills needed of Scaling and possibly flying. Some sleuth work may be needed for the puzzling parts as well.

To pull off either of these two quests, you need the skill of Scaling in environment, which is very, very high up. A little tip: if you have the skill and the ability to fly, you can LAND MOUNTAINS like you can LAND TREES and you'll be deposited on the highest level. You'll have to do some level 60/70ish bashing here against either aggressive creatures or flying creatures. This quest has a little favorite part that I can't mention because it'd give too much away, but if you attempt it, you'll definitely know what part that is. A note: if you did the Ghostwolves quest in Verasavir, you'll need to be unenemied to Kyrian (taurians) to try the taurian side of Snow Valley.

Crumkindivia

  • Difficulty: Medium - As long as you have access to an aethership to get there and are of sufficient level to fight the peeps (60+ is probably fine)

Not technically an honors quest as it doesn't give you an honors line, but it's of similar difficulty and reward as the other honors quests. Requires that you make it out to the Crumkindivia bubble and that you be able to kill the peeps or gingerbread men - I've only ever done the gingerbread side of the quest, which I understand is easier (peeps are weaker than gingerbread men). The bosses are rather hard, but attacking them is optional. After you complete the quest, vacating the area is probably a good idea. Nice gold/exp reward.

Xion

  • Difficulty: Hard - Brain-wracking with a so-so reward.

Possibly the worst of the puzzle quests! With a whole aethership's crew working on the quest, we still didn't finish. There were at least three puzzles that we got through including another sudoku. You have to do a lot of high-level bashing as well with some aggressive creatures included. Also, when you finish a portion of the quest, you release a slew of aggressive creatures which have the charybdon (random) poison. As Razenth says, very annoying for a mediocre reward. You also run the risk of setting the whole bubble afire as well.